OpenToonz essentials 2D animation | Nicolas Forgue | Skillshare

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OpenToonz essentials 2D animation

teacher avatar Nicolas Forgue, Welcome awesome students !

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      2:59

    • 2.

      Start with dashboard

      7:20

    • 3.

      Edit preferences

      7:49

    • 4.

      Edit panels

      7:20

    • 5.

      Create document

      7:33

    • 6.

      Master navigation

      7:27

    • 7.

      Master selections

      8:55

    • 8.

      Export animation

      8:13

    • 9.

      Master levels part 1

      8:44

    • 10.

      Master levels part 2

      12:10

    • 11.

      Create shapes part 1

      8:35

    • 12.

      Create shapes part 2

      9:51

    • 13.

      Work with brushes part 1

      8:19

    • 14.

      Work with brushes part 2

      9:18

    • 15.

      Erase selections

      6:45

    • 16.

      Edit points

      8:37

    • 17.

      Create cuts

      6:25

    • 18.

      Move lines

      6:45

    • 19.

      Edit lines

      6:33

    • 20.

      Bend lines

      7:01

    • 21.

      Pinch lines

      6:22

    • 22.

      Simplify lines

      6:46

    • 23.

      Divide lines

      6:47

    • 24.

      Create groups

      6:52

    • 25.

      Master positions

      7:42

    • 26.

      Master colors

      8:14

    • 27.

      Create gradients

      6:37

    • 28.

      Edit strokes

      7:14

    • 29.

      Fill selections

      6:49

    • 30.

      Add text

      6:52

    • 31.

      Add guides

      6:22

    • 32.

      Add grid

      7:31

    • 33.

      Master symmetries part 1

      8:16

    • 34.

      Master symmetries part 2

      8:18

    • 35.

      Add images part 1

      7:20

    • 36.

      Add images part 2

      7:26

    • 37.

      Start with animations part 1

      8:46

    • 38.

      Start with animations part 2

      8:18

    • 39.

      Add keyframes part 1

      8:12

    • 40.

      Add keyframes part 2

      8:26

    • 41.

      Master interpolations part 1

      9:13

    • 42.

      Master interpolations part 2

      9:01

    • 43.

      Create meshes part 1

      9:05

    • 44.

      Create meshes part 2

      8:35

    • 45.

      Create parents part 1

      7:40

    • 46.

      Create parents part 2

      8:28

    • 47.

      Add effects part 1

      9:21

    • 48.

      Add effects part 2

      10:50

    • 49.

      Work with drawings part 1

      9:12

    • 50.

      Work with drawings part 2

      8:24

    • 51.

      Work with transparency part 1

      6:51

    • 52.

      Work with transparency part 2

      7:03

    • 53.

      Create paths part 1

      6:38

    • 54.

      Create paths part 2

      7:33

    • 55.

      Master cameras

      6:51

    • 56.

      Ball part 1

      9:13

    • 57.

      Ball part 2

      6:08

    • 58.

      Ball move part 1

      9:42

    • 59.

      Ball move part 2

      6:34

    • 60.

      Face part 1

      7:10

    • 61.

      Face part 2

      7:06

    • 62.

      Caterpillar part 1

      7:02

    • 63.

      Caterpillar part 2

      7:03

    • 64.

      Character create face

      11:28

    • 65.

      Character create body

      6:46

    • 66.

      Character create arms

      9:46

    • 67.

      Character create legs

      8:35

    • 68.

      Character change points

      6:55

    • 69.

      Character add parents

      6:28

    • 70.

      Character add background

      6:15

    • 71.

      Character animation with keyframes

      8:16

    • 72.

      Character animation with skeleton

      10:20

    • 73.

      Character export animation

      7:30

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About This Class

OpenToonz software

OpenToonz is a powerful 2D animation software. It is free and offers a wide range of features to create 2D animations. The software interface is ergonomic with different features to create animations using a variety of settings. The software is fully optimized to produce 2D animations in either vector or raster formats. You can draw landscapes and characters or create shapes using the conception tools. You can also add colors, gradients and strokes. Different tools are available to refine your conceptions. Levels allow you to generate animations by adding keyframes, enabling you to create animations using the software extensive features. You can work with interpolations to enhance animation quality, and there are numerous effects available across various categories.

Software advantages

- Ergonomic interface

- Extensive conception tools

- Support for vector and raster formats

- Keyframes animation creation

- Interpolation features

- Add colors, gradients and strokes

- Intuitive timeline to manage frame

- Add effects

- Different animation parameters

- Ability to create simple or complex animations

Training course

In this course, you will learn how to use OpenToonz to create 2D animations. With a step by step course structure, you will learn the skills needed to produce your own 2D animations. We will introduce the different conception tools used to create drawings, as well as how to apply colors, gradients, and outlines. You will then learn how to create animations using the timeline and keyframes. Interpolation techniques will be explained to help you optimize your animation workflow. Finally, the course includes several practical exercises to help you to apply the features seen in the course.

Meet Your Teacher

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Nicolas Forgue

Welcome awesome students !

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Level: All Levels

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Transcripts

1. Introduction: Hello, everybody, and welcome to the cures. Up and tunes the complete cures. Tunes, what is it? It is a powerful to de animation software. It is free and offers a wide range of features to create with the animation. The software interface is ergonomic with different features to create animation using a variety of settings. The software is optimized to produce two the animation in vector or raster formats. You can draw landscapes, you can create characters, you can create shapes using the different conception tools. You can also add colors, you can work with gradient and you can edit strokes. Different tools are available to refine your conceptions. Levers allows you to generate animation by adding keyframes, enabling you to create animation using the software extensive features. You can work with interpolation to improve the animation quality and to work with the speed of the animation between different keyframes. You can find also numerous effect available with different categories. What are the advantages to use the software to generate to the animation? You can find an ergonomic interface. You have extensive conception tools. You can work in vector or in raster format. You have also the possibility to create animation with keyframes. You have different interpolation features to change the speed of the animation between the different keyframes. You can add colors, gradient and strokes. You have also intuitive timeline to manage the frames. You can also add effect. You can find different animation parameter and you have the ability to create simple or complex animation. Know what you will learn in the training course. In this training course, you will learn how to use open tunes from scratch to create to the animations. With a step by step curs structure, you will learn the skills needed to produce your own to the animation. We will introduce the different conception tools used to create drawings, was, as well as how to apply colors, apply gradient and hotlines. Then you will learn how to create animation using the timeline and keyframes. Interpolation will be explained also in details to optimize your animation workflow. Finally, the course include different practical exercises to apply the feature scenes in the cures, like the creation of this character step by step and how to animate a character. Open tunes the complete cures. 2. Start with dashboard: We're going to start with the dashboard. The first thing is to see how to start with the dashboard. First thing to do, it is to take a look on the different windows and the different panels, how you can start. So first, when you go on the top, you have different type of tab. You have file, you can create a ne sane. You can load the scene. You can also go on the import and export features and have access to the preferences. I will explain the preferences after. Can go and edit and do and redo action, but you have also some copy and pass options. You can go in scan and clean up if you need, for example, to scan something like you want to scan drawing and after that, you want to clean this drawing, you have these options. You can work with levers. I will explain what is levers. It is different layers that you can create in the timelines. You have also some C sheet where you will be able to, for example, with effect and different parameters of the scene. You have also the cell. This is where you will be able to generate your animation. You can read the animation with different options here. You can have the render parameters and export parameters in the render. WiewPanel you can display different lament directly on your document. Windows, you can open potentially different windows at the moment, and here is help parameters. Just below when you just go below, automatically, you have a first step. So this first step is different main features that you can use. You have the undo and redo action. For example, you have also delete. You can find some operation four room backgrounds for, for example, the elements that you create. You have basic shape, geometric tools that you can use, and some more options on the right. And just below, you have a third horizontal tab and this one is a tool option. So on the left, you have a tool bar here. So you can select one of these tools, any type of tools. I I select, for example, the geometric tools. I will have this toolbar, and this tool bar will be a little bit different depending on the level that you choose. By default, here, I have aster levels. But if you work with a vector level, the option of the tool will be different depending on the tool that you choose. Here, when you choose the tools on this horizontal tab, you can find the options of the tools as you can see. Now if I just continue, you need to understand that you have different type of studio. So concretely, what does it mean? It means that here I'm in the timeline studio. And most of the time, we will use this studio because we can work, for example, with the timeline horizontally, and we have all the main features. But you have different studio, drawing studio, where you can have the different tools, color palettes. But as you can see, the timeline will be on the right like this, and you have also the drawing on the right here. So the disposition is a little bit different. You can see timeline as well. So this is what we will use the most in timeline, you have the toolbar on the left. You have the leval palette just here. The timeline will be horizontally on the back and on the right, you can work with the drawing just here. After you have the cleanup, cleanup is about the scan, so you can scan, for example, drawing and you have the possibility here to work with different values of white to black. This something a little bit more specific really if you want to scan a drawing. This is palette, so you will have more disposition to generate animation, it just that the palette is more developed. So what does it mean? You have the studio palette, the level palettes here, and you have colors and settings on this area. So it just that the color palette is more advanced on this area. You can see the ink paint also studio ink paint studio, just that you can find a color model tab on this area, a color palette just here, and you don't have the tameline in the ink paint. Composite composite is extremely useful as well to complete when you are in the tameline because in the composite mode, you can add effect from these panels. So this one is ethic schematic, and you have a summary of your columns. The output, so it means the camera and each set you can link different effect, for example. But you can also switch this one for TgalEic stage stage. And in this case, you will work with the parenting link, and you will be able to link different levels together to create parenting link for the stage schematic. So here you can switch for stage sematic to effect schematic. Here on EIC Sheet, what you can do, you will have another type of interface with all the columns will be available here to work with the timeline. All the timeline is here with a big area. Here you can see your document and with a camera. And here you have a function editor. Function editor will allow you to work with interpolation. And in this area, we have the function editor here. Then you have task editor, what you can do in the task editor, just when you want to have a preview and export your work. Concretely, you can start, for example, a preview, and you can add a render. You can save an expert just here using task. Bowser, it is a summary about how you organize different document or you can have access to images, anything on your computer related to open tunes. And here if you want on the right, you can lock and unlock the panels. So what we will use, most of the time we use Tameline and sometimes we switch for composite, I Sheet, even if, sometimes tax browser, but most of the time, we will use Timeline because I think it is a more convenient studio, and also if you want to work with the taline horizontally, prefer to work horizontally with the timeline, even if you can work vertically as well. So that's it. After that, in the Mdel when you are in the timeline studio, you can see your view. So this is the view of your scene of your animation with by default, a camera and wise backgrounds. And on this area, different options to preview, for example, your animation, how you can read your animation. And just below the timeline, you can also drag and move here, dragging and moving little bit here, and I will explain more detail the window after. 3. Edit preferences: We're going to see how to edit preferences. It is important to see how to work with the preferences. We are not going to change all the preferences. It's not a, but it's important to understand what you can potentially change when you are in the preferences. First, I will go on the left here file and you can define preferences on this area. To define preferences, you have first the general preferences. Something important here is show startup window when Open tune starts so concretely, when you start the software, you have a small window, and I will explain in after and on this small window, you can create new scene, for example, and you can also create a new project. So there are difference between scene and project. I will explain the difference, and you have a small window to create a new project or to create a new scene at the beginning. It is like to generate a new document. You can deactivate or activate this one. I think by default, it's good to keep this one. Then you have the interface. If you need to change the language, you can change the language on this area directly. If you just continue here, you have, for example, a level strip tubinal size concretely, when you go into levers here, you can find suburbinal size and the size correspond to this value. You have the tame also, we use the tem by default, but you have multiple type of tem. So this one is default. I'm going to show you the older one. You have, for example, the default green with the green area or green area when you have some selection, you have the light tame, the light tem will be more brighter, just like this. You can find the natural tames more gray, and you can also use synth waves just like this. It is little dark but not too bad also. You can use also the blue TAMs here, you can use the clay tame you can use the dark tame and you can reuse the default tame. The concretely depends about what you prefer. In this case, we will keep the te by default, so it means default tem. Depending on this, you have the room, default or you can use also this one. You want to have change directly here in this case, and we are going to keep default. You have also a default font, which means if you want to add text, you have a default font, and the default font is this one Sigo user interface, but you can also choose another font by default when you want to add text. Here it's style also. So by default, we just have a normal style. When you go into preview renders here, so this is just different preview options. With the viewer, we keep all these different parameters by default. I think we don't need to change anything here. Load Import, it is some different type of option. We keep the different parameter. Saving option, you can make the choice to save automatically your work with interval. For example, here, you have 10 minutes to save the work. And if you want more or if you want less, you can also deactivate if you want to save automatically. Generally, we don't have too much bug in open toots, but sometimes this can happen. So you can save automatically. You can maybe reduce the time if you prefer. You can put 2 minutes if you need, and you can save with the interval just here. Automatically save the Sen file and save no sen file. Yeah. After you have decoder encoder, so here nothing specific, we can keep these parameters. Drawing drawing what is this? It is iptan default level type. So the default level type, I decided to put raster ever. You have set lever that you can create on this area, sweet levels, rasters, tunes rasters and raster levers. And by default, I'm using raster. But you can select another one. If you prefer the curse, we will use raster. Default level size also when you create levers. The wide is 1920 by 1080 pixels. Generally, it corresponds to the size of the basic document that you can create when you create the scene. But you can also change this as well. Tools different type of options for the tools, for example, showcaser size hotlines. Different parameters, it is same. We can keep all these different parameters. Even toolbar display behavior, we can keep difault. Ig sheet, it is some different option. We don't need to change all this type of option. I think by default is good. Onion skin, onion skin, what is this? I will explain in details. After concretely here, you can have onion skin features on this area. You can see the previews the previous images or the previews in open tunes if you prefer the previews. Colons, and you can see the next colons, as well. And the previous frame are in red. So with this color, and the following frames will be in green with this color. And you can change the color on this area. You can also deactivate on your skin, but I think it's better to keep activated and to use this feature when you need. Animation, default interpolation, linear. So it means that the speed will be perfectly linear and you have more option, but you can change that after. Generally, when you start to animation, you just keep a linear interpolation and after you can change by yourself to change the speed of animation with different type of interpolation. So conversely in linear, we don't have anything specific. We are not going to change anything. Here we can continue colors we have many types of colors depending on when you use interface and different options. We're just going to keep all these colors by default. But if you need, you can just click on the color and change. Vctor visualize show line with sickness when we work with the vector format. Even if we have a sickness value for shape or for the brush at zero, you will see a very small line to indicate where, for example, you pass. I think it's convenient we can keep this one. Version control, let's de like this, touch tablet, we are going to use open tunes here on computer, but you can also work on a tablet. It's possible to work as well on a tablet, and you can enable, for example, here. The tablet features will be interesting to work with more advanced drawing. So it sure to work with more advanced drawing, it's more convenient to draw on tablets and to draw on computer. For the rest, when you work, for example, with animation or something like this, some tools or different effect, I think you can work with the computer version. It's also good. But really, if you want to focus on drawing pure with very advanced features for drawing, maybe in this case, the tablet can be useful for the drawing art. And here I don't we are not going to put any extension on this area. So this is how you can start with the preferences. You can open these panels, take a look and see if you have some change, you can do. 4. Edit panels: We're going to see how to edit panels. For this, we can go on this area and we can edit the panels. So as explain first, when we go on this area, others explain, we use the timeline studio. So we can find different type of studio. And here we have Windows different panels. All these type of panels, if you work with a different studio, you will find all these panels. All these panels are separate in the different studio. But it is interesting because you can, for example, stay in a studio and have access to panels from ner one using Windows. The first things to understand, for example, you just have toolbar. So the toolbar, what is this? It is a tool bar on the left here. So if you just click on toolbar, you will have the tool bar game. So it is exactly what we have on the left. So we have toolbars and we can just open the toolbar. We can also extend the toolbar to have more tools here. If you just go on this area, you select, for example, the tools property. You can click here, and you will have some tool property on this area corresponding to what we have here depending on what you choose. And you can extend the panels also on this area or on this area. You just have the tool property, what we have here, but on a separate window. Is it really useful here in this case? Not really. But in some case, it can be interesting. Why, it can be interesting because for example, I'm using the timeline studio, but I would like to have access, for example, to something like the Schematic or the ethics editor can click on ethics Editors, and I will have access to the ethics if I want to add, for example, directly effect or I can also go on view here on Windows here and I can use Schematic and I will have a summary. I'll have my Schematic window, and with a schematic window, I can work here even if I'm still in the timeline studio, and you can open this window, but you have already stagehamtic. For example, if you go in composite, this one is a ethic Schematic. And when you click here, this one is a stage schematic. But if you don't want, for example, to go in the composite and you just want to maybe stay in the timeline, you can stay in timeline and just go and just open temporarily this window. It is same for all the different type of windows that you have here. So you can open during a moment some different window. You click on the timeline, you have the timeline again. The timeline is already here, and you can click on the timeline again. You want to have the lever strip, the lever strip it is what we have on the right already here, and you can open again the lever strip on this area. This is all the type of things that we can do with this window. After that, you have a workspace. If you want to visit a workspace by default, because you have maybe move or delete something by default, you can visit to default rooms. And rooms what is this? It is concretely the different studios that are explained on the top right corner. Now you need to understand when you go on view, I'm going to explain this at the same time, you can view different things on your sin and you have this different element. Concretely, when you start, for example, by default, what you have, you have view and you have a table. So it means it is something circular around your sin just like this. And by default, you have this if you want to keep, you can I don't like too much to keep this, so I prefer to go on view and deactivate this table just like this. You have a camera with a red area around the scene, and you have a white background when you create a new document, and this correspond to view. This one is a camera box, as you can see, the camera box is this one, the element in red. You have a camera background color. So when you started a document, you have a camera and a camera background color. So it means the scene is in white on the background. So if you deactivate, you deactivate the wie color here. And you have also these small frames to separate the area of the camera, and this one correspond to view raster bounding box. So if you deactivate all, you will have nothing just here. And you can, for example, recuperate raster bounding box, you can recuperate camera backgrounds and camera box. So if you want to keep table, you can keep table if you need personally and in the curves I'm not going to use table, so I will remove. You can also use safe area, so you can display your safe area. What is this it is, you can put the most important element inside the first frame, for example, using the frame area. You have also the field guide, so you can display directly. It is like a grid with two diagonal as well. So number to generate your conception. It's not really a grid, but it is different information that you can use. So this one is a field guide. You can use the ruler, and here you have horizontal ruler and vertical ruler. By default, you can have the ruler. I prefer to not display, but you can keep if you need, and we will be able to pull guide directly horizontal and vertical guide. And when you continue on view, you can also display the guide as well, so it means you can display rulers and guide. And if you pull a guide, the guide will be seen because you have guide activated. So this is some basic things that you need to understand just here. I will deactivate ruler and I will deactivate guide. After to do this type of, you need to understand that these different elements are already here. So concretely, when you go on the right, you can see this one, safe area. So the safe area, you can just click here and it is faster. Field guide, you can just click here and it is faster as well. And this one is also the camera stan view. You can also display a sued view, so it means you can switch for a sud view like this and you can see the camera in red and the camera projections directly on the scene with the wise background. So you can make a projection Sud projection, or you can just come to the camera stun view just in front. Here you have two options, the preview option and the sub camera preview option. Why is still useful because when you play the animation here, if you don't select that, you won't see the effect. So if you add, for example, effect in the effix schematic, and you generate also an effect animation. It's not going to be seen when you read the animation here. It will be seen the effect, not the animation, the effect on the animation will be seen only directly on the preview options. This is something important to understand. Otherwise, this is how you can start with the panels. 5. Create document: We're going to see how to create a new document. Process to create a new document, you need to understand that you can have directly create different project, and inside is different project. For example, you can have different document or different scene. Concretely, what is this? It is like you can create different folders, and inside is different folders. You can have different document or different scene or different animation if you prefer. And you can organize this directly when you start with a panel. So as I explained before in the preferences, as I explained, we can keep the staff panels open. So you can go on the file options on the left and you can create a new scene. A new seed, what is this? It is like a new document directly inside a folder that you already created. You can create a new scene. You can load a scene as well from these panels. So if I just create a new scene here, I have a scene with a name project on this area. If I just create a new scene, I will be entitled just here. So if I just come back fine, I will create a new scene and I will be entitled here. Now what I will do, I will show you. I'm going to reopen the software and show you the panels when you directly open the software. So when you start the software, this is up and tones startup panels. With these panels, what you can do, you can create folders and inside these folders document. Folders, what is this? It is current project here, and you can by default, you have the folder sandbox. And I created a new folder, so it means like a new project with a name SN. And here you can generate a new project if you need. So concretely, you can click on New Project. And when you click on New project, it is like to create a new folders, and inside this new folder, you can have multiple document, multiple animation or multiple scene if you prefer. So by default, what you have as a folder, you have the sandbox. So sandbox what you have by default in Open tools, and you can generate a new document or new scene if you prefer inside sandbox. But here, I decided to create a new folders, and these folders has been seen. I created a new folders with new project here. It is like to have new folders if you prefer, and I changed the name for scene and after that, I just validate and you can do the same thing. You can have multiple folders in this area. If you want to have ten folders here, you can have ten folders, 20, you can have 20, just like this. And after to understand that inside inside one of these folders, you can have multiple scene. So it means here, you can create a new scene. So a scene, it is like a document. It is like one document or one animation. And inside a folders, you can have multiple scene. Or if you prefer inside a project, you can create multiple scene. And after you rename as you want. So here rename the project by scene and here the scene by projects or maybe can be it's not extremely good about this. But for the rest, it is how to understand. So a project here, what is this? It is like folders. And a scene here, what is this? It is like a simple document. And you can have multiple project or multiple folders, and you can have multiple document or multiple scene inside the folder or the projects that you want. This is how to understand. So here, for example, just for the cures, I decided to create a new project, so it means a new folder scene, for example, and inside this just to create a new scene inside with this value. Now, when you create a new scene just like this, I'm going to keep my existing scenes, but just to show you, you create a new scene on this area and you just change the same name. I'm just going to show you a tape just scene O. No scene O, we just tap project Oer. So I will just tap project order here. Save inside the folder that you choose. So it means this one, and you have the camera size, and here you can change. So by default, we use the full HD. But if you use K, a four K, just like this, you can use a wide and the eight of this size. If you use, for example, this one, you have this size. If you continue, you have different type of predefined model, this one, again, this one. You have different type of predefined model that you can use. And by default, what we can use by default, it is just the full HD. So it means 1920 by directly. So it means 1220. So it means this one, this is HD. So you have all the different type of option when you create a new document. If I come back to the basic, it is this one. And this one is one tosan but you can change, so it means if you want a sin with white Sutsan you just tape Suetosan and if you want to 82 Tsan you can tap two tosan. Here we have the unit. I prefer to work in pixel, but you can switch centimeter, millimeter itch is field as well. And then you have the frame rate. You can change the frame rate because the frame rate is here, so you can start with 24 and after if you need to change the frame rate, you can change after directly. So it's definitely not a problem if you don't use the right frame rate at the beginning. The frame rightate what is this? It is a number of image per second. So here we have 24 images per second, so one to 24 for 1 second, for example. If I just want to come back, I will come back here this size, and I will just create a new scene. So now if I restart, I'm going to show you so when I restart, as you can see, now inside these folders. So inside this folder scene, I have now two document project and Project coder, project and project Coder, just like this. And here you have also the recent document like the recent scene, just like that. And inside of folders, you can have multiple document or inside current project, you can have multiple scene if you prefer. So you need to understand that. And if I just want to come back to, for example, this one, I will just click here, and I will come back to my original here, and you can see the name on the top left corner. So for example, this one is the folders, and this one is my name of the folder and this one is the name of the document. 6. Master navigation: We're going to see how to work with navigation. Extremely important, you need to understand how you can navigate in your space software. So for this, the first things to understand is you can use if you work on a computer, you can use the mouse with a scroll wheel and you have also different type of tools. If you use a tool, you can go on the left here. And in this tool bar, what you can see, you can see the Zoom tool first. When you click on the Zoom tool, you just go left click and with Left click, you can zoom in, and you can zoom out. Left click, you zoom in, and you zoom out just like this. And depending on where you are located in your cursor, you can zoom on a more specific area. This one is Zoom tools. You can see the percentage of Zoom on this area as well as you can see. Now you have another tool. This is hand tools. Just here. With the hand tools, what you can do, you can go left click and you can just dragging and moving here. So if, for example, you zoom, you still exist tools, you can zoom here, then you can switch for the hand tools and you can dragging and moving just like that here. And I can zoom out again. I'm going to show you that it's not extremely convenient and it's definitely better to use the scrollery. So conquently if you use the scroll wheel, how you can zoom in and zoom out? Why, it is better because if for example, you are here, you use the tools, then you use the Zoom tools, and you switch for another tools, and then you select, for example, the end tools, then you switch for another tools. And as you can see, it's not extremely convenient to use this one. You can do this, but it's not extremely convenient. So if for example, you are any tools you want to zoom in Zoom out with the computer version, you can with a scroll, we just zoom in and zoom out. For example, I'm with a paintbrush tools, and if I want to zoom, I just move the scroll wheel on a direction or move on another direction, and I can zoom in here and I can zoom out as well with the scroll wheel. At the same time, if you click on the scroll wheel, you can drag and moving exactly like the hand tool. But the difference if you don't use hand tools, you are still with these tools. So for example, I can zoom here. I click on the scroll wheel and I can dragging and moving, as you can see. Then I drag and moving the scroll wheel to zoom out. Another thing that you can do is also on this area, you can rotate. With rotate, you can rotate your drawing and you can just dragging and moving like this and rotate your drawing depending on some parameters. For example, just here, you can use rotate camera center to put the rotation point into centers, and you can deactivate rotate by step. If you deactivate this one, you just turn like this without any snapping options. And if you use a step angle, for example, if I use 30, so if I define 30, I can rotate every 30 degrees just like this. And why it is useful because if you want to sit perfectly, if you are like this, you turn your drawing and you don't know how you can rest the parameter. You just click here on the timeline, rest view and you just come back like it's perfect. Now if I use rotate 30 degrees and you activate rotate by step, you can turn every 30 degrees. And if I go left click, you can turn just every 30 degrees. Take a look, 30, 60, 90 degrees. And now I can come back with 30, 60, 90 degrees. But if, for example, everything you have some trouble because you deactivate this one and you turn, you don't know how to come back, you just click here and you can as it. At the same time, in the timeline, you can also find some type of tools. So here, this is a Zoom in tools. So when you click here, you can zoom in as well. And when you click here, you can zoom out. You can also flip the drawing. Let's take a look. I select the brush tools just here, and I can just create a new levers. Here, I can create a new raster levers. I will just validate and I will just just go Left click to just put something here and maybe left click and put something here. So you have the possibility to flip horizontally, so you can flip horizontally the Trowe just like this so you can invert and you can see flip here the percentage of Zoom and flip. And you can switch also vertical, flip vertically as well. You can flip horizontally and you can flip vertical. You can also from these panels, rotate. So you can also rotate this time 90 degrees directly from these panels, as you can see, rotate 90 degrees by these panels. If you want to sit one more time, you just click here and you can sit the view. If you flip, you want to sit, you can sit as well. But you can use any type of these tools and you can sit all the views using these panels. So now if I just take these columns and I will press delete on the keyboard, you can also zoom in and zoom out on the timeline. So how you can work with the timeline, I can dragging and moving. So on the timeline, zoom in, zoom out, you have these symbols. And with this symbol, you can zoom in and zoom out. And if I zoom out, as you can see, you can reduce the timeline and have access to more image at the same time. So you can use this one. But you can also use the scroll wheel, and at the same time to use the scroll wheel, you can use control. So if you drag and move the scroll wheel and you use control, it is exactly the same that you move this one. Now, if you want to move horizontally and vertically, you can use a scroll wheel and halt. And when you use the scroll wheel and alt, you can move from different images. From left to right or right to left. And as you can see, you can move on the tab horizontally. It is like, for example, you move here and you can dragging and moving then this one, and it is exactly the same. It's just that when you go here, as you can see, you cannot move, you need to move, for example, this area. So the timeline, you can zoom in zoom out with this one or you can use shift and the scroll wheel directly when you are not shift control and the scroll wheel directly when you are on the timeline. So it means on this area, and you can also move this tab or you can press halt and dragging and moving horizontally with the timeline. Can also move vertically, but move vertically is useful if you have multiple colons. Here, I don't have multiple colons, so it's not going to work. So for the rest, that's it. This is the most important thing that you need to understand when you want to navigate in your space of work. 7. Master selections: We're going to see the selections. For these to see the selections when we go on the left, you can see the selection tools. First, I will create a new levers, and you will have a difference of the selection with the raster levers and the vector ils. Before to see more details how to work with colons raster vectors. We'll go on this area, and first, we will create a new raster ils. And after to create a new raster il, I will just validate these options, and now we can work on the first frames with the first colon in the rasters. When I go on this area, what I will I will define, for example, geometric tools. I will use the rectangles on the option on the tools. Here we can define sickness, harness, opacity, and with a black color, I will just go left click here to generate rectangles. At the same time, you can use any type of tool like a circle and I can, for example, generate a circle like this, and then I would switch for the brush tools. If I want to oder color, I just click on plus here, try a new color inside the color palette inside these columns here, and I will just define, for example, the size, and I will just paint something here. So you need to understand when you are in the raster format. When you use a selection tool, you cannot select something like a shape because we work in raster. So what you can do, you can select a type rectangular, free and or poline. And if you select rectangular, you can, for example, create a frame I can create a frame around this area, and after I can move my selection. So you create a selection of area and you can move the selection. You can also scale the selection just like this. And if you want to keep the proportion, you press shift, and you can keep the proportion. You can even rotate on a corner and you can rotate and you can press shift to constraint every 90 degrees just like this. So this is how you can work with a selection in raster, as you can see, and I can just come back here and scale again if I need and press shift, I want to keep the proportion. Can also use this with, for example, the free hand. So with free hand, you can just generate something like this, and automatically, you can generate a selection with free hand. And the last option is polyline, but I don't advise you to really use polyline because I think it's not extremely convenient. You can not really close properly. And if you want to close properly here hoops, I switch, it's not extremely convenient. So definitely I don't advise you to really use a polyline and to focus on rectangular and freehand. If, for example, because I work on raster, I can, for example, create a selection here and I can move like this, or I can create selection here and move like this, or I can create to selection here, move like this and it is same for this area. I can craft to selection here, move like this, or I can create to selection, here, move like this. But you have also more option when you create a selection. You can, for example, selection horizontally, you can flip your selection vertically. You can also increase the size. So it means you can change the percentage value. If I want 120, horizontally, I can. If I want vertically, 120 as well, I can. You can also even rotate on this area, as you can see. And when you move, you can change the location and the location will correspond with this value and this value as well. So this is how we can work with this type of format. Now you have a second option. I will click on the columns and I will press delete, and I will create another one. In this case, I will create a new vector levers, and on the vector levers, what I will do, I do the same type of work at this starting vector. I'll say the geometric tools, and I will use rectangles and I will start with a black color. I use a black color. Here you can define a stroke as well. I work maybe a 16 and generate a rectangle like this. When you work with vector, you can also use autofil. So it means you can create a new color here. You can define another color. I can use, for example, autofil and now I can generate maybe another rectangle with a red color. If now I click on the brush tools, I can generate new colors as well, and I will select the green color, work with the value here, and I will just generate a pass. Here, you have the smooth value and the accurncy value pretty high. But you can reduce the accuracy and smooth as well. So after to understand that, if I'm using the selection tool, now it's different because I work in vector. So I click on the selection tools. First, the option has a little bit different, but you still have rectangular free hand and polyline. So concretely, if you just go left click, you can select like a shape because here we work in vector, so as you can see, we don't have any pixels. So you can select your rectangle exactly like your shapes. Just go one nef click, you can even change the thickness here of your stroke just like this. And you can also scale. You can scale on this direction, this direction or you can press shift to keep the proportion just like this. You can also rotate as well, but here you work directly on the shape because it is vectors. You can select rectangular. You can also use free hand and you can turn is because if you turn is, you can also create a selection, for example, with multiple entity, just like that. And you can use also the poline but it is as I explained, the plyine is definitely not convenient to use. It's really not convenient. If you want, for example, to close, as you can see, it's definitely not convenient. So I can advise you to keep the rectangular and free and here. You can even select some mode. I'm not going to work with advanced details, but you can even crat selection with the same style, same type of levers, and more advanced feature here. And it is same. You can, for example, select something like a pass, and here I can select this pass or I can select this pass. And if I select this one, it is same, I can adjust the stroke, but you will have more option. If you adjust the stroke here, it is like to use this one. You can also adjust the end of the car, but I will show you more in details after when we will cratch shapes when you want to adjust. So here, I'm just going to focus on the stroke here. It is same, you can just flip horizontal, you can flip vertical. You can also change the size. So if I want 140 and here I want 140, I can also adjust here. So you can just change all the parameter. You can also create some rotation on the different direction. And if you move the position, you can see the X and Y axis will move as well. This is how you can work with a selection tool, but you can also select multiple shapes. If I'm using rectangular and I want to select all, I can generate the frame of selection, and all the entity have been selected, as you can see. And then I can dragging and moving all the entity here. I can also scale. If I want to keep a proportion, I can press shift, and I can also just scale this. So there is really a difference, big difference between the raster and the vector format, just like that. At this time when we have here, we still have a stroke with a red color, but we can decrease the stroke with these tools to come back to zero or the size of the stroke as well. If you want to delete to element, you just press Delete on the keyboard. And when you press Delete on the keyboard, you can delete your selection just like this. If you want to delete a complete levers, you click on the levers here. When you go right click, you have delete columns. But here, it just a columns. So here in this case, it's going to work. But in some case, you can just press delete. I'm going to show you. You just come back here. You can click on the columns, and when you click on Delete on the keyboard, you can also delete like this. 8. Export animation: We're going to see how to export animations. For this, I created this animation. We will create this animation after and we will do this type of work, and we're going to see how we can export. The first thing that I'm going to do is to read my animation. By default, when you create a new animation, you have one camera just here and the size is 1920 pixels by 1080 pixels. And by default, we can find the frame per second, 24. How you can check that, you can go on the top here. And on the top, you can find a sheets send settings. And you can define the frame rate per second on this area. You have also the possibility to go on sheet and on hi sheet, you can go on the camera settings. On the camera settings, you can see the size of your camera just here. So you can rename the camera. You can also change the size. Just play this animation. So I'm going to play my animation. Just like this, my small animation, as you can see. If you want to see the preview, with the part of the image outside, so it means only from the camera. You have two option. You have the preview here and you can see the sub camera preview. In this case, I would use a camera preview to only see the preview with the camera size. So here we have the camera size, 1920 by 1080 pixels. If I zoom little bit, I can also extend maybe on this area and reduce to see better my animations and I will just play the animation like this. Generally, when you want to play animation with a camera, you need to start the first time. It's going to be a little slow. And after that, you can do this again, and it's going to be with the real speed. Oh, after to understand that to export your work, you can go in render here, and you have two options. The first option is only for the preview. So you can manage the setting for the preview. I will explain after how you can add camera. So here we only have go camera. You can see the preview from frame start. Here, the frame is at one and the last one at 102. So if we just click on this area, and I just activate the preview here. Render preview. I can see the preview with these different parameters. It means I can read my animation with these different parameters. But you can also here we have 101 to 102. What does it mean? It means you can go and render previous settings and you can also read animation, not all your animation. If I wanted to read only from maybe 20 to 80, for example, I can put 20 and 80 and after to do this type of work, I will go on render preview, and now you can see 20-80. Can only see the preview 20-80. So even if you have animation from the first image to the last image, you can just change that. And to change that it corresponds to the 23 angle that we have here. After that, you have two option. You can change render preview setting, you can come back with the original frame, or you can also click on the first three angle, and you can change again the range of preview. And by default, generally, you keep the range of preview is the size of your animations. If I come back like this, I will go and render previous settings and now I'm still at 12102, just like this. After you can also export your work on your computer. And for this, you will render Woodput settings this time. And this time it is for the final render when you export your work on your computer. So output settings. And when you are in Woodput setting, you have camera, color, while, and more. In the camera here features, you can find you can choose a camera. He only have one, and it is same this area, it's not the same here. In this area, you can change the size of the camera. So if you want to change, you can type something different. I can tap a different ratio like 1,200 here and we have the proportion activated. This is why I obtain this nd. But you can deactivate the proportion here. You can change the proportion and if I put 112, now it's going to change. If I just take a look on the camera, now on this area, as you can see, we have changed the camera. We have changed the ratio and if I wanted to export with renders, I will export with a camera ratio of 1,000 by one tousan. It is also something important to know. Now, something that I'm going to do it is to come back on render input seating. So if you just want to go back, you can just tap the original size, 1920 and on this area, 1080 ixels I can come back with this original size. One more time you can find the frame start and the end. On this area, you can also change two parameters. It is same. We can change the two parameter from these panels. We have the color settings. Generally, we keep the color settings by default and the five settings, you have the name of what we use, so we use, in this case, project as a name of the animations. And you can change the type of format. So it means by default, we can use TIF. If it's a small animation, generally, it's pretty good, but you can change. You can use EVI. If you use, for example, EVI, it will be a video format. If you use GPEG or TNG, you can also do this. If you use GPEG and in this case, I have 102 images. It will not export to video, I will export 102 images inside folders. This is why it is convenient. And if I say PEG, I will go in renders, I define render here. I will just export 102 images. So in this case, I will come back to T here, I will select this one, can select Tf or we have two type of tif this one. And if I just continue, I will keep the same type of parameters. You can also change the frame rate if you need. In this case, we have 24, but we can change after, you just need to go and renders here, and automatically you will be able to export your work. So I will export my TIF file with 102 frames and the size located here. You can zoom in and zoom out on this area. You can even make fast export, past render to MP four, just here, and here you won't have to edit any parameters. Automatically you will export to P four. While on this area, you can set the parameter or you can change the format. 9. Master levels part 1: Understand the levers. It is important to understand the livers. So for this, what we can do. When we start here on this area, the first things to understand is you can create three types of levers. So the first levers is the new raster levers. Then you have the newtons raster levers. And then you have the new vector levers. So first to create a levers, you can just go on this area and you can create one of these here. You have also the options to go right click here. And when you go right click, you can, for example, insert below or insert above levers as well. So if I just click here, I can create first a new raster levers. And when you are on this area, after I will explain for two step increment, it will concern the lever strip on the right. But if we don't use the leal strip, I just change, for example. Here you can rename the name here will be important only from the image here, but not directly from the name of the levers. Here I just going to keep the letters. Here you can choose. I'm going to choose rasters and I will validate. And you can rename. So you can double click here and you can rename these levers, and on these levers, I will tap raster, just like that. After let's scrap another one, I will just click here new ton rasters levers, and I will just validate and I will rename. And I will just rename by raster plus, just like this. I will create another one, this one new vector levels. And this one I will select towards vector levels, and I will validate and I will rename by vector, just like that. After that, we have raster raster plus vectors, and we have on the first frames just like this. When we click on raster, first, we need to understand that when you select tools like so geometric tools or Subrah tools, the option will be different depending on what you choose. For example, this one is so geometric tools. And when I work with geometric tools in raster, for example, I have sickness harness opacity. If I'm in raster, sickness harness, and if I'm in vector size, and different type of option here. So the options are different. So if I'm in raster, for example, I want to generate a rectangle, I just define the sickness, some parameter, harness opacity, and I can just generate a rectangle like this here. So this one is, for example, in rasters. If I use, for example, the brush tool, it is the same. I will have some difference. I'm going raster, you can see we don't have the same options and vector, we don't have the same option as well. Here I'm still in raster and I can use, for example, the brush tools. I can also add new colors and I can just paint like this as you can see. And here we have rasters. Also when you use, for example, the selection tools, it will be different. Here in raster, I can generate, for example, a selection just like this, and then I can, for example, scale my selection, or I can create another one just here, and I can move my selection and have access to some different options like rotation or flip horizontally, flip vertically, or change the size as well. So here we have this with raster. And if you change the color here, as you can see, it's not going to change directly on the element where we apply the color, but only for the next one like this. Now, I'm going to remove the content on this one. So for this, I will create a frame of selection and I will press delete. The second one is a raster torqus. If I select, for example, rectangles, as you can see, we don't have the opacity value, only the thickness and the hardness here. And I have also a pencil mode and a smooth mode when I'm working with it, so I can generate a rectangle as well, still in raster, but with a little bit different rasters. I can also select the brush tool, generate a new color just like this, and I can use my brush. And in this case, we can work with a smooth features. Raster, you don't have a smooth features. In the raster plus, you can work in raster, so it means with pixels, but you can have access to some smooth value. And it's important because if you do something like this, it's not smooth. If you increase the smooth value to the maximum, you can create some better curve like this. It will be very slow, but you can create some better curves just like this. As you can see, it's a little bit strange Ops just like that because the smooth value is definitely too much, so I will reduce the smooth value to something like this. And if I'm using these tools, the selection tools here, not too much big difference. You can select something here. You can also select a part and cut like this depending on what you want to do. And that's it. Now, if I select all, just here and press delete on the keyboard. Let's select the last one. The last one is a vector. So I will click on vector here, and now it selects the rectangle tool. So one more time, the options are different. You can still define a stroke and just generate a rectangle with a stroke. But here we work in vector, so it is perfect. We don't see any pixels on this area, and you have more options. So for example, you can generate new colors, and here you can use autofill. And in this case, you can directly fill. Why when you work in raster, you cannot fill. In raster, if you want to fill, it's different. I'm going to show you after. And if I'm using the brush tools, I can also switch for another color. And if I did the color, I edit the color where I apply already my element. So it is also another difference. So here, I can, for example, do something like this. I will reduce little bit smooth and precision here. And as you can see, if I click here, adjust the color. So the color will be adjusted here. But if I adjust the color here, it will be adjusted also on all my element here. So this is another difference. And the other difference is a selection tool. You can just select something like directly your shapes, and you can scale your shapes. You can also when you go one left click, adjust the stroke. And the other things is when you click on element, you can have access to these different tools here in this categorized and this is tools for the vector format. And if you use a Control Point, you can just go left click here and you can adjust as you can see the control point as well because we work in vector. So here I can adjust the control point. On all the element because we work with vector. So for example, you have different tools here, all these tools in this categorized between the Control Point editor, and the or tools, all these tools below are only available for the vector format. Which is also something important to understand. So this is the sweet type of options. I'm going to select all these options here and I'm going to press delete. So raster, raster plus, and vector. So this is a set type of options and extremely important at the beginning when you start extremely important to understand. So now what I'm going to do, I'm going to delete this one, this one, and this one. And after I'm going to show you that we can work with the liver strip on the right because there is two types of animation. The first is with keyframes and the second one is using the liver strip. 10. Master levels part 2: We're going to continue with the livers. We have seen how to create levers. We have seen that we can create different type of livers. And what I want to show you it is how to work on the right with the liver strip because here on the right, you can see the liver strip on this area. Why it is useful? I'm going to show you. First, I will go here and I will define a new, for example, raster levers. And on the raster levers, now you can see 1-1 step one increment one. So if you just do this concretely, you have only one image frame created here corresponding to one image in the liver strip on this area. So if you are on the liver strip here, you can just draw anything. For example, I define rectangles and I draw directly on this all drawing that area. This is the first things. Now, what you can do, you have also the possibility. If I did it here, I have also the possibility to create a new levels and to define a number of drawing from two. So if, for example, I define six, I will tap six here, and I just validate. Automatically we have on this area from the image one, two, six, we are four Jowing created. If I click on one, we are on the one. You can see the red rectangle appearing here. If I click on two, we are on the two. Si, we're on the sue, four, we are on the four here, five, we're on the five and six, we're on the six. You can also directly click here, but if you directly click here, it just that you won't have your wife's background for a simple reason that you are not on the right image on this area, but if I click on the right image, now it's going to work. So for example, you can generate the first type of animation is using keyframes. So concretely, you can add keyframes here and you can set a key to generate animation with india polion. The second type of animation is with the levers on the right. And with the levers on the right, you can generate animation drawing by drawing. And what you can do, for example, I will select geometric tools. I will define a circles, I will use color black, and I will define a thickness. And on the first here, I will just start circle just like this. Then I will go on the second and I will generate anor once. Then I will go here. I will generate ano DR once. Then I will go here anoROce, but you can also continue even if you don't have the wise background, you can just click here, generate nor once and click here, generate nor once. And now you can see the different image like this. You can also activate onion skin. For example, if I dragging and moving here, I can see all my previous step as you can see. And if I come back to one, if I dragging and moving the green, you can see on all the next step with the green color just here. Wh is something important. You can also click here and you can see after and before with the previous step and on your skin, you can just drag in and moving. So after to understand that, I generated animation drawing by drawing. I can just click here and I can just play the animation just like this here. So now if the animation is fast, you can do the same thing. But instead to use one step, you can increase the step. For example, let's remove all this. So I will click here and I will press delete. I will click on to Craton one, your raster levels, and I will just validate. No before the date I will increase the step. So for example, I will increase the step to four to one to six with four step. And what you can see, we can have between one drawing to the second drawing, we have four step between. So have one, five, nine, 13, 17, 21, and we go until 24 here. You can extend the preview clicking on the wise area until the 24 here. So now what does it mean? I can do the same type of work, and I will change the color this time, maybe the red colors, and I will generate again a circle here. Then I will go on too. So if you go, for example, if you just go for example here, you can see, you need to go on the five. And if you go on the five, you can, for example, do something here, then you can go on the nine and I can do something here. I have still the onion skin before, but I can remove if I before I can go on 13 and I will do something like this, 17 something here and maybe 21 something here. And you can see with the onion skin potentially just like this, and I can just drag and moving here. And as you can see, I generated this type of animation. So you can play the animation here and now it's slower because between each drawing, you have multiple image, as you can see, just like that. It is something pretty small. Now on the right, you have multiple options because when you are here, you can go right click and you can, for example, duplicate a drawing. You can also have the possibility to go on insert a drawing. So when you go on the right, you have insert and you can insert a drawing just before, just like this. So you can just go right click here and you can also use Blues two step and you can add to drawing. So you have multiple type of options. You can go right click here and I can put Blues two step. You can also invert some drawing. So for example, you can click on all the drawing here with shift and you can go right click and you can reverse the different drawing with right click reverse or you can even use right click and swing. So you have multiple type of option after when you go right click here on the drawings. And the last thing that I wanted to show you, I'm going to remove these columns just here, and I will just click on this area and we'll generate a new one. So for this this time, I will work maybe in raster vector. I will work in vector just here. And just before to see in vector, you have also the increment. The increment is a little bit specific because when you click here, if, for example, you define increment of four or maybe yes, just four and you just click in step two. It's a little bit specific. It's not extremely convenient to use in my opinion, and I will select raster levels. If I just validate just here, you will generate new image. When I go on the right here, I will just go right click here and I will delete all this image first, and I will just, I will delete all this image just like this. Now if I define this one, as you can see, we have just one, two, five, and definitely, I think it's not extremely convenient. I'm going to show you again. If you generate just here, you click to generate a new rest levers. So if for example, you define if for example, you define Four, but you create four step and you create increment of six. The problem is if you just click on Okay, you will have only one image just here because you have increment very high, and this is why you will obtain this render. If I just click on Anu and you will define here, for example, one, two, maybe 12, but you define, for example, only two steps and increment of four. The result will be you will start at four here, and as you can see, you will have just one, five, and nine. And the result will be only through image here. I think it's not extremely convenient to use this, and I think it's definitely more convenient to focus only on the increment and to focus on the number of drawing. Now the last thing that I'm going to show you, I'm going to crack a new vector levels. And here we'll come back with once. We come back with once here and we'll come back with once. I will just validate. So here I just have one drawing. You have the possibility. For example, I can just come back here. You have the possibility to click on this drawing, and I will duplicate after. So first on this drawing, I will click here. I will generate a circle, so it takes the circle tools, and I will not the circle tools, ellipse tools, and I will generate ellipse around maybe here. After to do this type of work, I will generate a circle around this area, and I will scratch something like ice just like this. And what I will do, I will click on the drawing here and right click and I will duplicate, right click duplicate the drawing. So you can duplicate the drawing like this, here. And after to duplicate the drawing on the second one, I can, for example, edit, so I can click here and delete, and I will use another tools. I will select the rectangle tools, define, for example, the arc tools, and I will go left click here, left click here, and I will create a little curve to generate a blink just like this. And I will have this one and this one. And now you can just dragging and moving the drawing where you want. So for example, here on the one, I have this one, but again just drawing the one still here. You need to not let blank area. So for example, this one I can put on this area just like this, as you can see. And if I want to blink, I can put this one just here and I can put again this one here. Then I can put again this one to one, and I can put two again. Then I can come back to one. Then I can come back to this one, so I can just put once. This one once, this one once. If I want to blink, I can put the two. I want to be a little bit longer, I can stay with the two again, and you can just dragging and moving. Here, I just show you with two drawing. But you can do this process with multiple drawing on the right, and you can just dragging and moving. I'm going to do this until 24, but you can do as long as you want here I just show you with 24. So concretely, if I just come back at the beginning, you want to read the scene, you extend here this small corner to this one, so it means the scene will be 1-24. And as you can see, you can create this type of render just like this. Yeah, with drawing. If it's a little fast, you can just reduce. You can put, for example, 12. And if I just put 12, as you can see, it will be a little bit longer just like this. I can also reduce by reduce for six, just like this. I will just click here, and as you can see, this is a type of animation image by image that we can create. Two types of animation that we can craft Animation with drawing, animation with keyframes, we'll see the keyframes after and this one more in details after as well. So I'm going to click here and delete. 11. Create shapes part 1: We're going to see how to create shapes. For this, I'm going to show you how to create shapes when you use the raster ils and when you use the vector levels. So first, let's see how to work with the raster livers. We'll go on this area and we'll create a new raster livers, and I will validate here. After that, what I can do, we will use how to create shapes in raster with a geometric tools. You can click on the geometric tools. When we work with raster, you can define a sickness, hardness and opacity value. Let's first see what correspond each element. You can define the shapes that you want here, and the first one is the rectangle. You can also directly use these tools on this area because on this tab, you can directly select one of the shapes. If I click on the rectangle, I define a sickness, for example, 20, and I will just go left click and I can create a rectangle with a sickness of 20. Harness, what is this? You can reduce? It is to have transition, some blue on the edge. So if I just do something here, you can see some transition, some little blue on the edge of the stroke. And the opacity is pretty simple. You just reduce the transparency value, and as you can see, we have less transparency here. But you can also reduce the transparency and the harness as well. Just like that. This is the basic things when you want to create a rectangle. I will come back with my undo panels. If you want to add another stroke color, you click on plus, and you can define another color on the palette. You define another color, you create a new color in the palette, and now I will arrive in red. And if I just come back with my history panels, I can recuperate some arms at 100 just like this and opacity 100 and generate this rectangle here. Sometimes it's a little long to have the preview option. So as you can see, now the preview is not pretty convenient. I just come back here. Maybe I can adjust here's the transparency, yes. Now the transparency to as on the colors, and now it's going to work. The shape, so it is like this you can also rotate after. If you want to rotate, you click on Rotate. And when you go left click, you start your rectangle. And when you stop the left click, then you can rotate. And if you press shift on the keyboard, you can rotate with constraint, and you can create a rotate rectangle like this as well when you use rotate and you can deactivate rotate. Now you can see how to finish as well your rectangle. I will diile bit thickness. When you generate a rectangle, just like this, you can see here we have a cap on this area and we can change that. How to change that, you go in this area and you can find meter drain. You have also wound drain and val drain. So if you select ounrain, you will have directly rounded corner. And if you select Bev join, you will have beaver corner, and by default, what you use, by default, you use this 1 meter drain and by default, we use the meterdone. Soo what you need to understand first to create some basic shapes, and it works for anything. So if you select the selection tools after, as I explained, you can generate a selection like this dragging and moving, or if I want to remove, I can select and press delete on the keyboard. You want to fill a shape with a color, I'm going to come back to the geometric tools. For example, I come back to the black color and generate a rectangles, just like this. One more time, I need to repre my transparency value. I repre rectangles here. It's same for the circle. If you want to generate a circle, it's same. You can just click on the circle tools. You have the same option. You can generate the circles. But if I want to generate ellipse, I click on the ellipse tools, I can define dark colors, and I can just generate ellipse like this. Feel your shape, you can click on the field tools. And on the field tools, you can just select the color. You can add, for example, a color on the color palette. And if you just go left click here, you can change the value. But generally, when your pass is closed, generally, you can keep this value and you can feel your shape. I can create too colors and I can feel here or add nor one and I can feel here as well, but you can also replace crater one and you can replace the existing colors. So this is how you can feel when you work with vectors. Now let's just select all with a frame of selection and press delete. What other options we have with these tools? I'm going to come back with a geometric tools. So after that, you can create something like a line. When you create a line, it is same, you define the sickness and you just pull a line here with the last color that you define. As you can see if Isom here, we have rounded corner. So it depends about what you choose. And here, this is the cap features. So you can use this one, this cap. You can use this one, the rounded cap. And you can use this one, the bud cap. So it means this one where it's little bit outside just like this. You have a sweet type of option, and most of the time, I think we use the wood cap just like this. This is how you can generate a lines. You can also generate polylines. You define a color. If I want to come back to black, I can come back to black. To generate poly lines, you define also sickness, hardness and opacity value and left click and you can just create multiple left click to generate a polyline. Validate, you press Enter and you can generate your polyline, just like this. You can also generate arc, how to create arc. I'm going to go around this area. You just go left click to create a first point, left click to create another point, and then you can bend your arc on the area this one or this one. And if you go left click again, you can validate. I'm going to show you again, one left click, second left click and you can bend your arc on the direction and left click again when you are satisfied. You can also create a multi arc. The multi arc, you go one left click, another left click and you go on a direction and left click again. And then I can continue. Left click again, and I can bend, for example, and left click again. And then I go here. Left click, I bend a little bit, or you can bend more depend what you want to do and left click again. And you can do something like this, as you can see, also validate with Enter. And the last thing that we can craft is also a polygon. So you can click here and define a polygon. With a polygon, you have option. This is the polygon site. So the polygon site is located here. So you can change the number of side. Let's, for example, take eight sides. I can repreate one of these color, what I would like to use, maybe I will use the red colors, so I will click on the red colors, and I will just start here with, for example, yes, I will use the red colors, and I will go with left click and I can just do something here. If I want to rotate, I activate rotate. Left click and I stop the left click and then I can rotate to change directions as well. Stasis. So this is how we can work with shape. And here I show you in the raster format. So when you work in raster, as I explained with the selection, it's different. You can select like this, can select some area address like that. So it's definitely different than the vector format. Let's set all I will delete, I will delete directly all the levers, and after we'll work with the vector format. 12. Create shapes part 2: We're going to continue with the shapes. We have seen how to create shapes with the raster levers, and we're going to see how to crat shapes with the vector levers. So what I will do first, I will go on this area, and on this area, I will create a new vector levers. We'll click here and we will validate the vector levels just on this area. After to do this type of work, I will select the shape tools. And with the shapes tools, we can select for the shape what you need exactly like in the raster format. So we have the same shapes, but this time we work in vector. So it says the rectangle tools, as you can see the options are different. First, you can define also stroke size. So for example, I can define a stroke size here colors with a black color in this case, and I can just generate the rectangles. And if I zoom we work in vector, you can see the difference, we don't have any pixels. At the same time, you can also use rotate, so I can use rotate generate rectangles, and that's it after you stop the left click, you can turn your rectangles also at your convenience, just like this. This one is the rotate tools. You will find all the options also like, for example, the train. So it means if I zoom here, you can see the trend is like this, but you can use a runrain as you can see, runraw and you can also use this one as well, the bevel drain. So if I generate here, you can see the bevels. And if I don't want if I just want to come back to meter drain, I can just crack something with meter drain just like this. This is what we can do. After you will be able to use autofill, I'm going to show you. First, if you select your selection tools, you can select each shape independently just like this exactly like a shape and you can resize, you can scale, you can flip with different options, as I explained before. You can also use the Control Point Editor tools. And when you go left click, because we work with vector, we can edit short point at Mar point or change the point to curves and more options. I'll show you more when we will work to the edit point. So now what I will do I will select with a frame of selection tools. I will select, and I will press delete on the keyboard. Now if you want to fill a shapes, I will select the rectangle tools, and to fill a shape, you can just use autofil here. And if you use autofil automatically, a group will be creative. And you can keep a stroke, but you can fill with a stroke or remove the stroke. If I click on new style, I can define a new colors. And if I create a rectangle, automatically, I have the red color inside. But I have also a stroke. If I click here, you can see when I go left click, you can see the stroke as well and we can extend the stroke or reduce the stroke just like this. But I have still the stroke here. But you can also, for example, click here and remove totally the stroke to not have any stroke. And you can create a new colors. I will work with the blue colors and do something here. It works same with a different option. If you generate a circle, you can use the circles, and, for example, bred to stroke can use Autopil as well, click on Pus and define, for example, circle here, or I can just generate ellipse as well. Something important to understand is the color palette here. Because when you work in vector, if after you change an element on the color, it will apply on the element where you apply this color. So if I change the red here for orange, this rectangle will be impacted. If I decide to change the green color for purple, this circle and this ellipse will be impacted. So it is important to understand. You can still fill shapes. I'm going to show you if you create a rectangle, you generate the black colors and you deactivate even auto group if you prefer. You can still feel a shape. So it means when you work in vector, you can also edit the stroke colors. Click on the field tools, and when you go on the field tools, you have different mode lines, area, lines and area. So if you click on arrays, it will concern the field options. You click on arreas. You can select, for example, color, like yellow and you can fill with a yellow color. But if you want to change the line, so it means a stroke, you click online and you can only impact the line. So it means if I create another color like the green and I want to fill, it's not possible because here, I can impact on the stroke on either line. And if you click online, you can put another color just like this. Or I can select another one. And as you can see, this is how you can put some stroke and different colors to fill. And if I click here, I cannot do anything because I only fell. So here I can come back to areas. I define, for example, a new color in my color palette like this one, and I can feel like this. And you can also select lines and a, and in this case, I can select the color and I can fill this one or I can select another one, fix this one. So here, you can feel the lines and the area. So three type of option line area and lines and area. So important to understand also when you want to use this tool and you want to edit to stroke or the field color, you have also these options after. If I come back to my selection tools, I will select all the elements here and just press delete on the keyboard. So now I'm going to show you some other options. So we'll come back directly with the tools. So what we can use, we can create a line as well. So I can create a line, define one more time the color, defines the size. So here it's not really useful to fill, and I can just create a line like this. One more time we have wounded corner, so you can switch for this one. Or you can switch for this one. The difference between these two ones, or you can come back with Rundil just like this. And the difference will be when you click on the sharp point. With this tool, you can see here we have the sharp point and the small curve around. This one, this is the first one hoops. Yes. We have the point in sharp point and directly the cap on this area. And this one, if I just click here, we have the in sharp point and the cap little bit out there. So this is the difference that we have here. So this is how you can generate lines. I will select my selection tools and click on A. You have also the possibility. When you click on this tool, so I'm going to come back to the geometric tools. And if you use a line, for example, you define different lines just like this. You have the possibility to use Snap. And when you click on Snap, you can directly snap from point a corner to another point. As you can see, you can just snap a point to another point. So sometimes it's interesting because you can perfectly close element using the snapping options. And you can mix different elements together. So for example, if you generate a rectangle, you can create a rectangle here, then you can generate another one here, and then you can select, for example, the line tools, and you can just use Snap, and you can also switch for medium or for height, and you can just snap this one to, for example, this one, or I can snap this one, for example, this one, this one, for example, this one, or this one, for example, this one, you can snap in a fast way using this one. Let's use the section tool, select all and just press delete. The last thing that I'm going to show you so the last thing that I'm going to show you, so you can also, when you click here, generate polly lines. So one left click left click, left click, left click, and you can generate a polines. You can also generate a arc. So left click, left click and you drag in and moving to generate arc as well. And you can use a multirc just like this. And you can just create multi arc. Just here and presenter. And the last option is also the polygons, and you can also generate some polygons like this. And if you wanted to fill the polygons, you can use also the autopil select color, and you can just feel as well your hogons as you can see. For example. So this is how we can work with this one. As you can see, we have multiple type of options and multiple elements that we can create here as you can see. Y. 13. Work with brushes part 1: We're going to see how to work with brushes. This, we can see the brush tools on this area, and I'm going to show you how to use a brush tool with the vector format and also with the raster format. So first, we'll go here and we'll create a new raster levels, and I will validate these new raster levels. After that, if I go on the left here to select the brush on the restored format, you can define a size, hardness and transparency value. So is you define the colors here so you can change also the color on the color palette. You define a size, and you can just paint like this. If you change the harness, you can reduce the harness exactly like the shapes, and as you can see, you will have some blue on the edge just like that. If I recuperate the hardness value, I can also decrease the transparency so I can decrease the transparency here, as you can see, we have less transparency. If I recuperate this one, we will have the maximum of hardness value and transparency. Here you can find a pressure, but the pressure is available when you work on tablet. If you work on computer, it's not going to work properly. You can change the color as well, so you can click on Pus just here and you can define another color on the color palette and you can just paint with these tools. If you close, you can, for example, close the shapes so I can recuperate the black color. Let's decrease the size, and you can just close. I can go left click here, here, and you can close or I can close like this. I will go to the field tools and with the field tools, you can define a color. For example, I can create new colors like this, and I just I will change the color and I can just feel like this as you can see. Really to understand also that when you go on the option, you can use raster to change the type of brush. This one is just a basic brush. I'm going to select all and just delete. So now you have multiple type of brush that you can use. If I select the brush tool just here, you can also go on the options, and here texture will be for vectors. Vctor will be for the vector format and you can find rasters and you can find settings as well. So I Raster, you click By default, you have no brush. So it means when you have no brush, it just basic brush that you have. You have multiple type of brush. For example, you can find a sketch brush. You define the sketch brush, and if I use a sketchebush, it will be a little bit different. You'll have more different if you work with a tablet with a pressure. Here, it's not going to change too much. You, for example, the GPN ink, just like this, you can define a size and you can just paint. With this one in this type of case, the eraser was activated. This is why it was not working properly. And as you can see, this one is ink G pen, and you will see that it's a little bit different, a little bit slower. In some brush, you have also the eraser that you can activate it, and you can erase also with eraser mode in some brushes. If I select another one, like, for example, fill, you can just fill with something, I will decrease, and you can just use fill like this. And you have multiple type of options. So it means if you want to crack hatch, you can click on hatch just like that. You define a size, and as you can see, you can draw with hatches. And you have multiple types of option. For example, you can silly grace. If you want, you can just click on this area. And as you can see, the gray will be with this black color. But if, for example, you crack a new color in the color palette because here in this area, you can see these options. So if one color, for example, you change the color, I define the green color, and then I go on raster and I define gray. And as you can see, the grace will appear with a green color. So concretely, we will doce this green color with gray. But if you click on Plus and you go back on colors, you define, for example, orange. And then you come back to raster and you define gray, you can generate gray but with the yellow color. So this is why you have the color and you have the options on the left. And it works for different options. You have also some texture here. We have, for example, here, this is some texture for for example, the ocean, but with the yellow colors, and you can find more options as well. So the aim is not to show you all the brush. You have multiple types of brush. You can also generate some leaves like this. You have also this type of options. So the aim is not to show you all the options. The aim is just to explain that you can have a lot of brush in this area. So many, many brush that you can use. You have also this type of texture, as you can see, and it can be also convenient to use, just like that. A multiple brush on this area. You can also use some water area just here, and I can increase the size. And just like this, you have also some watercolor with this one or this type of water colors just here. So after that, if I just come back on this area, I will use the selection tools, and I will just select all and I will press delete. This is all the brush that you can use. If you want to just come back with a simple brush, basic brush, you just click on Nobush. In reality, you don't have no brush, you have directly the brush by default. And when I click on this area, can come back with the basic options. And you can use some different type of options, and that's it. So you can, for example, draw with this brush. I will select no brush, you define color on this area. I comeback here will come back with the black colors, and I will decrease the size just like this. So here I can decrease the size. And as you can see, the only problems is that here will come back with the texture as well. So I need to select no brush now on this area on the black color to come back definitely with a black color. And let's just go back here. I will decrease the size just like that. You can just use your brush and you can just throw at your convenience. You can just put any element. So here, I'm not going to use the tablet version, but it's just to show you that you can, for example, just use your brush and you can just draw with this one, just like that. Yeah. So when you use the selection tools, as I explained before, you can select to array. So for example, I can select to arraa and if you decide to take this, you can cut, you can scale, you can resize your selection using the selection tools on this pixel format. So, that's it. I'm going to select all and delete and after we're going to make the same work, but this time with the vector format. 14. Work with brushes part 2: We're going to continue with the brushes. For this, we will go on this area, and as I explained, we can use the brush tools. I explained how to use the brush tools with the raster format, and now we'll click on this area and we'll create new levels, vector levels. I will just go here, I will validate the vector levels, and we have the different options. Now what we have is the size, accuracy and smooth value. This one is like the precision and the smooth value, you can make better curves using this one. If first I decrease this one, you choose a color on the color palette. You define a size here, and I will just go left click and as you can see, I will obtain this render. Now it depends on the accurncy value. Why we have this? Because if you, for example, selt these tools, now with left click, you can see this sharp point. If at the opposite, you selict and you increase the accurrency value, and I do the same type of work. As you can see, the curve will be pretty different, and now if I'm using these tools, I have more sharp point. So the accurncy is like precision. So when you click here, the more accurncy you will define, the most point you will generate. After that, you have also a smooth value. For example, if you decrease a smooth, you draw a line like this, you obtain this render. But if you increase the smooth to 50, as you can see, it will be a little bit slower and you can not crack big curves, but the curve will be perfectly smooth like this. And you can see the difference, control print editor. Live click here, you can see different print. And if I go on this area, you can see less print because I increase the smooth value as well, just like this. So this is how you can work with these options. So you have the different type of options. Now you can change the color. You click on Plus, and you can just change the colors as you can see, for example, just like this. And you can also decrease your accurncy and decrease the smooth value depending on what you want to do. You will find some snapping options. I'm going to show you I'm going to come back with a history panel. In this case. It's going to be pretty good. So if I come back to the black colors, you can see the snapping options. So for example, if I go here, I will increase it a bit smooth, and I will just draw something here. Let's just try another once and I will just draw something like this. Yeah. As you can see, you can apply a smooth value. I try to crat better curves just like this. So if you use, for example, the snap value, you click on Snap, here, you can define the value. And as you can see, when you arrive close, you can, for example, just define an order and snap here. So you can snap just like this. As you can see, it can be pretty convenient. You can definitely take this and you can snap here or you can take this and you can snap here. This is something important to understand. Definitely, you can just snap to a part just like this, and you can snap to another one. Let's do this again. I will reduce a little bit the size, and I can snap here and I can snap here again, or I can snap here and snap here again. I can snap here and I can snap here again. Definitely, you can snap at your convenience from a point to another one, just like that. So after that, when you close the shape, you can also fill. So when you use the field tools, just that it's a little bit different. You can select line area, lines and area. If I define as, I can generate to new colors. I generate to new colors and the existing, I will change all the color just like this. But if I see opposite acl plus and I generate new colors, now I can, for example, feel some area just like that, or I can generate to new colors and I can feel some area just here. Here, for example, it's not working properly. In this case, a little strange because when I want to fill here, I will apply on the line line area. As you can see, maybe something is not perfectly close on this area. Now the last important point, I'm going to flip here, and I will come back with the selection tools, select all this area and press delete. Another important point when you go on the left is also when you click on the brush, you can switch for texture and vector. So when you use texture, you can use texture in the vector format. For example, you click on Plus, you search a texture, maybe I will use the brick texture. And if I increase, I can just draw a bricks just like this. And when you stop the left click, you can draw a brick like this. And depending on the direction, if it's on this direction, you can just draw breaks on this area. So this is some texture, and this one is available. If I define an or one, just like this. And as you can see, this one is available when you are in the vector format. Another important point, you can switch for vector as well. And you have different type of options here. And why is also interesting because if, for example, I'm going to decrease a little bit the smooth value. And if I just go left click on this area, I can define this. And as long as you go on the left, you can just replace by one of this texture. And directly this will be applied on this area. And I can switch, I can continue. I have all these type of options, and my pass will be replaced by any texture that we have here, as you can see. So you can replace any texture on this area as well, just like that. So I can replace like this. And this is why it can be pretty convenient also. If I just select this one, I will press delete. And I will go back with my tools. I will increase a little bit of smooth value, decrease the options here, and I will just generate a new color on the color palette. So if I just draw something here, just like that, and as you can see, you can snap to close, and I will just draw something here, draw something here, just like that, and we will decrease the size or will decrease the size. And I will do something like this here. As you can see, you can just directly snap. So here you have still the snapping options activated as you can see, the snapping options are still activated, just like this. As you can see, it can be convenient to snap and you can just snap like this. Just that depending on what you choose, sometimes you can snap pretty fast. It depends about the value. So for example, here on this area, I have a lot of pressure. So you can also deactivate snap. And if I deactivate, I won't going to snap anymore, just here. Just like that. And if you replace here the color, so you can replace the color just on this area, so you click here, it will replace directly on all my drawings, depending on what you choose. But you can switch your for vectors, and if you replace, as you can see, all my drawing will be replaced because I replace the color and I use the same color. So if for example, I use one of these, you can replace by something like this as well. Is also important to understand. So I can replace to create something a little bit different about the effect like, for example, this one. And if you want to come back to nothing, you can just click here and you can come back to a plain color on this area. This is how we can work with the brush using the vector format. 15. Erase selections: We're going to see how to erase for this, we can go on this area and we can use the eraser tools. With eraser tools, what we can do concretely, I will first create new levels and we'll create new raster levers. After to create a new raster levers, just like this, I will just paint little bit and even before to paint, I will just use the geometric tools and we will create something like a rectangle will define the rectangle, the thickness value and we will just generate a rectangle like this. At the same time, I will generate another one with a little bit less thickness on this area, and at the same time, I will use the field tools. I will generate new colors and we will fill this one with these colors. I will select the brush tools. With a brush tool, will generate a new color again. I will zoom little bit and I will increase the size of my brush, and I will just paint little bit on this area. You can go on the left, selict this one, eraser tools. What you can do with eraser tool, you selct the type, normals rectangular and you have more option. I'm going to show you normal rectangular and free hand. If you define normals, you have just a cursor like a brush, and you can exactly like a brush, just paint, but this time you rise just like this. At the same time, if you go on the options here, you can decrease the hardness. And if you decrease the hardness, just here, you can just have something little bit blur as you can see, because you decrease the hardness. And the last possibility is the transparency. So if I put this one, I have only 17% of transparency to rise, and you can go left click again to add again, 17%. You can also decrease hardness and the opacity value, you can work with two options just like this as well, and you can generate some fin here. Now, if you want to make something perfectly, for example, linear, what you can do, you can switch normals for rectangular. If you use rectangular, you can just erase by this or you can just erase by this as you can see. Sometimes it can be pretty convenient. You can also use free hand and with free hand, you just draw something here and you can erase like that. But the same when you have something here, you can just use a free hand and you can just erase an a like this, or you can switch again with normals and you can just erase with normals. If you have an area like this and you decide to erase, as you can see inside, the color will stay because we don't work on the vector format, and I'm just going to erase using the tools just like this. So now I'm going to remove this different color just like this. And I will seduct all this element. I will erase these levers, and I will generate a new levers. Click here new vector levers. On this new vector levels, let's generate rectangles one more time. I will define size here and I will generate again rectangles. I will generate another one on the right, and I will use autofill. Let's just go back here, use autofill. I will define some. Here, I will keep the black color, but I will create a new one and I will generate a rectangle like this. At the same time, I will use the field tools. I will change with the new colors, and I will replace the stroke just like this for the blue color. And I will select one more time the brush tools, and with a brush tool, we just go below. I will create a new color again like some orange color. I will define a size one more time, and one more time I will just paint like this. I think it's not extremely convenient because of the accurncy and the smooth, so I can decrease the smooth, and as you can see, you can just paint like that. You can also go in this area, and I will just paint here. So, for example, I will just draw something here. So it is a little different because when you select here, you use, for example, these tools, and you can see the show point. If you selt the rectangle, you can see the sharp point. So when you use the eraser tools in this mode, it's a little bit different. If you use the mode normals here, you have also the different options and left click here, as you can see, you can just erase a little bit here and directly you can erase this area. And if you erase this area, you define directly the control point editor tools, and you can see one point here and one point here automatically created for the simple reason that you erase just like that. Here on this area, you have multiple points. So you can also define when you use eraser tools, just like this. You can switch for rectangular. And if you select rectangular, as you can see, it's not going to rise here because if you want to erase, you need to erase all the shape and not only a point. So if I go here, it is same, I cannot erase only this one. But what I can do is to define a rectangle all around. And in this case, if I define a rectangle all around, I can erase all. It is same here, I can define a rectangle all around. But you can use also, for example, free hand, and it is same if you just want to delete one point, it's not possible just like that. If you use normals and you just erase here, automatically the color will be removed because you open. So if you open in vector, the color inside will be removed. Now I will go back to free hand and if I want to erase the two element, I can, for example, create something around like a selection, and I will erase everything inside. So this is how you can work if you need to arise. 16. Edit points: We're going to see how to edit points. For this we can go on this area and we can see these tools. And thanks to that, this is a control point editor tool. You can edit the print when you work with the vector levels. Let's go on this area and first craft new vector levels. I will then go on the right, and we'll validate these vector levels. When I zoom here, first, I will generate shapes. I will select these tools. Let's generate rectangles. I will define a size here, and I will generate rectangles with the black colors. Then I will define another colors, like, for example, the circles, new colors here, and I will use autofill. I will deactivate the size of the stroke and just generate a circle like this. Let's recuperate little size, generate one more time the black colors, and let's just switch for something like polylines. And I will just generate pol lines like this, and that's it. I will press Enter to validate. So now what we will do? We'll use these tools. So when you use the Control Point Editor tools, depending on what you have, you have sharp point. For example, here I have four sharp point created, one, two, three, four. And when you are in vector, you can just take a sharp point and you can drag and moving sharp point just like that. When a point is selected, it will appear with a blue color just like this and you can dragging and moving. If you want to select more point, you can just press Control. And when you press Control, you can select multiple points. For example, I selected this 21, but you can also generate a frame of selection. For example, if I deselect, I just go left click again. I want to select this point and this point. I can generate a frame of selection inside and I can select this two point as well. Now, if you want, for example, to add more point to add more point, you need to press Control when you are close to the line, and a small plus wheel appears. And when you go left click, you can add a new point. So control, left click and you can add more point, as you can see on the different edges. And if you add more point, now I can have the choice to, for example, adjust my element just like this, as you can see. This point automatically are angular. To convert a point to smooth, you select a point, you go right click and you can set linear control point or set linear control point. So this one is linear, so I can set for non linear and two angles will now appears and I can bend. I can just curve like this using this one and this one and I can move my inch point and I can curve as well. I can also select these two ones. Right click Set winear Control Point, and now I can also curve here or I can curve just like that. But if you want to come back to linear, you can select the points that you need. I selected all this point, and I can go right click Set linear control point, and we can come back linear, as you can see. It works for anything. If I click here, I can, as you can see, move like this, or I can select all the points and right click Set linear. And now, as you can see, we can just curve with all the different handles. But if I want to come back, I can just select all the points or points that I want and right click set set linear control point. If I define, for example, the circles, I can select the circle just like this. And as you can see, we have four and shortwave. So it means I can adjust at my convenience if I need. I can, for example, take this one, dragging and moving here, take this one, dragging and moving here, if I need, and I can reduce like this, put this one here, and put this one here. And as you can see, we can adjust at our convenient to generate another type of shapes. So this is how you can edit the different print. I'm going to select all this element and press did it. And it works for anything. So it means you can use also the brush tools. And if you use the brush tools, it will work for anything. So for example, if I define something like, oops, I'm going to come back here I define something like a trunk, just like this, then we'll generate some shapes. I think I will reduce little bit, the smooth value, not too much, but just a little bit. I And I can use, for example, the snapping options snap and I can snap here just on this area. Then I will take the brush tool again and I can, for example, snap here until here or snap here until here. I can also snap here until here, or I can also snap here and snap here. Lets just do something like this, something like this, and I will just go on this area hoops. Just like that. So as you can see, I can draw a little bit. I can decrease the size and let's go on this area and let's just go until this area. Now we deactivate the snapping options. So now after to draw this type of work, if I need to adjust, I can use Sharp Point. First, if I define er color, as you can see, I will be able to define any other colors. And if I'm using this tool, I can edit Sharp point. I can go left click on any type of pass, like, for example, this one, and as you can see, I can then adjust if I need, just like that. I can select any Sharp Point and I can adjust the point just at my convenience. If you want to add a more point, it's possible. For example, I can go here, and if I wanted to add a point, I can press Control, left click and I can add a point or control, left click, control, left click. As you can see, I can add another point and I can, for example, adjust or I can click here, add another point, and I can adjust or I can click on this area dragging and moving this sharp point. So I can definitely adjust at my convenience with the different sharp point just like that. And it works for any type of element. Even if you was critique something it'll be different like you use, for example, a line, and you can, I'm going to, for example, generate two lines like this. Oops, I have ellipse. I will switch four lines, and I will generate two lines, snap here until here, or snap here until here. If I want to adjust a point, I would click on this area and I can adjust a point. For example, I want to generate a small cures, I can generate a small cures. I want to generate a small curve here as well, I can just change that. If I want to adjust or this one I want to adjust, I can adjust at my convenience like this. 17. Create cuts: We're going to see how to create cuts. For this, we will go on this area and we will use these tools. And this is the tap tools. What you can do with these tools, you can generate cut and you can just snap in different area. Concretely you can use this tool only on the vector format, and I will go here. I will just click to create a new vector levels, and I will validate these new vector levels. So what we can do on this new vector levels, first, I will generate rectangles. I will just click on the shape tools, define rectangles, and I will generate the black colors and just left click here to generate the rectangles. Then I will create another one. I will select the circles on the right, and I will generate a circle just like this. And we'll just go below, but before to go below, I'm going to show you I will use also the line tools. We can define the line tools just here. And with the line tools, for example, I will generate a first line just here, and I will generate another lines just here. To know what we can do, we can use these tools. When you use these tools, you need to define the type end print print to line line to end print. If you select end print to end print, when you have a closed shape, you don't have any end print. It means that you cannot snap to any part when you have a closed shape. But if you select line two lines, you can now snap to a line, it means edge of the rectangle and you can just go left click and you can start the left click until another area to create something like this and to link a line to another one, as you can see, or this one to this one. And now if you do this type of work, you generate print. And if you select and print to end print, as you can see now, we have endprint generated. So for example, here to here, we have created endprint and you can just snap from endprint to another endprint like for example, this one or this one to this one, we have handprint. Automatically, if you select the control point editor tools, you will have automatically nodes created as a different area. Let's go back to these tools. The last possibility is hand print two line. So you can snap to handprint and you can snap to a line just like this. So and print to, for example, a line. So if you are something like this, it's a little bit different because we have end print. When you have a line, you select and print, and you can directly snap to here to here. So you can snap to a print to another one, as you can see. So when you have something not close like this, automatically, this is handprint and you can do something here. But can, for example, define this time line to line? You can also define some parameters. The parameter, the size will be automatically the size of what you have by default. So it means the size of the brush. And I can just go left click here, as you can see you can snap line to line just like this. I can snap line to line just here as well. Here in this area, what is this? It is automatically a line. So if you select endpoint, you cannot select anything here. You need to define line two line, and if you define line two line, you can put something here or you can put something here. And if you select the Control Point editor, you can also if you want to adjust, you can adjust the Control Point, just like this or I can adjust on this direction as well. As you can see, it's not automatically. I now you move, you have the freedom to move, for example. So you can move like this or you can move like this as well. So this is why this tool can be interesting. If I select all, I will select all here. And then I will go back on this area. I will create a new colors, and I will use the brush. So when you use the brush, it's going to work as well. I will reduce the size just like this. I will work with a smooth value, and I will just at something here. I think I will increase the smooth value just like that. And I will just make something here, and I will just make something here as well. So as you can see, we have these options. If I selt these tools one more time, if you selict line to line, you can go from here to here. But if you want to snap to end to end, you can put directly end print, and you can automatically snap to the endprint here or you can snap to the endprint here as well. And if you want to snap line two line, you can select line two lines, and you can just generate some area just like this, as you can see. So this is a type of thing that we can do. And you can use one more time end print because now endprint is generated here or generated here as well. So you can also snap on different area. But you can also if you want to go outside, as you can see, you cannot. So here, in this case, I can just use my tools. Just like this, I will use a little bit of tools here and I will follow a little bit this area. And now, if I want to crack something here, I can just use my tools, but I can use also these tools and snap and print, as you can see. So this is how we can process with these tools. If I adjust the color, all the elements that I have created with this color will change as well. 18. Move lines: We're going to see how to pinch lines. This is something that I'm going to do, we'll go on this area and we can find the pinch tools. First, we'll select one of these tools. I will define rectangles, I will do shapes, rectangles, and I will define a thickness. And after that, we will create rectangles on a new vector levels. You need to understand that these different tools that we use here are only available when you work with a vector format. So it is only tools available in this categorized plus the vector format. Let's generate the rectangles here. Then I will generate circles as well. So we'll select the circle tools. I will use autope then we'll create new colors, and I will generate a new color like this one, and at the same time we'll reduce the size and generate just a circle like this. After to understand that, something that we do I will create some size, but I will just stay like this. So what we can do with this tool, you can select the pinch tools, and you can define corners and a size value. And thanks to that, you can automatically define area. So automatically, you will define something like, for example, a line here. And when you go left click, you can just bend the line and you can just pull the line just like this. And you can decrease the cerner value. But even if you decrease the cerner value, automatically, he will still recognize the line. But if you decrease, as you can see, you will have less precision. So here it's going to bend all the area because the cerner value is lower. If I increase the corner value, automatically, he will define only one side. And for example, I can do something here or I can do something like this, as you can see, maybe with this one, we can also go inside like this. Now you have the size, so you can also decrease a little bit the size. It will impact little bit. Even if the size is not extremely important for the change just like that. And if I just click here at the same I can define my parameter and just go left click and as you can see, you can deform ill be the shape in this way. And this is how we can process with these tools. It works for different type of tool. If I generate another geometric tools, I will use the rectangle tools, and with a rectangle, will generate a new color. I will click on Plus, I will generate some green color, and we will draw rectangles with the autopil value. I will deactivate the snapping option and just draw rectangles around this area just like that. And now I will just flip again. So if I select these tools, first, you can come back on any area, and as you can see, depending on the size, if you reduce the size just like this, you can just bend here. If I increase the size, I can just bend like that. So if I use the corners options, I will decrease here. And I will adjust little bit on these directions. And as you can see with higher value, here I take a count all this area. So now if I seis green rectangle. So it is same. If you decrease the corner size, just like this, you will move like all the rectangle and you will bend like that. But it's not really what I want to do, as you can see. So if I want to only impact one side, I need to increase the corner value. And if I increase the corner value like around 160, you will recognize this area area, this area or this area. And now I can just go left click and for example, I can create a little curves just like this using these tools. Now let's talk about the sharp point because if you select here, as you can see, few in sharp points have been created. So depending on what you do, you can generate more in sharp point, but you can also adjust or create more in sharp point. If, for example, I select this one, as you can see, in sharp point have been created in the Midle just like that. For example, if I go here, I don't have to point in the middle. But if I select these tools, the pinch tools, I just go left click and dragging and moving outside like this. Now, if I selt these tools, left click here, as you can see, in this case, we don't have more point, but in this case, we have created one new point on this area. If I just come back to these tools, left click again, let's try to bend again. With this tool, you are not going to create really a lot of sharp point. Generally, just one sharp point will be created if you just dragging and moving so line like that. I will show you that after you have different tools, like for example, you have these tools to apply deformation directly on the shapes. If I just select the pinch tools, if I just select these tools, one more time, the control point editor, left click here, and we can dragging and moving, as you can see, we have this sharp point. And on this area, we don't have I did any sharp point as well. So I only have one new sharp point just here. Now this is how we can work. Even if you select hull, for example, I select, I press delete on the keyboard and I use the pin tools, you can also use pen tool ses. If I use a pen tools and I define directly on the pass, the pinch tools, I can just call leftly but you can adjust little bit lies. I think it's not extremely useful when you work with a pass using the brush tools, but you can also use these tools. A brush, it's totally possible. Even if I think it's not extremely useful in this type of case. Don't forget that if you select something like edge here, you can pull and make something angular just like that. So you can, for example, select this edge and you can pull also and make something angular like this. So it is another possibility. You select edge and you can make something and dragging and moving and make something angular just like that. Here it's a little bit different when you use these tools this way. 19. Edit lines: We're going to see how to change the size of the strokes. For this, we can go on this area and we can find the tool. This is the pump tools. First, I will select I will create new levers, and we will create a new vector levers. We can use these tools only on vector levers. First, we'll select the shape tools, and I will define rectangles. I will define a size, and I will just go left click here to generate rectangles. At the same time, I will switch for another tools. I will generate two lines. I will create, for example, another colors, and I will just draw a line just below. And at the same time, we will use another tools. I can use, for example, the ellipse tools, generate ellipse just like this. And the last tool that I'm going to use it is brush tools. I will come back to the black colors and we just apply some smooth value, and I will just go left click here and generate a curve like that. So you need to understand first when you are in this type of levers. If you use the selection tools, one f click, you have the small element here, and this is like a pump, and thanks to that, you can adjust the thickness of the hotlines. And the thickness correspond to the value on this area. So now you can adjust with more precision or with more specific values. And for this, you can see the tool. This is the pump tools. You have two options the size and the accuracy. Concretely, the size, what is this? If you reduce, you can see the impact of the size with the red area here. So you can see the red lines. If I increase just like this, I will impact more area. As you can see, you can find the red lines appearing with a bigger size. And the last option if I reduce, so here now we impact this area. So if I reduce again a little bit more, I will impact on this area. Now if I just go left click, you can just adjust reduce or extend the size. And you can change the accurrency value to make something with a little bit less precision or something with more precision depending of the accurncy wide value that you give. If I increase the zone, the area of impact, as you can see, I can impact all this area. But if I reduce, I can only impact maybe on this area. And thanks to that, you can just generate something with specific area just like this. If I select, for example, this circle, it is same. I can adjust, as you can see on on this area. But if I want to impact bigger area, I will increase the size just like that. And now, as you can see, you have bigger area that you can adjust. Here it is same. You can find the red colors to the red area of change. I will reduce a little bit, and here maybe I can extend. Here I can reduce, here I can extend again, and maybe here we can reduce again. And we can do something like this. Or if you have a line, it's convenient because you can, for example, extend only this area at the end, then maybe little bit this area just like this. And you can adjust again. Maybe let's do something here. Let's do something here and I can make something like a transition like this. About these tools, when you use directly the control point Editor tools, you just go left click. You still have your sharp point as before. So you keep your different sharp point exactly as before. And if you adjust, as you can see, the strap will stay with the same size on this area. Now I will select all selection tools, select all, delete on the keyboard. Let's create another example. I will click here and I will create two ellipses. Geometric tools. Let's define first circles. I will define a size here, and I will start from the center and left click to generate these circles. Then I will create another one inside, but this time ellipse. I will start around maybe this area and I will generate a circle around here. I can adjust the position or I can extend with the selection tools, left click and I can, for example, reduce scale a little bit and change the position, maybe I can dragging and moving, select my circle here, and I can just maybe change a little bit the position around this area. So now what I will do, I will select the circle here. I will define these tools, the pump tools, and I will define area first with the size. Then left click and I will extend a little bit. I extend a little bit, this one, this one, maybe this one as well, and this area area, is one and this one as well, just like that. At the opposite, I will decrease little bit here. Maybe this one you can increase a little bit. This one we can increase a little bit as well. I think it's too much. And let's just do something here, just like that. As you can see, I can edit the strokes the outlines here. I will select the ellipse inside. I will use also these tools and left click, we can maybe extend I can increase the size to impact little bit more this area and I will do maybe something here and I will reduce little bit on this direction, just like that. As you can see it's convenient, you can create different type of effect on the hotlines using these type of tools. 20. Bend lines: We're going to see how to bend lines. And for this, we can use these tools, and this is the bend tools. And thanks to that, we can bend lines. Something that I will do, first, I will create a new levers, and we will create a new vector levers. Because we can work with these tools only on the vector levels. As I explained, these different tools are available only with vector levels. I will zoom little bit. First, we will generate shapes. And what I will do, I will use the line tool. So first, I will define a line, I will define the size of the line here, and I will just go left click to generate a black line. I will generate another one maybe on these directions. At the same time, we will generate a polyline. I'll select the ply line tools, and I will just go left click, left click, left click, left click, left click and Left click, and I will just press Enter to validate. Oops. At the same time to press Enter, I flip horizontally, so I will go back on this area. So what we can do concretely, if I select Edit point tools, when you go left click here, we have one sharp point here and one sharp point here. If I want to bend this line, I can use this tool. So I will select the band tools and you can place two point. So the first point will be where you are going to bend and the second point the direction to bend. So first, you just go one left click and you can see the small red print appearing here. And then you can, for example, go below, but you need to be careful because sometimes it's not working properly. If, for example, I go here, as you can see, it's not going to move because the location is not good. So I will go left click here. I will go a little bit on the left, and if I go left click, now I can bend like that. So sometimes it's not working well depending on where you are going to place your second cursor, and I can just bend this. After to do this type of rock, if I select the Edit point tool, you will go left click and you can see new and sharp points have been created once here, once here, and once here to be able to bend. If you want to adjust after, you can adjust also the point like this, or you can adjust this point as well. If I want to bend again, I can use one more time, these tools and one point here, one point here, and as you can see, I can bend again. But I can go also on this direction, for example. And this is how we can work with these tools. I have this line. I'm going to repeat the same process. So one left click, I place my point where I want to bend, and then left click and I can define a direction. As you can see, it's not working well here one more time. So I'll go left click. Left click, maybe a little bit on the left, it will be pretty more convenient. And now I can bend on this direction, for example. And I will stop the left click when I'm satisfied. One more time I can use Edit print tools, left click and you can see different. We have sweet new and sharp point crati. If I want to adjust a little bit, I can adjust. You can also select the sw nodes at the same time and thank to that, you can adjust just like this. You can also select this one to adjust the curves or select this one to adjust the curve just like that. It works for any type of thing. If you have, for example, a polyline, even if you use the brush tool, you can just draw with a brush just like this, and you can use this tool as well. I will slc more times the pen tools. One point here, and I will go just below, and as you can see, I can just bend on a direction just like that. I can go one left click here, one left click just below, and it is same. I can also bend just on these directions. Honestly, we don't use too much these tools, but sometimes it can be useful. I will select the selection tools one more time, generate a frame of selection, and I will press delete on the keyboard. It can also work when you have a clove shape. So you can also use this when you have a clove shape. For example, I will define a rectangle. I will define a rectangle, but I'm not going to make these rectangles too big, but you can, for example, define a rectangle like maybe like this. We define a rectangle here, and at the same time, I will define also ellipse. I will select ellipse tool. I will use rotate and I will just go one left click here, and at the same time, then I will rotate maybe on these directions. Something that I will do is with the selection tools, I will increase a little bit the size of the ellipse on these directions, and I will reduce little bit the size here. So congratly this rectangle, I can also use the band tools. So we'll click on the band tools just here, and I will just go maybe I can go on the top, one left click here. And if I just go little bit below on the left, as you can see, I can it's not going to work properly. Yes, now it's going to work properly. So left click and left click again. Sometimes it's really not extremely easy to use the tools depending on where you place the seven point. And I can now bend little bit just like this. But I can also place one point here, maybe one point here or one point once here. And as you can see, it's a little bit complicated. Yes, now it's going to work, and I can also bend like that. And automatically, if you use these tools, you can see new short points have been created because we have bend the rectangles. It is same. I have one, two, three, three, and four inch or point. I can use the band tools here, one f click and another left click and we can just also bend like this on a direction or another directions. I can just move a little bit on this direction. Here, I think it's not extremely good because we have this type of area. So maybe it's not extremely good in this type of case. But I just want to show you that you can also use these tools in different way. You can also use on shape even here, it's not really good. You can still adjust with the print here and you can, for example, sell this print, or you can try to adjust. You have the print, you have also in sharp point. You can try to adjust also at your convenience, just like this. We can change the type of curves that we need and make some adjustment. You can also remove some in sharp point if really you need. So it's definitely phototropn. So that's it. This is how you can bend as, how you can bend different areas using this tool. 21. Pinch lines: We're going to see how to move lines. For this, we will use these tools, and this is how you can move lines. And at the same time, you will be able to apply deformations. So we're going to use these tools. This is a magnet tools. And first, we can use these tools only on vector levers will create a new vector levers, validate. And the first thing that I'm going to do is to generate a shape. I will select the rectangle tools, I will define a size like around maybe 12 or the strokes, and I will generate rectangles. At the same time, we do the same thing with a circle. I will generate circles on the right, just here. And at the same time, we will use also these tools just below, I will generate another rectangles. So we'll create new colors. I will generate a new color like, for example, the green colors. I will switch for rectangle again, deactivate the size, use autofill, and generate a rectangle just on this area. So let's see the basics of these tools first. Magnet tools. The option is only the size, so this is the area of work. You just go left click and you can just pull on a direction to apply some deformation on the line. So you can just move the line with the deformation at the same time. If you want to extend the area, you adjust the size and you can extend the area like this. If, for example, you want to move more, you can just go left click, you stay left click, and as you can see, you can create more deformation just like that. So you can create more specific deformation just here. Now what you need to understand it is also the sharp point. Because when you click here, you will have more show point. Left click and you can see a multitude of show point because you use this type of deformation. If I just go here, it is same. One Left click, you can see we have only four sharp point. Now I will use this tool to apply some deformation. Let's select the magnettTols, and if I just go Left click, each time when I'm using these tools, I will automatically apply various types of deformations, just like that. So if I slick this tool again, Left click, you can see a multitude of inshore points have been automatically created. And you can apply this type of deformation. Here it is same. I have this rectangle. I only have four so point. I will use the magnettTols. I will define a size. Let's increase little bit of size. And you can also stay lively and you can apply multiple of deformation. You can use this type of work if you use the edit tool. So it means if you use the Edit point tools, you can do this type of work. The problem is it will be a little bit longer, and you can make something faster using these tools. So the aim when you use the different type of tool, it's to make something faster than if you use a Control Point editor, maybe sometime you will have a little bit less precision, but you can make something definitely faster. When I'm using this tool again, I will define one more time to edit print tools, as you can see, a multitude of ancho points have been created. But it work for anything. Even if you select the brush tool, for example, generate something here. You can also use this tool as well. You can select the mania tool, you just reduce the size, and you can also apply some deformation just directly here. It's also possible. Let's select all the elements and press delete on the keyboard. So this is how we can use this too. Let's see, last example, I will define the brush tools. And with the brush tool, what we will do, I will define some smooth value, accuracy, little bit value here around eight, I will define a color and left click just like that. Then maybe left click just here, and then left click and I will go on this area. At the same time, I will go Left click here, and I will do something like this. Left click and left click again. So if I want to apply some deformation, I will use this tool first to show you that we don't have a lot of sharp points here because we apply a smooth value on the brush. So we don't have a lot of sharp point. If I want to apply some deformation, I will use the magnette tools. I will extend a little bit area like around 30. And if I just go left click, as you can see, I can deform little bit my pass using this way. I don't want to deform too much in this case, but just little bit to break the smooth the smooth render. I just want to break a little bit of smooth render and for this, I can use these tools. I can also use Edit print tools if I want to adjust Shar point, but if I want to make definitely something faster, I can use these tools, and it will be a little bit faster. We can deform the different lines. We can pull just like this, and thanks to that, we can apply some deformations. So after to do this type of work, I will come back with these tools. If we select the Control Point Editor, Left click, so you can see multiple points have been created automatically on this area. Left click and a multitude of points have been created as well, just like this. So what I'm going to do, I will be able to select all the elements and we will press delete, and this is how we can use this tool. 22. Simplify lines: We're going to see how to simplify lines. To simplify lines, we have the possibility to use these tools. And we can use the tool. This is Aaron tools. The first thing that I'm going to do is to create new levers, and we will create a new vector levers. And on this vector levels, we define shape. I will click on these tools, geometric tools, and we will define rectangles. We will use a stroke here, and I will work with the black stroke just like that. At the same time, something that I will do it to use the brush tools. And with brush tool will define a size, I can keep these black colors, and I will decrease little bit smooth value. And I will just go left, I can draw something here. And the last thing that I'm going to do is to create direct tangles and we'll create new colors on the palette. We'll create the green colors. And with the green colors we use autopil here, I will deactivate the size of the stroke, and we'll generate direct tangles around this area. The first thing to understand is when you click on one of these pass, so for example, this one or this one, if you switch or the Control Point Editor, you can have sharp point. Here, for example, I have four in sharp point on this rectangle and I can drag and move the sharp point. If I click here, you can see we have multiple sharp point created to generate this pass with a brush. We have the possibility to reduce the number of sharp point or to simplify the pass. And for this, you can use the ARN tools. Click here, you just need to go on the edge like this. When you go on ad, you can just go left click. If you do this on something when you have just very little sharp point, almost nothing will happen. It will just look like, as you can see, you curve little bit just here. And if I come back to these tools, as you can see, automatically will reduce here to have a new sharp point on this area. So the aim is to reduce just like this your element. If you have multiple point you reduce the number of sharp point, but in the case of the rectangle, you will make something a little bit rounded here. In this case, you have a little bit more entrap one, but it's because you need to reduce here. If you select something like this, it's a little bit different. When you select Run tools here, you can just go left click and if I go left click, as you can see, it will look like you smooth the curve. In reality, you don't really smooth the curves, it's going to simplify and at the same time to simplify, you will reduce the number of inch points, and I can make something smoother using the tools. And the most you will use the tools, the most you will smooth your curve just like this. You can see sometimes it is useful because you don't have to go to the sharp point to adjust all the in sharp point. You can just use these tools, and as you can see, I can make a better curve using this way. And if I switch these tools, as you can see, we have less sharp point now and we have a curve with something better about the quality of the curves and we have less sharp point. This is a type of thing that we can do with these tools. I have this rectangle here. This rectangle we only have four in sharp point. As I explained before, we have different type of tools, like, for example, I have magnett tools, and with the magnette tools, I can increase or decrease the size. And if I just go Left click, as you can see, you can just make some little transformation here with some curves that can also increase the size just like this, and we will upturn this type of render. I can do this type of transformation just like this. You can also reduce and have more precision. So after to make this type of transformation, I will just click on these tools. And as you can see, if I just go Left click, now we have a multitude of sho point, just like that. I can decide to smooth after using the ARN tools. So I can click here, use Arron tools. It is same. You can zoom here, and if you just go left click, you don't have any option of the tools. You just go left click. As you can see, you will be able to make something smoother. And in the reality, you will reduce some sharp point in this case, and you can adjust to smooth the different part. And the most you will use the tools, the most you will smooth just like this. It's just that in reality, you simplify your dicho point in this type of case. And because you reduce the sharp point, you will make less contrast between the different curves, and you will look like you smoother curve. And you can use, you can repeat the process multiple times and I can adjust just exist to have less contrast between my different cures, and you will see that we have so much less and Shop Point. For example, I can do something like this. Now I will switch, I will click to my Sharp WointTols. And when I switch here, as you can see, we have less and Sharp Point. And if I continue, I select again this tool and I continue with Left click, I can smooth again. It's convenient because you can make something faster than to edit all the different entro point or to remove some en sharp point at some en sharp point. And here I can smooth this. I will come back, left click, and as you can see, we have so much less nsarPoint on this area. 23. Divide lines: We're going to see how to divide lines. And for this, we can use these tools. And with these tools, this is the cutter tools. We can divide lines or different type of paths. So the first thing that I'm going to do, we can use these tools only in the vector levels. So I will create a new vector levels, and then I will define rectangles. We'll create rectangles here. I will increase a little bit the size of the stroke or will still keep the black color. I will deactivate autofil and I will just generate a rectangle like this. At the same time, I will generate circle with another color. I will create a new colors and the palette with the blue colors. I will use autofill and deactivate. But here we have the stroke. We keep a stroke, and we will just go left click here. The last thing that I'm going to do is to selt the brush tools. With the brush tools, I will generate a new color on the color palettes, increase a little bit the size, and I will just go left click just here. Maybe I'm going to increase the smooth value and I will just go left click. Let's increase a little bit more and left click like this. After to do this type of work, if you want to open a shape, you want to create a cut, what you can do, you can use this tool, you select the cutter tools. When you select the cutter tools, you just go on this area and you can just be on the stroke and you can create a cut. You can also snap at intersection. In this case, you will snap on the different intersection when you have in short point. You will feel that you can snap to the intersection. I don't select this one, I want to write cut maybe here, we just go left click. So at this moment, maybe you have the feeling that nothing happened. But if you use the Control Point editor, one left click, you can see the point appearing here. The crat cut, you have a new point, and in this case, if I drag and move here, as you can see, we have opened the curves just like this because we have created a new short point with a cut just like that. If I just continue, I want to write an open here. I can go one left click here and one left click here, so I create it two parts. And now, not only with the Control Point Editor, you can see two new and sharp point. But you have the possibility also because I place two to use the selection tools, left click here. And if I just click on this area, as you can see, I can not directly select a separate part. But if you use this, you can just go left click and as you can see, you have this part, this part, and I can take this part, then the selection tools, and we can open this. The only problem is, as you can see, if you want to remove this one, you need to use these tools, and you can take the Enso Point and remove and take this entro point and remove. But if you click on the selection tool, you still have one entity as you can see. But if you double click, you can have access to the two elements in a separate way. And for example, you can select this one scale if you just go double click inside. If you have something like this with a color inside and you decide to create a cut, if I just go left click here and I use my selection tools, a new shot Point has been created. And if I open, as you can see, we will lose the color inside for a simple reason that we open the shape. And for this reason, it's not possible anymore to have a color inside because the shape is not close. If I take a look here, I would like to separate into part. It is the same. I can click on this tool, the cutter tools. One left click. And now we still have, if I just go Left click here because it's not close shapes. Automatically, if we use the selection tool, automatically were the two part, this one and this one. We can directly separate with the selection tool. Now I'm going to select this entity. I will press delete on the keyboard and we will create circles. So I will select here. I will define the circle tools. We'll click on the circle tools and we will define a stroke one more time. So we'll put the size here. And I will define a size like 11, and I will generate circles around this area. And I don't want to have closed circles, so I want to have a closed circle, but not with the colors. So I will just left click here and generate these circles. Would like to open a specific are a. For this reason, I will use the cutter tools, and I will go around here and I will generate a cut. I can left click here maybe, and then I can go around this area and left click again. So now I place two times the left click. If I use my selection tools, as you can see, if you double click, you cannot directly, but if you double click two times, you can separate the two area. I can double click here. If I double click two times, as you can see, W to use the Control Point Editor tools, you can enter inside and you can just select this specific area and you can separate with a specific area as well when you double click and you generate this type of opening shapes. And if for example, I don't want this part, I can click here and I can delete on the keyboard. I will then recuperate, for example, this one, and if I recuperate this one, I have the possibility I can double click outside, I can just go left click again, and now I can increase, for example, the stroke or I can change as well the stroke if I need, and I can also scale and I can press shift to keep the proportion. This tool can be interesting if you want to open generate a cut. 24. Create groups: We're going to see how to create groups. For these two crater groups, we will work with the vector livers. I will click here and I will create a new vector livers. After to do this work, let's first see the basics of the group. We'll select the rectangle tools and we'll click on the rectangles, activate directly autofills. I will define colors. I will define the first with a red color, deactivate the stroke, and I will create first red rectangles. Then we'll create new colors on the palette and crat second rectangle with blue colors. Then I will create another colors like the yellow colors and craft another rectangles, and I will crat another colors and I will define green rectangles. So after to do this type of work, if I select the selection tools, you have the possibility to create a group selected multiple objects. For example, we shift or with a frame of selections, I can select the four rectangle and generator group. Generate a group, you can go right click and you can use group or Control G. You can also go on the top, and you will find different options like Edit and edit group, and you can click on group here. So after generate a group, it means that if you just go one f click, you can select all the group like this, this is the first interest. Then you can scale, for example, all the group like that, and you can have access to the different transformation for all the group, as you can see. Now you have also the possibility to enter inside the group. If you double click, you click on the element and then you decide to double click on this area, you can enter inside the group and you can still edit only one shape inside. I means inside the group, you can enter inside. And if you want to go out of the group, you can just click outside. This is why it can be useful to generate group. You have also the possibility. When you go right click here, you can also use exit group. It is same when you click on the group, sometimes it's not extremely convenient to use you need to go out, come back, and now it's going to work properly. When you go right click here, you can also click on Enter groups just like this. Right click Enter the group, you can select element specific inside the group like the blue rectangles. And when you go right click, you can also exit the group again. So after you want to ungroup, you select the group, don't forget to when you. You can exit the group or you can ungroup is different. You can ungroup with right click and ungroup or Control chief G, or you can go and edit groups and ungroup here. Now, if you ungroup, each element is just separated, just like this. I'm going to select all the element and press dit. This is the principle of the group. So now what I'm going to do I'm going to show you a concrete example. For this, we will recuperate the black colors on the color palettes, I will recuperate the black colors, and I will select the circle tools. I will just generate circle. Maybe I will start with ellipse tools. It's more convenient. I will generate size here, I will deactivate auto field you have a stroke, and I will generate burst element just like this. At the same time, inside, we will use the circle tools and with a circle tool hoops I will define a circle around here, writ something like your eyes. And at the same time, at the same time, I will create something on the top, and for this we will use one of these tools if I come back to I can use also just the brush tools and I can increase the smooth value, and increasing the smooth value, we can just do something like this around this area like that. I think it's little I need to decrease the sickness value. So let's decrease a little bit and just do something here like this. Perfect. Now I will generate a group. So I will click on my selection tools. I will select the suite entity here, and I will go right click Control G here to generate a group. After to generate a group, I can click on the group, can move the group. You can also when you click on the group, you can change the strop value on all the group as you can see. This is why it is also useful. So you can change some properties like you can also change the color as well. Now I will duplicate this group. Another way is to work with alignment. That means I can click on the group, duplicate the group, edit, op, edit, and past insert, and I can dragging and moving the group on the right, as here, then I can use this one to turn flip selection horizontally. And now I can generate anoer group. With groups, you can also generate new groups. For example, I can select my two groups, and I will go right click group again or Control G. And now if I go left click, I have one complete groups like this. One more time, you can also go right click. And if you wanted to enter the group, you can enter the group to go inside. But as you can see now, to have a group can allow me to, for example, center my groups just like this. And if I don't have a group, I cannot center my element like that. I can also make the choice to scale and I can press shift to keep the proportion. And because I have a group, I have my center point of transformation here, and I can drag and move the group maybe in the center. So if I want to ungroup, I can just click on the group. Right click ungroup or Control Shift G. And now you have this group, I can also go right click group. Now you have this one, right click group again, and I recuperated each element independently. Now, this is how we can work with the groups. 25. Master positions: We're going to see how to work with the position, how we can play the different object in the foreground and in the backrooms. First, we are going to see when we have multiple levers. So when I go here, I can create new vector levers. I will create a new vector levers here, and on this new vector levers will generate rectangles, and I will use autopil I will deactivate the size of the stroke. I will select the rectangles and with a background color, we define something like a blue color, I will generate a rectangle on the back. Then we'll create another new levels, new vector levers, and I will generate another rectangles. So I will click on another rectangle. We'll just switch for another colors, and I will generate another ones here. Then we will crat another vector levels. And on the new vector levels, we create anoer rectangles will change one more time the color. I will use maybe the green color and create anoor ones here, and then I will create another new vector levels and generate another rectangles. With another color, I will select maybe the purple color and generate another one here. So first let's see the position foreground background when you on the lever. So when you on the lever, concretely, the element on the top will be on the foregone and the element on the bottom on the backgrounds. And after that, you have the different position. So it means you can drag and moving livers from a position. For this, you just go to select the levers and left click and you can drag and move. For example, I move these columns on the top. And inside, we have the blue rectangle, and we are on the foreground, as you can see. If now I move from one step, just like that, I can see my purple rectangles. If I or my purple levers, if you prefer, if I move from another step, I can see also the green one, and if I move from another step, I will see also the red one. This is the first things to understand foreground background, so you can just change the position on the different levels just here on the top or on the bottom. Now when you are inside the levers, I'm going to select all the element and delete all the levers here, just like that, and I will cratNdR once. Yes, I will cratndor once. After crate odor ones, I will select the rectangle tools. And this time we will work inside the same levers. I will use autofills, auto groups, define rectangles. Let's work with blue colors like maybe this type of blue colors, and I will just crat rectangles on the back. Then we would select another tool. I will switch the shapes for the polyline tools. With polyline tools we use autofil as well, and I will define some colors hoops. I will define new colors on the palette like this type of gray colors. I will just go left click, left click again, left click, left click, left click, left click and I will go a little bit outside just like this, and I will go on this area just here. And if I just press I think something is wrong for these poly lines. I'm going to do this again because I couldn't close the shapes. So let's do this again, and I will just go left click again. Left click, left click, left click, left click, left click. The problem is when you are, for example, outside, sometimes yes, now I can see the back. Now I will crack another levers, and I will define something with a gray color, little bit different. And I will place the first point here, second one here, a third one here, another one here, another one here, here, and I will go a little bit outside just like this, and I will click on this area. And then I will define a rectangles. Also, we will create another rectangles. We'll switch for the green color. We'll create a new color on the palette with a green color, and we'll define a rectangle just here. I will adjust little bit so point for this, I will select the control point Editor tools, and I will click here and I will adjust little bit this and do something like this. Here I can adjust little bit my point. This one will adjust maybe on these directions, and this one will adjust to have this type of effect as you can see. After to understand that, how we can change the position foreground background inside the same levels. When you click on the element, for example, Clic blue rectangles, you have the possibility to go right click and you can find move to front, move forward way. If I clic move to front, I can move from all the step and be total in the foreground. And you can go right click, move to back as well. You have also the possibility to move from only one step, right click, move to front, and right click, move to back. For only one step, you can go right click, move forward one, and now I will be here. Right click, move forward one, and now I can only see the green rectangles and right click, move forward one. Now I'm totally on the front, this is why I only have moved to back, move back one. I can move on from one step, come back only from one step, move back one, right click, move back one, and right click, move one again. You have also the possibility when you go on these options, edit, arrange, and you can find the same things. For example, I can see the blue rectangle again just like this and I can use also arrange it is same, move to front or edit arrange, move to back. I can only change for one step, move forward one, edit, arrange, move forward one again, edit, arrange, move forward one, and now if I go and move forward one, nothing will happen because I'm already totally on the top. And I can continue Arrange, move back, edit, arrange, move back one, or edit arrange, move back one, it is same. Now I cannot be more on the back. So this is why I just continue here, it's not possible. But if you go right click anyway, you will see only move to front or forward one because now we only be on the back just like this. This is how we can change the position backgrounds. 26. Master colors: We're going to see how to work with colors. And for this, we'll see how to work with colors with the raster format, and we will see how to work with a vector format. So I will go on this area and I will create a new raster lever first, and on these new raster levels, we're going to create shapes. I'll take the rectangle tools, and as you can see the color palette will appear on this area, as I explained before. So what does it mean? Here, we can only change the sickness value, and you can define a color on this area. For example, by default, we have the black color. If I generate a rectangle, I can have a stroke with a black color. If I want to create another rectangle with ano dark color, you need to crate a new color here. Even if when you work with this palette, you can directly replace the color here. So it's totally possible it's not going to impact here while in vector is different. But you can also create new colors, like, for example, the blue, and I can craft a rectangle just here. And it works same when, for example, you use a brush tools. You can also define a color on the color palettes and you can just use your brush. This is the type of thing that we can do. After I will explain that you can use these tools. This is the field tools. And thanks to the field tools, you will be able to fill shapes with a color so you will be able to select colors and to fill the shape just like this. But I will explain more in details after. If I just come back here on the color palette here, you can add multiple color just on this area. How to process on this area, it's pretty simple. You select the range of colors that you want first. For example, it can be a red color on the polygons area, these color wheels. And then here you will have different range of red colors. Totally on the bottom, this is a black color on the top right corner, the white color, and here different element of red. You can also switch, for example, for another color, here green and you can change exactly what you want on this area. You need to understand when you work with this raster mode, you have also switch for texture, vector rasters and settings here. You have different type of options. When you work with settings, you can just change vector will be for the vector format texture as well. But when you work with raster, it's a little bit different. For example, I will remove these columns. I will create an new raster levers. I will remove these levers and create oder ones. And switch still have the color palettes. And in this case, if I create a rectangle and I switch raster, you can select different options. For example, if I select something like oil brush, and I decide to generate rectangles. As you can see, the lines will be like this with the color that I choose here. I select blue, I will obtain this render. So we need to select the blue color, but to click also on the oil brush, and in this case, I will obtain this render as you can see. And as you can see, the color will be mixed with the type of brush that we can select. And you have multiple types of options. For example, I have gray. So if I select gray here, I can create a new color on the palette just on this area, and you can just switch for, for example, colors, and we define some green colors and go back to rasters. And I will go back with grace. Now if I just do something here, I will have some grace on this area, I can use also a brush, increase it little bit to size, just like that. And as you can see, if I put my brush, I will obtain this render just like that. Or I can use the brush, I can reduce the size, and I can add some grace on this area. As you can see, it can be convenient to use. And I mix the colors that I choose with the raster option. So it means this one. You have a lot of type of options. So after that, you can come back, for example, to any colors and can have different type of options of texture. If I sell it, for example, this one, I will have this type of texture or if I select, you have a lot of type of options, as you can see, and you can switch for der one as well. So this is the principle. Now I'm going to remove these colons and I will create another one but this time in vector. So in vector, it's a little bit different. I'm going to select the rectangle tools because you can use a stroke just like this. First, I have the black color so I can put the stroke. If you want to fill the shape, you can directly fill with autofill, and you can select colors, and I can feel also the color and have a stroke as well. And if you want to adjust the stroke, you will have to click on the field tools. And with another color that you can choose, you can, for example, edit the stroke but I will explain more details after one more time. So if I just come back to the geometric tools here, you need to understand something is every time when you create something on the palette, for example, I'm going to deactivate the stroke and create the first rectangle, second, third, and four. When you work in vector, if you adjust the colors just like this, the element where you use the color will be impacted. So it means if I change the green color, here, as you can see, all the rectangle will be impacted. So it's important to understand that when you work in vector. So if you want to separate the color that item, you need to create another one, for example, just here. So it is important to understand that. Also when I go here, you will have some texture or vector options. If I select the rectangle tools, I'm going to come back a little bit on this area with history panels here. If I select this rectangle tool, you can switch for texture and you can replace the color by a texture. For example, I have some water texture and I can generate a rectangle directly with the texture as you can see, or it can be some brick texture. You can also just replace by the texture that you want, or you can just craft another one and replace by another texture as you can see. Or you can just add texture. If you want to be on a new one, what you need to do, you need, for example, to create a new levers as here. And on this new levers, you can generate another type of texture, and you can replace this. You have also some vector element, and you can switch for a stroke. So it means I slc the brush tools, and I increase it bit the size. You can replace, for example, the stroke by different type of options that we have here. That means if I select zigzag, just here we obtain this render. If I want to crack a new one, I can replace select new colors with the colors that you choose, you can mix also with another type of element, as you can see.This the type of thing that we can so I'm going to remove this one after I will explain that you can use some gradient as well, and I will explain how you can fill as and for this will be able to use the field tools. 27. Create gradients: We're going to see how to create gradients. For this to create gradient, we are going to work with the vector format. So I will click here and I will create a new vector levers. After to create a new vector levels, we can go on the palettes, as you can see, you have different options here. Texture, vectors, rasters and settings. When you go on vector, you can use one of these. As I explained before, things to do I will find colors and if I want to have a rectangle, I will save the rectangle tools. I can, for example, fill my rectangle with autofill. I will deactivate a stroke value and on this area, you can just define the colors that you want and you can generate your element just like that. Now if you switch for texture, you can also replace by a texture. So it means you can click onpress here, sedate texture, and automatically the new color will be replaced by texture just like this. If I want another one, I will click onPress again. I will replace by another texture, and I will generate something like this. Now you have also more options. You can find also more options in the vector area. What does it mean? It means that I will just remove these columns. I will just press delete on the keyboard and create ano DR one. If I just create DR one, as you can see, the color palette will be a new color palette. I will go back here, set the rectangle again and this time we will click on vectors. And you can replace, for example, if I select this one and I just go on this area, I will obtain this render because here it is for the stroke. So if I click on one of these elements, I need to deactivate, for example, autofill activate a stroke, and I can obtain this type of render as you can see. And it works also if you use, for example, the brush tools, you go here, you can click on Plus, and you can select the colors that you want. For example, I come back on colors. I will define the red color, come back on vectors, and I can define something like maybe this one fade. And if I just go left click, I will obtain this render. Conquently your colors will be mixed with the pattern, the type of pattern that you choose here. Now, if you want to generate a gradient, you have also the radial gradient and the linear gradient here. So if I just come back to shapes, I will click on the shape tools, rectangles. I will use autofill, but I will deactivate the stroke just like this. And I will select here on this area the linear gradient. Something that I will do, I will click on this area, select this one, and I will define another rectangle. I will click on the rectangle tools, and on this area, I can create a new levels. Here I have the red colors. And if, for example, I create a rectangle like this, as you can see, I will obtain this render. And if I replace by a linear gradient, a linear gradient will be created as you can see. I can also create a new element just like that. This time, I will create circles. And if I just start circle like this, I can replace on the color palette by this one, the radiant. But you have also older one, you have, for example, concentric, you can use also this one, stained glaze. You can use beehive. You have also short. You have multiple types of options as you can see that you can use. I'll just come back to radial gradient I can click on radio. Now, if you want to edit more colors, how you can process, you click on what you need. So for example, this one correspond to this rectangle, and you can see on the top, we have two colors here. And if you just come back to colors, you select, for example, the palette, and you can click on this one and you can replace the color by the blue or you can click on this one, and you can replace the color by yellow. I will explain after that we have another way to crat gradient and we will use something really different to crat gradient. But at this moment, I'm going to show you only this type of gradient, but after I will show you that there are other possibilities in a different way to create gradient. And here you can switch for first color and you can switch for a second color. The same for this one, you can click on this one, for example, and this one concern here and I can define a first color, and I can click on the other one and define a second color as well. This is a type of thing that we can do. And if you just click here, you need to understand that when you go right click, you can have different options. For example, something that you define as a color. If for example, I define blue color here, you can go right click and you will have different type of option here. You can, for example, click on the colors and right click, you can delete the colors, and you can choose what you want to delete on the display on the style, stylin and area or everything. I can So after to understand that, this is how we can create gradients. So as you can see, sometimes it can be convenient and sometimes it's not extremely powerful because we don't have too much options, but it's definitely how you can create gradients. So something that we are going to do it is to click here and we will delete these columns. And 28. Edit strokes: We're going to see how to edit strokes. And for this something that we're going to do is to create a new levers, and first, we will create a new levers new raster livers. After that, something that I'm going to do it is to create a element. And for this, we'll select the rectangle tools. And when you are in restore format, you can define the sickness of the stroke first. You can define the sickness here. You can define a shape, for example, the rectangles, and I will define rectangles with the colors that we have here. For example, this one is a red color, but I can choose another one, like, for example, the black colors, and we can have the size of the strokes. You need to understand these options on the right. When you have a closed shape, you have three types of options when you have a closed shape. By default, we have this one and this one correspond to this, it means a meter drain. But you can also change, and the second one is the wound join. So it means if I create a rectangle here, you can see we have a wound join. And the last one that you can use is the beverl join. And if I create another rectangle here, you can see we have a beavers on the wound of the rectangles. So this is the first things to understand when you want to work with this type of levers. I'm going to click here and I will press till it, and I will create another raster levers. Something that you can use also is when you use another type of tools and you don't have a close shape. When you don't have a curse shape, for example, Clxoline tools, have this three type of options. So first, I will define a size one more time. I will define a color like the black colors, and I will go left click here. And if I just go left click, you have this different type of options. The first option is the butt cap. This is this one. The second option is the rounded cap. I'm going to switch this for wounded, for example, and I will generate rounded cap at the end, and the last one is this one projecting cap. You are not going to see any difference in this case, and you will see the difference when we work in vector. After that, when you use, you can also use, for example, the brush tools. And if you use the brush tools, you can not edit specifically after the size of the strokes. So now what I'm going to do, I'm going to delete this one, and we will craft a new vector levels these times. Going to see also on the vector evals. For this, I will select the rectangle tools. I will define something like rectangles. And first, you can define the size of the stroke on this area. You select the color. For example, I select the red colors and I can create a rectangle like this. It is same. You have the suite type of option. The first one is this one and you can see again, this one is a meter join. The second one will be the run join, it means I can create another rectangle with run rains, as you can see, and the last one is the beaver rain. And I can create rectangle with beaver just like that. If you want to come back, you can select this one. You can any moment define another type of colors. So for example, I can define new colors and I can create another rectangle with this. You need to understand that you can adjust the size, and for this, you can use the selection tool when you just go left click. You can adjust the size with this value. So it means you can adjust the size of the stroke. If I want 20, I can put 20, or you can just use this tool. This is a small and you can adjust the size of the stroke. If you want to fill inside, you will be able to use the field tools, and I will explain just after how you can use these tools. But at this moment, I can just adjust like this, as you can see. And it works in the same way. So what does it mean if I define something like a line or I'm using the pin tools, just crack the lines, and I will select, for example, this one for the line tools, and I will define colors. I will click on Plus, I will define the black colors, and it is the same. We have the different options. So the first one is the butt cap like this. The second one is the round cap. This and the third one is the projecting cap just like this. So now what are the difference? You can see the difference if you use these tools. The control point is deduct tools. On the first one, you can just go left click. As you can see the sharp point, you can see the stroke on directly the sharp point. Here on the wounded cap, you can see the en sharp point here and the wounded cap around. And on the last one, the projecting cap, you can just go left click and you can see the sharp point and you have the put lines a little bit outside. So this is a sweet type of options when you create a lines. You need to understand also that you can replace a stroke by for example, I'm going to remove these levers, and I'm going to create another one. You can also replace a stroke. For example, if I define a rectangle just like this, and I'm using, for example, color here, I switch for the blue color and I generate my rectangle. You have the possibility on this area to replace by something. For example, if I select vector, you can just switch for one of these type of stroke. You can replace the stroke by one of these, and this will be mixed with the color that you choose, just like this. It works for many types of things. If you select, for example, the brush tool, I'm going to select the brush tools. I will crack new colors. Come back on colors here and I will define the red color. I will define the size of the brush. And if I just go left click here, I will obtain this render. And you can use the base red colors and switch after for a type of patterns using vector, and you can use the red color mix with one of these patterns. And this is going to be apply directly on the brush that you use as you can see, I can replace by one of these, but you have also different options. So sometimes you can use also the options just below. So it is also something that you need to understand. So this is how you can work with the strokes. 29. Fill selections: We're going to see how to fill with colors. And for this, the first thing that we're going to do it is to create a new levers, a new raster levers. On this lever, we will validate here. And when you are in raster, you can fill with color and we'll be able to use the field tools. So first, I will define shapes, so I will create, for example, rectangles. And on this area, you can just define the thickness of your shapes. And you can choose the color on this area. We'll start with the black color and generate rectangles. At the same time, on the right, I will use the circle tools, and I will generate another one, just like this. So if you want to fill, for example, something with colors, how you can do, you can switch for the field tools. And with the field tool, you can adjust the field dipped menus and the maximum. Even if he is not going to change a lot because we have a close shape just like this. And you can use this tool. So you just need to select the color. So for example, you click here, you select a color, and you just need to click inside and you can fill with a color. I can define another one, select, for example, purple color, and I can just feel my shape just inside. If you want to change the stroke, you can also choose the color and you can click on the stroke and you can also replace the stroke. For example, I can define another colors and I can replace the stroke just like this. So this is how you can feel when you use, for example, raster levers. So now I'm going to delete this one and I will create another lever, but this time, I will create a new vector levers. Or to generate a new vector levels, what we will do? We go around this area and we'll craft one more time a rectangle. But this time we have in vector. So we'll take the rectangle tools. I will define a size for the stroke, and here we can define colors as well. And I will define rectangle with a black color for the stroke. I will define also a circle just on the right, and I will use after that autofil. I'm going to use autopil create a new rectangle with, for example, colors and also size of stroke, and I will generate a rectangle like this, and I will create another one without any strokes just here, and I will define another color and create another rectangle like this. So now I have different possibilities. When I switch for this tool, now it's different. So when you click on the field tools, you can find the mode lines area, lines and area. If you define lines concretely, you can only work with the strokes. You define the colors, I'm going to define the colors. And if you click inside, nothing will happen because you need to focus only on the hootlines. So I can only click on the hotlines and replace the Hotlines as you can see. Here, also, I have a hotline so I can use, for example, this color. Then you change the color, it's going to be apply on the element where you place these colors, for example. The second option is the area. So the areas is to fill inside, so you can select the color on the color palette. And if you go left click inside, you can replace with a color. But if you kick on the stroke, nothing will happen because you need to fill inside. I can select another color like this one, and I can feel inside as well. The third possibility is line and areas. In this type of case, you can feel the hotlines weather inside. So I can select a color and if I click inside, I can change, but I can also click on the hotline. You can do the two at the same time as you can see. Here, for example, I have areas. I can just, yes, I can replace this color, but I can select another one and replace, for example, this one. So we can replace the different color just like this. It works for any type of things as you can see. Now if I just continue, you have also the possibility to have here, you have two options, more options. You have rectangular and free hand. Congratly if you select rectangular, you can create a frame of selections and you can fill with a color. So if you decide I need to click on lines, you can select color here, I will take the blue colors, and I can just select, for example, the element where I want to change the line, and I will apply the blue color on these 21. But if I want to apply the blue color on all the hotlines I can just select all like this. And on this one, we don't have any hotlines. This is why we don't have the blue color on this area. This one is rectangular, but you can do the same for areas, so it means I can select a color, and I can replace with the color on the element where I'm going to crack the frames. And then you can use line and areas. In this case, line and areas, you can apply your color on all the lines and the areas as well inside the frame. You can do this type of thing with freehand polyline, p and free hand. If I select free hand, I'm going to select lines. I will use maybe the yes, purple color, and with a free hand, I will maybe select the si shapes just like that, and I will replace the line as you can see. If I want to select, I can just create selection like this, and I will replace if I select reas, here, I can just create a selection like this, and I will replace all the areas with a color, and I can select also line and areas. I will define the blue colors, and I will do something here. Conversely, this is how you can feel with color. Every time when you use, for example, these tools, you can work in raster or you can work in vector, but at any moment you can switch for the field tools and you can feel a color, you can feel the hotline as well, and you can adjust the color at your convenience. If I edit the color on the palette, it was going to be apply on all the area where I apply this color as well. 30. Add text: We're going to see how to add text. For this, we can go in this area and we can find the tool. So this is the type tools, and thanks to that, you can track text. I will click on this area. And the first thing that you can do, you have different options. So this one is a font family that we use by default. Depending on the font family, you can have different style. Here, we only have regular and you can also define the size on this area for the text. If you just go left click here, you can just start your text and I will just tap two Yeah. So here I will go on tutorials. And after just tap tutorials, I will just complete with, for example, content, and I will just validate like this. Here on this area, it was a vector format. So we just created this one on the vector format. If, for example, I want to generate on raster levels, I will just click here, new raster levels, and I will validate like this. But generate new raster levels, I will select one more time the text tools. And as you can see, if you just select the text tool just on this area, you need to define the colors. You select this area and it's not possible. Why it's not possible? Because you can only use a new tons raster levels. So on the basic raster, it's not possible. But if you define a new tunes raster levers, just like this, now you can use a text tool and you will just go left click here and I can tap to to yll Example, and now it's going to work, as you can see. Then if you want to switch the font family, so you have directly a different type of font family, so you can change here, and you have different type of options. You just need to go on this area and you have multiple types of options, as you can see. So here, you can just change the font family. If I just come back with some basic font family, for example, I will go back to this one. You can also change the size one more time here so you can increase or decrease the size of the text, and you can also adjust the color when you are still selected, as you can see on this area. Now, when we work with this tool, you can also switch vertical orientation so you can put this vertical or horizontal. Generally, we stay horizontal. If you select the selection tools, as you can see now, you can just generate a selection. And if for example, I select tutorial, I can just create a frame around with rectangular. As you can see, I can dragging and moving this one, and then I can scale, but it works exactly like the text here works exactly like if you had to shape, it is exactly the same principle. So it means I could create a selection, rectangular, maybe around sole t just like this. And I can, for example, move and I can scale if I need all the different options of the selections on the top. So now I'm going to show you again with a vector format. So I will select all here. Let just press delete, and I will generate a new vector evals. After to generate a new vector evals, what we can do we select the text tools, and one more time, I will go left click here, and I will tap total after to tap tutorial example, we can switch for another color in the color palette if we need just like this. And now we are in vector. So why it is different when you are in vector? Because if you use your selection tools, you can select each letters independently in vector. If you want to select all, you can just generate a frame of selection, and you can select all just like this. And after you can scale, if you press shift, you keep the proportion, or if you want to break the proportion, you can just scale like this or you can just scale like this as well. You have all the different option of the selection on the top. Here, you can just scale at your convenience after if you need. You can also select only one letter, left click and you can select a letter independently just like this. If you want, you can create new colors. But if you create a new colors, as you can see, it's not going to change because this one was already in black. So it means if I want to change, I can change only all the letters in this area, for example, or you can use the field tools if you want to change each color, each letters independently. So let's just go back to this and I will delete this one. Oops. Not this one, I will delete the red color on the color palettes, and I will delete the line in the style. So here we can, for example, delete the line in the style because if you go here, you select this one, you can delete the style, the line and area. So if you delete only the style, you will not going to delete the letters, but only the style on this area. The last important point is, if you use the control point editor, you can just go left click and you can have access also to sharp Point. So as you can see, you can edit sharpoint on each letters. I have this one, I have this one, I have this one, and I have this one as well. I can select these letters, and as you can see, I can adjust. I can adjust my letters here. I can make something maybe little bit on this area and little bit on this area. We can select each letters independently, and we can adjust each letters if we need, here, or I can select all these letters and just adjust also. You can select all the letters, right click Set Linear Control Point or right click Set linear control points. So you can also adjust each point using Set linear Control Point or set Linear Control Point. So this is how we can work with text, we use the selection tools, select all the letters, and just delete. 31. Add guides: We're going to see how to add guides. For these to add guides, the first thing to do is to go on the top here, and what you can do, you can click on view and you can activate the rulers. After to activate the rulers, you can find horizontal rulers and a vertical ruler. Then if you want to pull guides inside, you need also to click on view and to activate guides. After to do this work, you can just click on horizontal or vertical guides and you can just dragging and moving a guide just like this. You can just dragging and moving any guides. Oops. I'm going to draw a guide just like this on this area, and another one maybe on this area. After to understand that, if I zoom little bit, you can have more precision. It means you can go left click and you can dragging and moving a guide in a more specific area if you zoom little bit. So this is the type of thing that we can do. After that, you can select one of these tools, and if I selt for example, the brush tools, I can define a size like this. I will create a new levers like raster levers, and after that, I will be able to use a brush. I will take the black color, my first color here, and on this area can just pull a guide. And if I go here, you cannot directly snap to the guide just like this. But something that you can do, you can use the guide. So in this case, I will switch for the line tools. I will click on the line tools. I will define a size a little bit less, and I can just follow the guide and generate maybe a line just like this. I can generate another line just here, like that, and I can just use this one, as you can see. And I can generate or lines here or I can generate anoer ones just here, or one just here. You can also press Shift if you want to constrant horizontally or vertically. Ref, I'm using this guide, for example. Another option, I'm going to remove this different element, and I will go left click here and I will remove. To remove a guide, totally, you just need to go right click on the guide. And when you go right click on the ruler and the guide, you can remove a guide just like this. Now what I'm going to do, I would like to crat something like a vanishing point. Concretely, I will crat to guide maybe around here in the Midals and and one maybe around here, and I can create intersection of the element. So first, I will select the line tools. So I will go on this area will select the line tools. I will decrease little bit of size, and I will just generate a line just here. And concretely, my vanishing point will be on this area. So maybe I can draw a small line from this part to this part, and I know that my vanishing point will be here. So concretely, after that, I will select another tool. I will select the rectangle tools, and I will decrease it a bit the size like a value of six. And after to define a value of six, I will generate a rectangle just like this. I know that, for example, my vanishing point will be here. Concretely, I will define the lines. I would say the line tools, and I can use this as a guide. I can go left click and I know that if my vanishing point is here, I can try to follow this area and follow this part and maybe go left click here. I can go here. I know that I will go on this area, so I can try to follow this part and I will go here and I will go left click again and the vanishing point will be here. I try to follow the axis and I will define another line. Then I can zoom a little bit, define, for example, a lines just like this, and I will define another one maybe from this part to this part. As you can see, we can create something in perspective with one vanishing point here and this type of rectangles. I could continue. So it means we can define another rectangles. I will craft another one, maybe a little bit smaller here, and I will define one more time the line tools. Let's come back with the line tools. And I know that my vanishing point will be here, so I will reduce trying to stay on the same axis here as well, and I will try to stay on the same axis. And this one just here, so I will try to stay on the same axis, and I will go left click here. Then left click and leftClick and Left click and leftClickap as well, just like that. If I want to delete, I can just use a selection tool, select this part with a frame of selection and press delete. If you want to remove the guide, you can just go right click and you can remove the guide, and I created these two element as a perspective. Again select, for example, this element. Then I can press shift if I want to scale, I can dragging and moving as well. I can also create frame of selection, select this one and I can scale and dragging and moving as well. Even if I want to keep, for example, my vanishing point, I think it's not very convenient to dragging and moving. So after that, something that we can do if you want to remove the view of the rulers, you can just click on this area and you can deactivate the guide and the rulers. First, I can deactivate the guide so I can pull a guide. Nothing will be view, and I can also deactivate the ruler. If you want to keep the rulers every time you can activate it, in my case, I prefer to only open when I need it. So it's okay. This is how we can work with the guide. 32. Add grid: We're going to see how to use the grid. For this, something that we can do it is to display the grid. And when you go on the right here, you can display a grid, and the first one is the field guide, and we have also the safe area. First, I will select the safe area. Just like this, we'll craft new levers, new raster levers. And when we are in this area, as you can see, we have different type of frames. And concretely, you can make the choice, maybe to make the most important element inside the first frame. But you can also use this, for example, I can select the geometric tools, define rectangles, and I will be able to maybe define a sickness value on this area. And not snap, you cannot directly snap but just generate rectangle using this safe area as you can see. And after that, if I want to draw something inside, I will be able to define, for example, polylines hoops. I will just click here and I will come back so I will be able to define polylines with different left click here, and I will just press Enter. I will select the brush tools and I will just maybe draw something like this. But even if on this area, I think I can decrease the size of the brush just like this and just make something simple. Oh, this is first example. Now we are going to remove this one, and we will use the second option. So the second option is this type of grid. So this one is a safe area and this one is the field guide. You can also complete with the 21 if you need. You can also go on the top and you can define the safe area and the field guide also here as well. If ter to understand that, I will create a new raster levels also. And if I just zoom a little bit, as you can see, you can find intersection of two diagonal lines, but you can also see different numbers, and it's convenient to generate a scene using these different options. After that, on this area, I can, for example, create a rectangle, so I will select the rectangle tools. And with the rectangles, we create something like a frame. I will define a sickness value of ten, and I will create a frame maybe with bumper eight until eight. So I will just go left click here. And I will use a number until eight and eight horizontally and vertically, just like this. I can, for example, continue. So it means I can just not crack another rectangle, but just select the line tools. And with the line tools, I can generate two lines, and I will use the diagonal, and it looks like my vanishing point will be in the center here. I can just generate a scene just like this and left click again on this area. And this area will be something like my vanishing point, for example. So concretely, what I will do, I will use, for example, the line tools after, and I would like to draw some sync like door here. So concretely, I will just use my grid. Now we just use my grid, I will go around this area. And as you can see, if I think it's a little too big, I will reduce a little bit size to six, and I will just generate another line from here to here. As you can see if the vanishing point is here, I need to follow my grid. And in this case, it looks like I can place this one here and this one here. I want to crat something inside because I can see potentially some area just here. It depends about what we can do. C just go left click here, we'll arrive on this area, so it means I can pull on this part and I can pull on this part as well. So after to do this work, I will go on the right. I would like to craft something like maybe a window. So what I will do, I will draw a first line just like this here. And after to draw a first line, we'll go on this direction and I can follow my options, and I know I will arrive around here. And it is s I can pull a line. This one will be the vanishing print, and it means I will stop on this area and I can pull another lines here. At the same time, I will see maybe little bit this part and maybe little bit, just like this. I think I can come back and try, yes, just like this. Here. And that's it. On this area, I can continue. Maybe I can pull another lines on here and here and pull another lines on this area. I can define also another rectangles. I can generate another. Rectangles maybe here. I can also generate another lines and I will make something a little bit or maybe in perspective for this, I can just pull first line here, I can pull a second line here, I can pull another line here and another one. One more time if this will be my vanishing print, I can drag and moving the point. I can take a look of my grid and I know I will arrive here. I can take this print, I can take a look at my grid, and I know I will arrive here. As you can see, it can be convenient to use. And I can pull this one. I know my vanishing point will be here. Concretely, I will follow until this part and I will just close just like this. As you can see, you can follow the different different type of options and maybe I can pull another lines from this to here and another lines from here to here. Maybe I can do something like this as well on the right, another lines here to here and another one here to here. Now if I just deactivate my grid, I will go on this option and as you can see, I can generate this simple scene using the grid. And thanks to that, this one will be considered the vanishing print, and I can create some rectangles, different lines, and draw a scene. 33. Master symmetries part 1: We're going to see how to work with assistants. And for this, we can see these tools. This is the assistant tools. The first thing to do, if you want to use this, you have to click on this and you don't need to have any lever. So you can start with this one, Edit assistant. After that, you can go on the top and on the option, you can choose the type of assistant you want to have. The first one is ellipse assistant. You can just click on this one. And if you just go left click, you can generate ellipse. I can play the ellipse, for example. Here I can extend on this one and on this one. And if you just go inside, as you can see, you have anoer element. And if you now crat levers, you will be able to draw on the assistant. Concretely, what you can do, you can click and define, for example, news levers. And on the raster levers, so we have assistant here, and you can just select the brush. And if you just go on the columns, now on the raster levels, you define the brush, you define here, as you can see, you can just draw like this on the assistant. You need to snap to the assistant. If you don't snap, as you can see, it's not going to work properly. So you need to go here and you can use assistant on the option of the brush. And as you can see, I can just pull my circle here. But why it is useful because you can put multiple concentric circle just inside just like this. And also, if you don't want to close, you cannot close, and as you can see, it can be pretty convenient. So this word is the first type of assistant, as you can see. Now, if you just click here, you can create another one. So you can just choose and you can create another one. Second one is, for example, fish eyes. And something that I will do, first, I will click on the columns, and on the columns, I will define selections, and I will remove this one, and I will just come back to the assistant. And on the assistant, as you can see, if you click, now on the assistant, nothing happens. So what I will do, I will just delete here, delete here. I will generate another assistant. Let's click on the assistant tools one more time and I will create a fish eyes. Let's just go left click here. You can also generate the fish eyes like this. You create a raster lever just like that. Now if you selt a brush, you can snap to the assistant and you can work with fish eye, it means something like this. I'm going to show you again. You can just draw something here, but you can also go inside just here. Oops, I'm going to close the shape, yes, just like this. And you can also just do something like that. This is the type of thing that we can do using this one. I'm going to remove the column and remove the assistant. Another assistant that we can create, it is the line. The line is pretty simple. You create a line, you just need to go left click and you can just generate a line and you can dragging and moving the line at your convenience. After that, if I select the brush tools one more time, I will create a new raster levels, and you can snap to the assistant. And if you just go left click, you will just follow the line just like this. So as you can see, it's pretty simple to use. So now I will delete this one and I will delete this one. Let's just create another assistant. Another one that we can use it is the perspective lines. But can switch to the perspective, you can just go Left click, and as you can see, you can define a perspective element. And you can just dragging and moving here. You can, for example, move this part, move this part. You will have element as a perspective. You can define something like a box in perspective in reality and you can adjust the box, just like that. You can pull the different options and you can create a box in perspective. After to do this work, you will be able to create a new levels. And if one more time, I'm using these tools, as you can see, I can draw around the box and I just use the perspective that we have on this area. I think it's not extremely convenient to use, but as you can see, you can just make something like that. So after that, let's just remove this and remove this. Another assistant that we can use after the perspective is the vanishing point. Concretely, you can select a vanishing point just like this. And with the vanishing point, you can just go f click and you can create your vanishing point. So this one will be the vanishing point. Then you can move little bit with this handle or you can move little bit with his handles. And depending what you have, you can just follow the line just like this. So for this reason, I will go on the left here, and I will create a new raster levers. And creating a new rastr lever, you can just select the brush tools. And as you can see, the vanishing point is located here. So everything that I'm going to create will go on the vanishing point. And you can just follow and I can do something here. But you can also make I'm going to show you you can deactivate the assistant, and you can just draw something on a specific area. So it means you can select, for example, the line tool and you can generate a line just like this. And if you have a line, you can also use this one. It's just that when you have the line tools or you had any type of shape, you can not snap directly to the assistant. So with this type of tool, you cannot snap, but you can see your assistant. Cannot snap, but you can see your assistant. So as you can see, I can follow my assistant just like this. So it's possible to use this one just like that. So you can not snap to the assistant, but you can see the assistant as well. So this is the type of thing that we can do. And we just go left click here, left click here as well. Left click here, and we could go around one more time this area. And one more time this area. But if you use a brush tool, everything if you decide to snap to the assistant, everything will go directly to the vanishing point, as you can see. So I can draw any type of thing with a brush. Everything will go on the vanishing point located on this area. So this is something to understand. And I can draw any type of thing with a brush. It looks like a line so reality. It's not a line, just to use a brush. But because I decide to snap to the assistant, automatically, everything will be drawn as a line, going to the assistant, going to the vanishing point. Or something that we're going to do is to delete these two element. And after we're going to continue with the other type of assistant. So as you can see, it can be extremely useful if you need to draw. If you need to draw something, you want to have assistant, you just need to click on the assistant tool, you cred the assistance that you want. And after that, you can define, for example, levers can be any type of lever here. I'm going to show you with raster, but it can be another type of levers. 34. Master symmetries part 2: We're going to continue with assistance. Process we have seen that to use assistant, you can click on these tools, and you can create assistant. We have seen how to work with ellipse, the fish eyes, the line, perspective vanishing print, and we're going to continue. We have something like replicator fine. And you just need to go left click and you can just define some replicator just like this. And after that, when you draw something, it will be duplicated. When you go in this area, you can define, for example, a number of tracks, which means you can increase the number of track just like this. You have also the cone that you can adjust, and as you can see, you can increase the cone, and that's it. So you can just define some element. You can work and increase the count just like that. And now I'm using the brush tools, and I create a new lever, so we'll create a new raster levers, just like this. I will define a size, and if I just go left click, we will be able to create some replicators just like that. I think this type of case is not extremely useful. When we work with this type of element, I'm going to work with the columns. And I think with these tools, it's not extremely useful. If you select another tool, you define something like a circle. I think it's not extremely convenient in this case. I'm going to show you with another one. If you click on the assistant, just like this, edit the assistant, and you have the replicator grid as well. And when you go Left click here, you have grid, and concretely, if you just click on this area and you just define left click, yes, now it's going to work properly. And as you can see, you can just draw on the grid. So if you come back to the assistant with the grid just like this, you have the possibility to dragging and moving the grid. And here in this area, you can also change the number of cons on the X and on the y axis. So you can adjust at your convenience, the grid I can increase. And if I come back to the raster levels, I will select the brush tools, and if I just go left click, as you can see, you can repeat this process. So it's definitely convenient. If you use another tools like maybe I'm using the circle tools, as you can see, it's not going to be repeated. So in this case, it's going need to work with the brush tools, and I can do something like that if I need or I'm going to show you just here and just here. Sometimes it can be pretty useful. Another type of tools that you can use, I will delete this one and I will delete this one. So another type of tool that we can use with assistant will be the jitter. The jitters can be also pretty convenient. You can just go left click here. I think this one it's not extremely useful in this type of case. When you just click on assistant and you click on the Jitter, you can change the track here and you can change the number of track. You can adjust amplitude, but in this type of case, if I'm using here and I create a new type of liver just like this, I define, for example, assistant. Here in this type of case, it's not also very useful in this type of case. So this one we are not going to see this one as well. I will show you another one. Come back to this area. And I will select assistant tools. I will remove this one. Something interesting that we can use, it is a replicator mirror because here you can draw as a mirror. You can just go left click here and you can just create a symmetry line. And after to create a symmetry line, you can place your symmetry line here. I will define something on this area. I create a new rastor levels. And if I go on the rast levels, I select, for example, here, and as you can see, you can paint in symmetry. Need to understand that if you select another tools, like for example, the circle is not going to work in symmetry only with the brush tools. And if I want to make something fast like a face, as you can see, I can use this type of tools. So I will throw something here. Maybe around this area, I can pull the eyes, will be able to put a noise, something here and just draw heirs. I will just do something here, some abs and something on this area, just like this. And you can see it's pretty fast. So you can definitely use this one to draw with symmetry. Like this. But you can see it's convenient. So this is how you can work with the symmetries. And you can draw any element, as you can see, it's going to be applied directly on this area. Another type of symmetry tool, I'm going to click on this area and press delete. You can also use another one. When I click on Assistant tools, you can also use replicator stars, and this one can be convenient if you want to write something like your star, but something like maybe a mandala, you can create a mandalla using this one. First, I will go left click here and you can adjust this one. So it means you can go on this area. And here you have the cone. So you can repeat a number of line. For example, I will repeat until maybe 26, just like this. After to repeat 26, I will draw here, and I will one more time create a new raster levels. In this type of case, it can be pretty convenient because if I'm using my tools can crat something like a mandala. For example, I will start here, and I will decrease little bit the size of my brush, and I will just go left click and as you can see, you can draw something like this and left click again. Now I will draw something like this, here. But I think this type of case I will redo again, and I will just draw something like that. Here on this area, we draw something like circles. And I will continue, like something like triangles, just like this. And I could continue. I can also place, for example, point something here, here on this area, just a simple point and another one here. If now I'm satisfied, I will just select tools to fills, and I will select these tools. So it means the field tools. So what we will do, I can for example set this one and I can delete, and then I can fill with a color. So I will define a first color like maybe the yellow color first and I will fill inside. Then I will click here, I will define a second color, then I will put the red colors. Then I will create anoor once, like this one, and I will fill inside. Then I will create anoor once, maybe the blue color and put the blue color here, and I will create another one like the green color. As you can see, I can create a mandala using this process in a fast way. I can then select my selection tools. I can select all and if I want to scale, I can, for example, scale my element just like this. And if you press shift, you can keep the proportion. So it means you can go in this area and you can press shift and you can keep the proportion in this type of case. So this is how can work with assistance. 35. Add images part 1: We're going to see how to add images. It is possible to add images and it will be for different reason, very useful to add images. To add images, for example, you can generate animation using images, or you can integrate the images as backgrounds. F things to do when you are on the columns here, you can see you can go on this area and you can go right click and you can load a new levers. In this case, you can import directly images. You can also go on the top levers, and you can also load levers. After to do this work can go on your computer, for example, and I set different images inside image folder that we can use for the different sessions. And I'm going to integrate, for example, one of these, and the image that I'm going to integrate is just the image with room. I will click on Room here and I will just apply load, and you just need to validate input. And as you can see, my image appears on this area. To scale the image, you can go here and you can use the animate tools. And with the animate tools, you will be able to scale the image with the scale tools. And thanks to that, you can increase the image just like this or you can reduce and I can put image and use as a background. You can also move the image, you select positions, and you can dragging and moving the image. Automatically, because we're using this tool, this is animate tools. Automatically, a key frame will arrive on the first frame for the position and the scale value if you use this one. This is the first things to understand. You can add, for example, image for scene as a pgrons. And it will be integrated on colons just like this. I'm going to remove this one and I will show you again. I will select levals again. I will load levers, and I have, for example, image with a caterpillar here. I will click on this one and this one is on PNG. So it means it is on a transparent background. And it is s I can just move the image if I have the position. But if I'm using scale, I can reduce the image and I can change the position and automatically a keyframe will be generated. We'll make training after and I will explain also after how you can convert the image to a mesh using the placing tools, and then you can animate image with different bonds with a skeleton. It can be extremely useful. But we'll see that in a different sessions. If I want to remove, I can press delete on the keyboard. So after that, we're going to integrate two images and make simple animation. So first things to do will go on right click here. I will load levers. And the first one that I will selict is the image with field, so I will click on field, and I will activate load. Then we will click on import and the images will appear here. Then I will scale my image, I will click on scale, and I will reduce size just like this, and I will scale tiles around this area. Then we will integrate another one. So I will go on levers. I will select load levers, and I have image with a car in PNG. I will say car, I will click on Load, I will go on Import, and I will import the image with a car. I will scale a little bit, and I will change the position on the left, just like this. We are going to see how to generate simple animation. I will scale a little bit one more time just here. The first thing to do is to go in this area. And with this three angle, I can change the preview area. For example, I will generate animation 1-84 and to see the display of the image here, what I need to do. I need to pull here we have a small gray element and I need to pull this until 84 as well. I can put until 84. And when I click here, it is same, I can go left click and pull this one until 84. Now I can generate a simple animation with the car. For example, here I can rename. I can put maybe something like field, and this one I will rename and I will put something like car. What I will do, I will just go on this a and I will select positions. And if I just dragging and moving a little bit, I will have automatically a key frame created. And if I go at 84 on the timeline, I can just drag and moving until the right. Now I can read my animation here and as you can see, I created this type of animation with two images. If I want to make a little bit different movement, I can add intermediate key frames. For example, I can decide to arrive maybe at 30 and at 30, I will move just here. Then we will go at 60 and at 60, I will move maybe just like this, and I added two intermediate key frames. And thanks to that, if I play the animation, as you can see, I will obtain this render. And we can add Mr key frame if we need. It depends after definitely about what we want to do for this image. But in this type of case, as you can see with a base of two image, we can just do something here. I can use anoer value if I wanted to scale, can start at one and I can use the scale value. And here we can define, for example, the first scale value, I can just move a little bit, and maybe I can arrive at around the midlethty two and I will increase a little bit the size of the car. And then I will go at 84 and I will reduce it a bit the size of the car. We can also put the value directly in globals here on the scale options. Now I can play the animations and we have also created a scale value with key frames just like this. After that, I will show you that you can also integrate images as a reference using the same type of process. So at this moment, we'll remove this one and we'll remove this one, and this is a process to integrate images. 36. Add images part 2: We're going to continue with images. We have seen how to import images, and we're going to see that you can import images as a reference. So for this, we will use exactly the same process, but we'll just use the image as a reference. So the first thing that I'm going to do it is to do the same work. So as I explained, you can go right click Load levers, or you can go levels here and load levers as well. If I just go on this area, we go on my descop and I'll click on image. So I have different images here, I have character and sketch, and the first that I will select is sketch here. So I will click on sketch, and I will click on Loads Import just like this. So as you can see, it is image with different head movement, and we can use this as a reference. We'll make a training after about step by step generate an animation with this reference. He just to show you the principle of work. I will go on the left, animate tools, and I will select first scale, and I will go left click and I will increase a little bit of size. I'm satisfied I can also change a little bit of position just here, and I will move little bit on the right. As you can see I have four position, four drawing, this one, this one, this one, and this one with less transparency. Now what you can do, you can just create a new levers here on the front so I can go on this area. I can create a new levers. It can be a raster or it can be a vector liver. It depends about what we want to do. In this case, I will create, for example, a new vector levers. And for this image, I can just keep the transparency, but you can also click here and you can change the transparency value in percentage. And as you can see, I can adjust from 100 until one. So if, for example, I select 60%, I will reduce a little bit of transparency just like this. Let's put, for example, 62. And I will come back to this. I will select drawing tools like the brush tools. And on this area, we define a little smooth value, accurncy and the size of the brush. And after if I'm satisfied, I will just draw something here, and as you can see, I can just use my reference image. Maybe I can increase a little bit smooth value, and we can just draw something here. So it's convenient, you can just use your image as a reference. Sometime if you have something a little bit difficult to draw or anythings like this, you can put a reference image to help you to draw. And I can do something here and I can do something like this as well. And this one will be my first drawing, for example. And in the trainings after I will explain that we can repeat this process on multiple images on the right with four different head positions just like that. Now, when you use your image, you have the possibility to here, you can recuperate the transparency value if you need, but you can also just hide the layers just like this. Just here, you can hide the layers if you need. And if you want to remove, you can also remove the layers and just keep this one, for example. This is the principle of one. Now I'm going to delete these columns, and let's see the second example. One more time I will go on levers. I will slick one more time, load levers. And on this area, we use the second one and the second one is character. So we'll click on character, loads Import. And I will do the same thing. First, I will select the animate tools. I will use scale. I will go left click and increase little bit of size, like for example, this. If I want to change the position, I can also change the position, but here in the center is pretty good. And I can use, for example, one of the image. Let's take, for example, this one. One more time, I will generate a new vector lever in this case, I will change for raster. So we generate a new rest levels. This one I can change a little bit of transparency value. I will reduce. Let's put around 61 more times and I will come back to these rest levels. I will select brush tools. I will define some different parameters. Let's take a look. Maybe it's a little too big, I will reduce to four, and that's it. I can just draw, as you can see, using my tools. Y we can do something like this. After if I'm satisfied, I can select this one. One more time, we have the transparency value. So if I want to recuperate 100, I can recuperate 100. You can also hide again this layer. You can keep this layer, this lever. So it means you can keep the lever, but just hide the levers clicking here. So sometimes it is useful. And as you can see, I created this using this reference image. And if after you don't want this one anymore, you can just click on the columns, and you can just press delete and you will click directly this one. If I want to scale after, I can select the animate tools, and I can scale, for example, this one, if I need, as you can see, can also change the positions as well, just like that. But something that I can do also here it is because it is with animate tools. But I can also use the selection tools and just create a selection like this and I can dragging and moving the selections. I can also scale the selection with a selection tool with to use the animate tools as well, just like this. 37. Start with animations part 1: We're going to see how to start with animations. For this, we will create two levers. We'll go on this area and we'll create two levers in vector. So first lever here and I will rename these levers for circles. Just like this, so I will rename the first one for circles, and I will create a second one, I will click here, and I will create second vector levers and we will rename for rectangles. So the first things to do, I will click on the circle levels and we generate a circle. I will select the circle tools. We will define autofil we'll search color like the red color in the color palettes, and I will create small circle around this area. Then we'll select the rectangles and on the rectangles, we will use autofil as well, no strokes. And after that, we'll define the colors, and we'll select the blue colors. I will go around here and left click to generate a rectangle Oop. I think I will start more on the right and left click, yes. Let's make something more like this. After to understand this type of the first thing to understand it is to here you can play the animation, but first, you need to display the area of animation. And the area of animation will be between these two small tree angle. So I mean if you read here, you can only read one frame. So it means the first one because you have these two small tree angle. So you need to extend the second triangle to define the area where you want to read the animation. So if, for example, I go at 84 and I read the animation, as you can see on the timeline, we go from one until 84. If you're dragging and moving, for example, the first tree angle at 24 and you play the animation, you will start at 24, as you can see. So here it is the area where you want to read the animation between the two triangle. This is the first things to understand. Now the second things to understand is also to display your element because if I go here, as you can see, I don't see my circle and I don't see my rectangle for a simple reason that you need directly, for example, on the rectangle level. When you click on the first frame, you have a small element and it can extend where you want to display your frame, and you can extend until 84, and you can click on the circles levels as well, and you can extend until 84. Now if I just play, as you can see on each frames, I can continue to see my circle and my rectangle. This is the first base things to do when you want to start animation extremely important or it's not going to work properly. Now I can display your animation 1-84 and I can see my rectangle and my circles. To start an animation when you work with the key frames just like this, you can go on the left here, and on the left, you need to understand that you have different options position, rotation, scale, are center, and all. By default, if you move, for example, the circle of the rectangle with a selection tool, you need to understand that the center will stay in the midle. So this is why if I want to place again my center, the first thing that you can do is to select center. We are in the circle and I can drag and moving, for example, I can place here. The center can have impact if you create some rotation or different type of things where the modification will be applied. This is like a transformation point. I'm going to put in the center, but we'll see in different session that it's important to position well your center. Now if I click on the rectangle, just here, this same I'm going to drag and moving and post inside the rectangle my center. So after that, you have different type of property. So you can select a property. And you can, for example, go on the frames that you want. I will go at one or the circles. And automatically, when you choose, you can find the properties on the right here. And on the timeline, you can see also this one set key. So if, for example, I want to start with this position, I have two options. I can just click here and I can set a key, and automatically, I can start with this position. The second option, if I just come back here, is just to move little bit or circle, and automatically, key frames will be created at one. And when you have a key frame, as you can see, color is different. It's not in black, it is little white gray color. And now you can dragging and moving on the timeline to, for example, change the position. I will go maybe at 24 and at 24, I will move maybe the circle here. And if I go here, as you can see, we can create our first movement. I will go at 42, I will move the circle like this. Then I will move at 66, move the circle like this, and I will go then at 84 at the end, and I will make something here. So now I can play the animation. How you can play the animation, you can play the animation using this feature here. Concretely, you can go in the first frame, and here you can go in the last frame as you can see, depending of the area that you choose between the 23 angles. And to read the animation, you can click on play, and I can just play my animation just like this. If you want to come back here, you have the previous frame, and you can see on this area the next frame. So you can also move frame by frame like this. By default, how many frames per second we have? By default, we have 24 frames per second, as you can see. I can read my animation just using this one. You have also the possibility to loop the animation. So if you just click here and you activate Loop, you will be able to continue your animation just like this. You click here, and automatically, the animation will continue result to stop just like this. You can even go in this area and move the previous frame or move to the next frame again. So it is something important to understand. Now you can change the frame per second and depending that you choose, if you reduce the frame per second, for example, I define 12. As you can see, it will be slower. Because now for 1 second, I only have 12 frames at the opposite. If I define something like 48 and I just do, the animation will look faster for simple reason that were 48 frames for 1 second. You can change the number of frame per second here and by default, what we use, we use 24. I will explain more in details after how you can select the keyframe, dragging and moving the key frames. If you want to work with the selection of the keyframe, we'll make another example after. On your animation, you can also flip. So here you can flip horizontally your animation, and you can also flip vertically your animation. You can also create some rotation on the drawing just like this. This is also something to understand. After that, we have just make the position and we have moved the center as well. I will show you the different order options that we can use, and we will take the rectangle as an example. But first, we are going to keep this animation, come back at one and after we'll use the order properties. 38. Start with animations part 2: We're going to continue with animation. We have seen how to create these two levels and how we can start to do animation and how to display the area of the animation. So now we are going to continue with other type of properties. First, when you click on this area, if I come back to the animent tools with a position, you can also enter a specific value. For example, if I'm at 24 here, I can make the choice to enter a specific value. If I want it to 380, I can just type 380 on the x axis. If on the Y axis I want minus eight -290, I can tap -290 just like this. Or you can enter the properties. Now we have another property. This is a rotation. And for this we will click on the rectangle here. We'll come back at one, just like that. And we have this rectangle, and I can decide maybe at 18 to create a rotation. But if I want to start the rotation at 18, what do I need to do. First, I need to go at one and I will select, for example, rotation, and I will just activate a keyframe to define zero degrees at one. If I want to still have zero degrees at 30, what I will do, I will activate another key frame to still be at zero degrees at 30, and now I will turn until at, for example, 42 at 42, you can enter a specific value or you can turn is, but something you can do also just to turn 90 degrees just here. And now what I will do, I would like to at maybe 40 maybe at 55, four, I would like to still have 90 degrees. So if I want to still have 90 degrees, we need to activate the keyframe again. And now at 66, I will come back to zero degrees just like this. And at 84, I can activate the keyframe if I want to stay like that. So now let's take a look. So it's important to understand where you can start the keyframe just like this. If I want to turn before, I can maybe go at six, six, I activate the key frames. Then I go at 12, at 12, I turn around 90 degrees, and then we will come back at 24, and at 24, I will come back with yes, zero degrees. So I will tap directly zero degrees. And thanks to that for the rectangle, I can turn two times just like this. Other type of things that you can do, you can use scale value. For the scale value, we'll use, for example, the circle. So we'll come back to the circle here, and we will use scale. So we have different options, global and we have the eight and the wide. Concretely, at one at time, I'm out 100%. So if I just move like this, I can just define. You can just scale a little bit. And if I scale little bit and I tap again 100%, automatically, I will have a key frame created or the circular one. I can make the choice to go maybe at 36 and at 36, I will scale in global like this. Then I will go at 60 and I will scale and I will reduce. And at 84, I can recuperate 100%, so I can just tap 100%. But if you want to break the proportion, you can also make something like 60 here, and as you can see, you can break the proportions, or you can also make something here like 160, and you can just adjust the value here or 120. So you can just change the value here. You can make any type of values or bigger value, so you can adjust with the percentage value. If I want to come back to 100, I will define 100% here and 100%. So here we apply also properties of scale on the circles, as you can see. Another type of properties is chair. If I click on hair, I will apply this on the rectangle. What is chair concretely, I'm at once, and you can activate a key here just like this or this one. And if, for example, I go at maybe 30, maybe a little bit more, I will go at 32 and at 32. I will activate a key frame to keep zero degrees and zero degrees. And now I will go at maybe just like this, 38, and at 38, I can go left click and I can apply a share value just like this, as you can see. You can just go left click here or you can enter specific value in degrees on these two axis. And thanks to that, we can obtain this render. Now I can go make the at 54 and at 54, will come back with a share value at zero and maybe I'm at 66 here, I will just I think I will validate zero degrees, so I will activate the key frame again at zero. And after I will cheer at 72, and I will just move like this to some perspective, and I will come back at 84 here. So this is another type of properties that we can use as well. And the last type of properties is all. So it means you can do this with all the properties. So when you go on the top, you can see all the properties in just one line, just like this. So concretely, you go on the top, you can find the position properties. Then you can find the rotation properties, then the scale properties, and then the char properties just here. What does it mean? It means that if for example, I arrive here, as you can see, the first thing is you can move the center with this one. With this one, you can create some rotation, for example, and you can also just tap the value on the rotations. Oder property, you have this one, so you can use here as well directly here and it corresponds to the value that we have here if I want to come back at zero, I will tap one more times zero and zero. And here you have the scale property. So the global scale. So here, this one is a global scale, and you can see the properties here. I want to come back I will type 100 and also this one, you can put horizontal scale or vertical scale depending on how you tragging and moving the mouse. You can just scale horizontally or you can just scale vertically. And it corresponds to these two values as you can see. So if I want to come back to 100, I can come back to 100 and here I would come back to 100 also. Oh, this is a different property. Generally, we work with these different properties when we focus essentially in vector format, and we don't work with drawing, but we work with key frames. And for this, we can use these different animate tools and also the different properties. So here I didn't show you how you can dragging and moving the key frame or crat selection. I'm going to explain this in details after. 39. Add keyframes part 1: We're going to see how to work with key frames. For this, we will create two levers, and the first levers that we will create will be a new vector livers. I will click here and I will create a new vector livers. We're going to rename take the same example and the first one will be a circle. Then we will create a new levers one more time and we will create another vector livers and we'll rename for vector gels. So after to do this work, we'll click on circles, and we'll define circles here, select the circle tools. We will use autofill, deactivate the stroke value, and generate colors. One more time, I will take the red colors and I will define circles on this area. Then we'll select the rectangles and with the rectangles, we'll select the tools just here, we use autofil as well, remove the stroke and one more time another type of colors and we'll place rectangles around here one more time. So thanks to that, we can repeat the base of the animation. First, as I explained before, you can extend the preview area with the three angle, and I will extend the preview area just here. And I will take the example with 841 more time. After that, if you want to display the circle in the rectangle until 84, you need to click on the first frame here and you can drag and moving here until 84, and I will click on this one, and I will dragging and moving here until 84. You can also press Shift and you can dragging and moving to two element at the same time. Oh, after to do this type of work, let's make a simple animation. So I will select the circle just like this, and we will use animate tools, and as I explained before, we have the different type of option. First, I will select the center and I will drag in moving the center here. Then we'll select the rectangle levels, and I will also change the center to place around this area. If I come back to the circle until the first frame, I will define a position, and what we need to do, we need to validate this position. So I can just add a key frame to validate this position. And then if, for example, I go at 84, I can make the choice to only move the circle until here. And if I just move the circle here, I created a small animation. Now if I want to adjust the position to add more keyframe, intermediate keyframe, I can go maybe, for example, in 84, and I will move like this. Maybe I will, yes, move like this, it will be pretty better. I will go at 48 and we'll move like this, and then I will go at 84. We can just do something like this. Let's go at one, 24, 48. I think 48 will come back here. We'll add another one that maybe 66, just like this and 84 will be here. So we can just pay the animation on this area. So we're going to slick the rectangle as well, and with a rectangle, we'll make another type of animation. So when I go here, we will use, for example, the scale value. TSM, when I'm at one, I will click on scale, and I need to validate this percentage value. And for this, I can directly activate a keyframe so I will set key at one. Then we'll go, for example, at 30, and I will reduce rectangles. I will go at maybe 55. I will increase the size, and then we will go here and I will decrease the size, and I will go at 84, and I will increase the size just like this. At the same time, if we want to add more value, I will scale out a little bit the circle. And for the circles, if I just click here, I will scale little bit at 30. So when I select my circles, I will use scale property. As you can see here, we can scale, I will start with 100%. And at the same time, I will go at 30 like the rectangles. And at 30, I will reduce little bit the size. Then we will go at 54. I will scale little bit the size. Then I will go at 74, I will reduce and I will go at 84, and at 84, I will recuperate 100%. So it's okay for that. I wanted to play the key frame on the same area just here. So I r to understand that, if you want to drag in and moving a keyframe, for example, how you can process. If I select my circle here, I have positions. So if you want to dragging and moving, you just go left click and the keyframe is selected and you can just dragging and moving on the left or on the right. You just need to go left click. You stay left click and you can, for example, drag in and move this keyframe at 18 with the value that I give or I can just go left click and moving again here. At this time, I have this keyframe. If instead to have at 48, I want to be at 46, I can just stay left click. When it is selected, it is in blue and I can dragging and moving maybe at 46. You can just select a key frame with left click and you can dragging and moving the keyframes. If you want to also extend maybe the area and I would like to work at 86. I can extend this area at 86. Then I can pull this one up at 86 as well, just like this. I can pull this one at 86. Just like this, yes, here, I can click on this one, takes a small gray area until 86, and I will click on these key frames. And I will drag in moving until 86, and I will click on this one, and I will drag in moving this one on 86 as well, just like this. If I go outside, I won't see anything for simple that I stop my circle and Mt tangle at 86 with the previem. This is why I won't see anything after. You can extend and adjust the positions. After that, I will explain that when you go right click on the keyframes, you have also multiple types of possibility. So what does it mean? You can select all the key frames in the frame in the column and more option. You can also copy and past keyframes. A 40. Add keyframes part 2: We're going to continue with the keyframes. We have seen how to place keyframes and we have seen how we can move the key frames. We're going to see how to work with the selections of the keyframes. For this, what we can do when you have a keyframes, for example, you click on the key frames with left click. When you go right click then, you can have different type of options. One of the first option is select all keys in this frame. So if you click here, concretely, we are on the frame 74. All the keyframes on this frame will be selected. So it means if we have multiple levers on the frame 74, it will be selected vertically just like this. Here I have two levers, so I have these two keyframes selected. When you go right click, this one is in this frame. And don't make a mistake in this column. So if you select all the key frame in these columns, it will be horizontally. So on the frame it is vertically. On the colons, it is horizontally. And here, as you can see, all the key frames on these columns have been selected. So why it is useful because, for example, I can go right click here, set all keys in these frames, and I can dragging them these two keyframes at the same time on two separate colons, and it's possible just like this. And for this, you can use this type of selection. If I select now this one, I can go right click here and you can select all keys. If you select keys, all the keys from all the frames and all the levels will be selected. So in this case, all the keys of timeline have been selected, as you can see, everything appears in the blue colors. Let's one more time click on this one, right click here, and you have select all the following keys. All the following keys, it is all the keys after this one. So it means on the right here, but not only on the columns, but also on the frames. So after the frame 54 on all the columns, it means on the right, just like this. 80 s if I wanted to drag and moving, as you can see, I can drag and moving all this keyframe just like this on the left. And if I want to come back, I can drag and moving on the right again. After that, when you click on the keyframe, you can select all the previous key. And in this case, it is the same, but it is all the previous key, it means before on each frame and each column before. In this case, the 54 frames. If one more time I select this keyframe, right click, you can also find select previous keys in these columns. So only in this column, the previous the column, it is horizontally and all the key frame before the 54, and it is same if after you want to dragging and moving, you can dragging and moving. We'll just go right click, set select following keys in this column. So we still work horizontally for the following keyframe after 54, it means this one on the right, and it is same as you can see again dragging and moving just like this. Now if you go right click, you have select previous keys in this frame. Here I can see the previous keys on this frame so we work vertically. It means if I click on this one, and I just go right click select following keys in this frame, nothing will happen because I don't have anything following. But if I click on this one, here on the circle, right click, select the following keys in this frame, I can see the previews on the rectangle. Here we work vertically and I can also one more time work like this. But if you have more levels, it's going to be more interesting. Now if I just continue, I will just kick out to the edit, right click. Oops, you need to click and right click, you have invert the key selection. What doesn't mean something that I forgot to tell you is you can also select multiple keyframe with shift. So if you press Shift, you can select multiple keyframes. You have also the possibility to select control, and with control, you can select multiple keyframes, not in a row. So it means you can select, for example, this one, control, this one, control this one. And as you can see, you can select multiple keyframe with control at the same time. But you can also shift if it is in a row. And when you go right click here, you can invert the key selection, and in this case, you can select all the other key frames. So here I inverted the selection of the key frame. And if I just go right click again, I can one more time induce invert. You need to be careful to be really on the right keyframe. Here I can click here, lick here, right click and I can invert the key selection, for example. And to show you again, I can click here and click here and Right Click Oops. Click here and Control and Shift or Control click here. Sometimes it's not yes, and right click Invert the key selections or one more time, Right Click and invert the key selection again. Just like this. This is the type of thing that you can do. Last important things when you go on the top here, you can find some cells on this area, and something that you can do also, it is to select a keyframe. For example, I have this one here on the rectangle, and you can make the choice to go right click and you can copy the keyframe or Control C. And if you go on another one, for example, I can go at 60, you can go right click. So you can go right click here and you can pass the sell. You need to be careful because depending on where you do the right click, you won't have the same options. And here I can use passed salts and I can copy my keyframes, as you can see on this area. In this case, because I copy the frames, I added one frame and I have offset with the end, so I will keep this one and I need to come back here. As you can see, you can just select a keyframe. You can go right click and you can, for example, copy the keyframe, go on another position, and you can go right click and you can just past the cells just like this. So this is the type of things that we can do. To remove a SID or a keyframe, you can click on the keyframes. You can press Didit on the keyboard or you can click on it, right click and you can find Didt as well. Did as well, slide this. This is all the different options of selection and then copy and pasted also a key frame. So here it is for the cell. So when you go on the top here, you have cells on this area. You have different type of option. It is a little bit more specific. You can use one more time, the river you have also some swing. So it's a little bit specific to use this type of options just like this. This is how we can work with keyframes Oops. I think I intervated just like this, I need to come back on this area and now it's going to be okay. 41. Master interpolations part 1: We're going to see how to work with the interpolations. For this, we have the possibility to work the interpolation to edit the speed of the animations. Let's first create two levers. I will create a first one, a new vector livers, and I will create a second one, another vector ils. And we generate a small animation with two circles. The first thing that we're going to do it is on the column one, we will rename and we will rename by circle number one. Then I will click here and I will rename for circles number two, just like this. And on the first one, circle number one will generate two circles. I will click here to activate the grid. We will go on the left around maybe here we have a value of eight, and I will just draw a circle just like this. On this area, I will switch for circle, reduce autofils and I will work with the red colors, and then we generate a circle around this area just like this. Then we will generate a second circle. I will use the level circle number two. We just create another color on the color palette. And it is same I will define my center at eight, but on this direction this time, I will just go left click here. And after to do this type of work, I will stop the left click to generate my second circle. After that, the first thing to do is we will switch here for the animate tools and I will change the center of the first one. Here we can selt center. And for the first circle, we can put this in the Mdals and I will click on the second circle and I will put this in the Mdal as well. Now we can generate small animation. But to generate a small animation, first, we need to extend the area of animation, we extend until 60 and at the same time, I will click on the circle number two and on the circle number two, we will hoops, I will click here and I will extend this ara until 60 and I will click here and extend this array until 60 as well. Let's create our small animation. On the frame number one, I will click on the circle number one on the first frame just like this and we will activate a position and we will set a key frame to define this position first. Then we will dragging and moving at 60 and we will move the circle until this area justices. After that, we'll select the second circle like that, we'll come back to the frame number one and to the frame number one, we'll activate a key frame as well. And then we will go at 60 here and at 60, we will move the circle until this area. After to do this type of work, I will play the animation. So we'll go back here, and as you can see, we can see this animation, and we have a speed perfectly linear. I will deactivate the preview of the grid. So this type of interpolation is the linear interpolation. And I would like to also make something and to come back after. So what we will do concretely, we will move these key frames, and we will move these keyframes directly at 30. So we'll move this one at 30. Then we will move this one at 30 as well. So just like that, so now we have at 30, and at 60, we'll go back. So we'll click here and the circle number two, I will go back at 60 until this area. And on the circle number one, I will go back until here as well. And if I just read the animation, now we will obtain this window. So to edit an interpolation first, when you click between two key frames, where you have this one and this one, if in any frames between the two, you can select the frames, right click here, you select a frame, just like that. And when you go right click, you can have different options. You need to be careful where you apply the right click because if, for example, I click here and you select sometime on this arrays, now it's going to work, and you can switch the interpolation. For example, on the circle two, I can define constant interpolation. And just after I will click here, right click constant interpolation. So constant interpolation, what is this is concretely when you click here, you will move directly on like this. So this one is a constant interpolation. I want to come back, I can click on this area, right click linear, and I can click here, right click and right click again linear. And now I can come back to linear interpolations. Now I'm going to show you the other one. I can click here and right click. We can define another one. And what I will define, I will define speeded speed out interpolations, and I will click here, right click speed in Speedo interpolation again. Sometimes you need to be careful because when yes, now speed in and speed out. Speeding and speed out, you will have two angles here. You have a small tree angle that you can move, and here another one that you can move. But I'm going to show you after that it's pretty better to use the graph editor. I will explain how to use the graph editor after concretely, you will be able to go right click. And when you will go right click, you will be able to work with acceleration, deceleration and constant speed, but it will be better to use a graph editor. Concretely, if I go here, you can find the speed is a little bit different with this one. Can also go right click and select In IO. Right click and you can find IO. Sometimes it's extremely easy, yes, I I out. And it is same we'll be able to change the handle directly on graph editor. Right click IN is out, but this time in percentage. So if I just come back here, I can use IN is out, but this time in percentage. And the last possibility is right click exponential interpolation, and I will go right click and exponential interpolation just like this. So if I just come back to a linear interpolation, I can just go right click, I will come back linear, and I will click here and right click come back to linear. So now I come back to a perfect linear interpolation. You will have the possibility when you go on the right here, you can find sheet. And with change, you will have access to a function editor here. And what I will do, you will be able to click on one of these on the stage here. And for example, I can select my circle number one, just like this. When it's orange is selected, or the circle number two. And if I stick the circle number two, all of the folders, just like this, all the properties are selected, and these properties correspond to when we use the animate tools, we can have the scale value, we can have position values, or rotation values, the share value, and all these properties are located here. In this case, I use only the X and Y axis. So you can deactivate here. And if you click only on one property, for example, rotation, I don't have any rotation. But if I click on X, I change the properties on the exposition. So this is why I have this different value, and you can see here this is the first key frame, and here this is the key frame 60 with all the value on each frame for the exposition axis. And here we can activate the Y, and on the Y I'm at zero because I was moving perfectly horizontal. You can find also on the left here, you can have a summary of the levels and you can see where are located the key frames. Oh, at this moment, we are going to deactivate here's view, and I will explain more in details after because you can also open function editor and we will explain why it is useful to open the function editor as well. At this moment, let's just go out. I will come back to the timeline, and we're going to continue with the properties. 42. Master interpolations part 2: We're going to continue with interpolation. We've seen how to start with the interpolation. What does it mean? It means that concretely when you generate animation, like, for example, this animation, by default, you have a linear interpolation. And between two key frames, you can change the interpolations. If I apply, for example, a scale value as well, I will select the circle number two, and on the circle number two, at maybe 30, I will scale a little bit my circle, a little bit maybe I will scale at 18. First, I will scale at 18, I will switch here for the scale value, and I will increase a little bit the size just like this. Then we will go at 30 and I will decrease a little bit of size, and I will go at 60 and I will scale little bit again. I apply also another type of properties with the scale value just like this. Now if I just click here, you can see also scale values properties. Now I will go on the right just here. Concretely, if you go on this value. So you can just go right click and you can change the interpolation here, but you can also change on the right. So when you go on C sheet, as I explained, if for example, I select my columns two, so it means the circle two, I can see all the different properties. So we have moved on the X and Y axis, but also now we have just scale and you can see the scale value also here. And when it appears in orange, it means that we have placed a keyframe. When it's in orange, we have placed a keyframe. What does it mean? It means that if, for example, I click here, as you can see, you can find the interval. So between two key frames, if I click here, I can see 1-18, one step, and we have the type of interpolation. And you can change the type of interpolation, for example, from these panels, but not only from these panels. So here for this value, this is a scale value. I can maybe go right click. I can change interpolation. But you can also just click on this area. If I wanted maybe speed in speedo, I can apply speed in Speedo and click on Apply just like this. And I can go here, I can click on speed in Speedo, apply, and here I can go on speed in speed out and apply as well. Here, change the interpolation for speed in speedo for the scale value on the circle number two. And if you are now on the option editor, you can see different curves. I can advise you to select only the properties that you want to change or it's going to be very difficult to understand. Concretely, you deactivate the column tools. If you want to work only on the scale property with a graph editor, you activate only here, and you can find some curve because for simple reason that on this area, we use seed in spedout. But you can also come back to linear. If I wanted to come back to linear, I can click here. And you can go right click and you can change again. If I select linear, I will come back to linear, as you can see, or I can click here, right click linear, and I can come back to linear, so it means something perfectly strange just like that, and right click maybe linear. So depending on what you choose, you can change the interpolation from these panels or directly on the curve editor. Now, if on the circle number two, I want to adjust the speed. So linear speed just this. How I can process, I will just activate circle tools and click on the axis. And because we have created sue key frames, I have two intervals. So the first one and the second one. So if I click on the first one, so it means this one, you will be able to see 1-30 on the frames, and we have a linear interpolation. So I can change that. Maybe I will use speed in speed out one more time. And if I just click on apply, I will have a curve. I can select the second one, interval 30 to 60, and I will split for speed in speed out and I will validate. Now we can have handles in the tameline, but because we have handles in the timeline, we can adjust here as well. And for example, we can change the handles, and here we can make something because a curve slower when we arrive at 30. Let's take a look fast, slow and fast again because I can dragging and moving this one. And we can also have handles here. If, for example, I move these handles or I move these handles directly more on the top, or this one more on the top, just like this, can also extend this one and extend this one, and we will make something fast, very slow, and then very fast because we have make this type of caos. Depending on what you choose, if you use speed in speedo, you will obtain this render. But if you use, for example, Isn is out, I will click on Apply, and I will click on this one. I would select Ising is out. What is the difference now you can adjust, but the handles are not the same. Is this type of element that you can adjust. I think in my opinion, it's a little bit less convenient to use. In my opinion, I think if you want to adjust the speed, things that we use the most will be the speed in speed out because it's more convenient to use or the handle. You can still adjust with this type of handle, but I think it's a little bit less convenient to use this one, for example. Okay. And this is how we can adjust this type of interpolation. Anyway, we'll make trainings after, we'll make a bouncing ball step by step. And with this bouncing ball, we'll see perfectly how you can work with position and different interpolation. So it will be convenient here just to show you the principle of work because it's not extremely easy to understand this type of process with interpolation. If I wanted to come back with linear on the x axis, I can use my graph, but I can still use this 1-30. So this two key frame, I can click on any key frames, and I can come back if I want linear again, I can come back to linear and apply. It is same 30-60 still with the circle two on the position, I can click on any key frames and I can also change the interpolation here for linear or click on linear, apply just on the right, just like this. And now if I just continue. So it works for any properties. So if I wanted to create a rotation, here I can see all the property. I will have something in the rotation. But here we have just changed the properties on X, Y, and scale value. And again, the Y is at zero, but we have the properties as well, just like this. This is the type of things that we can do. So now what I will do, I will just come back to the timeline. And every time when you want to edit the speed, you will be able to use interpolation. And for this, you have option to work with simple way, just go right click here. So you just select keyframe sometimes it's not extremely useful. You need to be on the right position and to select the right keyframe. But as you can see, sometimes it's not extremely easy to select directly from this panel. So I think it can be pretty better to use a different way of selection. Here, you can go right click, can different option, but definitely sometime it's not convenient. You need to re select the element and then to go right click directly on the element. You just have access to this type of options. But if you want to adjust, I think, it's pretty better to use directly the panels as well, just like this. 43. Create meshes part 1: We're going to see how to create meshes. It is possible with an image to create meshes, and thanks to that, we can animate this image with the meshes. The first thing that I'm going to do is to add an image. And for this, what we will do, we can go right click here and we can load the levers or we can go on levers here and I can find load levers. After that, I will create an image directly on the folder that I use for the different sessions. And here we have the image with a robot. So I will click on the image with a robot just like this, and I will load the image just here. So after to load the image, the image will appear on this area. Something important to understand is at this moment, you can convert the image to mesh. With a plastic tool, but it's important to not scale before because I'm going to show you. If you click here, you select the animate tools. You decide to scale because you can scale image like this, as I explained before, you can scale the image first. But it's not going to be very good. I'm going to show you why because if you click on the plastic tools, you can generate a mesh here, you can click on create mesh first and automatically you have this panel, you can ad into mesh, you click on Apply. But the problem is the mesh created will be linked to the image and the problem is the mesh is now bigger. And what does it mean? It means if you select the mesh, you click on the tools like the scale tools. As you can see how you use, for example, the position tools, the mesh is to be in comparison of the image. So this is why I'm going to delete this one and I'm going to delete this one and to create the mesh before to scale. So let's redo this actions. I will go on levers, and I will one more times load levers. So we'll click here and we will select load levers, and one more time, I will selic solvers with the robot just like this. We will click on import and I will click on Apply. At this moment, I will convert to mesh. To convert to mesh, I will go on the left and we will select one more times the plastic tools. After to select the plastic tool, the first thing I can do is to crack a mesh. If I zoom a little bit here, you can change the mesh edge lane. Generally, 24 is something that we use the most, but you can just change like this and to make the size of the mesh bigger or the size of the mesh smaller. So body four to reduce a value of 24. If you are satisfied, you can just click on apply like that, and now you can scale because the image is now linked to the mesh, you just need to focus on the mesh, and if, for example, you use the scale tools here, you can scale the mesh, and automatically the image will be scaled as well. So this is why I can advise you to first create the mesh and then scale the mesh to be able to scale the image linked directly. So now why it is useful. It is useful because if you come back to these tools, you come back to the plastic tools directly on the mesh. What you can do, you can directly build a skeleton. So here, you have build a skeleton and you can just click on plus on this area and create a first skeleton like this. And how you can create your skeleton, you can just go left click here and create just a root. Bonds for example, I'm going to place one here from here to here. And you can just continue like this. And when you just go right click here, you can find different options like Show Mesh, choose a skeleton or Copy you can just dragging and moving, as you can see, different when you go just left click here, you can just create new element like that. I can also maybe move this one here. And if you want to come back to a base, so it means I want to come back here and start to here again, you just need to go left click here, and you go back to this one and I can maybe do something like this and something like this as well. I want to come back here to work with the different arms, I can go left click here and I can create once until here, once here, and one bonds here. I go left click here, I will come back on this direction once here, once here, and once here, and then I will go left click here again and we will generate oder one until here, left click again. Left click here, left click here, and maybe left click here, maybe we can place oder one like this. Left click two, go back and start again from this part. Left click, left click, left click and left click. So thanks to that, I can create my skeleton like this. And after that, you will be able to, for example, animate the skeleton. You can also edit the mesh. If you click on Edit the mesh concretely, you can just take a point of the mesh, and you can adjust like this. Generally, we don't do this a lot, but sometimes it can be useful. You can adjust little bits of position just like that. Now, see if I click on Animate. Something interesting, you will be able to time to animate because you have a skeleton and you can animate the image. So first, I will extend here until maybe 60, and I will click on this area, extend also until 60 and click here, extend until 60. You just need to focus on the mesh. And if I'm using animate, just like that, I'm at one here, and you can just dragging and moving the bonds just like this or I can move like this at one, start my first position, then go at 12, and at 12, I will move like this, here, then I will go at 18, make something here. Then 24 make something like this, and I could continue with the older one. As you can see, here it's going to move. So if you want to craft something fix, you can move this for paint rigid. And when you click on paint rigid, you can define the size of the brush, and you can just paint a rigid area. For example, if I don't want to this area move, I can just maybe paint the right just like this, so I can just paint the right. And if, for example, at 20, I start here and I want to move with animate, you can see, this area will be fixed, and you can see that. So if I go at six, as you can see, I turn like that, but this area is totally fixed. So if I want to continue, I'll go, for example, at 12, and as you can see, this area is perfectly fixed. And I can move other element. Maybe I can start with if I go at 12, you can, for example, move this one, can go at 18 and I can move this one like this. I can go at 30, move this one again. I can go at 18 and move this one at the same time. So you can move multiple elements like that, and it's convenient. You can generate some animation, as you can see part can move. And this is why you can activate some rigidity as well. I can go at 60 and at 60, come back here and maybe do something like this. If I just play the animation, as you can see, it can be definitely convenient automatically, the mesh is linked to the image. The image will move as well. If you don't want to see the skeleton, you can just come back to a tool like this. You can activate, you have two type of preview so you can click here and you can just play the animations. I'm going to show you a second example after, and it can be extremely convenient. You can have any base of image like image in transparent background, but not only in transparent backgrounds, and thanks to the skeleton and the mesh, you can generate animation like this. 44. Create meshes part 2: We're going to continue with the meshes. We have seen how we can import images and how we can convert to meshes. So we are going to take another example. So first, I will import another image. And for this we will go right click here on Load levers or we can go on levers, and we will click one more time on Load levers. I will one more time go on the image, and what I will select this time, I will select Kater killer just like this. I will click on loads and import the image. Before to scale the image, I will convert to mesh. So as I explained before, we can go on the left. And on the left, what we can use, we can use one of these tools, and we will use the plastic tools. After to click on the plastic tools, we can adjust on this area with the different properties. And I will just go here, and first, I will create a mesh. We will keep the value of 24 pixels, even if we can adjust, but we'll keep the value on 24 pixels. So now if I want to scale, I can scale the mesh, click on the mesh, and I will be able to go to the Animate tools, and to the animate tools, I can use the value scale. Now if I want to scale or even change the position, it's also possible, as you can see, just like that. So now something that I will be able to do it is to click on the mesh. So I will click on the mesh. I will come back to this tool to the plastic tools. And here we have build skeleton and we have the possibility to use Edit mesh if we want to just edit an element of the mesh as you can see. We can also paint w we explained before and we can build a skeleton. But you can create multiple skeleton. For example, I click on Plus, I can create a first skeleton, very bicycle. I can start maybe from the head just like this to define a first and maybe I will make something simple with only sui buns, just like that. This one will be one of my basic skeleton. Now I would like to create a little bit more advanced. I can click and crat another skeleton and this time, I will go left click and I will go left click here again. Left click, left click, left click, left click and left click. You can crat multiple skeleton and the skeleton will still appear here. As you can see, it's interesting, you can have multiple skeleton on this area just like that. Now if we want to generate animation, we can use animate. But if, for example, I'm using animate. I'm going to show you first, I will go on the timeline, and I will extend this triangle, maybe we'll extend until 60. And I will click here. Oh, yes. I will click here as well, and I will pull this arrea until 60, and I will click here and pull this ara until 60 as well. So if I using my first skeleton, just like this, as you can see, I have something very bicycle. So if I'm just using animate, I can only move like this or move like this. As you can see, it's little bicycle, for example. What I can do, I can use also my second one little bit more advanced. And as you can see, if I want to keep something fisk, what I can do. I want to keep something fixed, I can just click here, paint rigid. And I would like that maybe I will define a sickness, maybe this area will be fixed. So if I want this area will be fixed, I can just paint on this one, just like this. So I can paint this area and this one I'm not going to move. So now if I just paint this area and I come back to animate. Now, as you can see, if I move, so I can move here, but this one will be fixed just like this, so I can move this one, move this one. But as you can see, this part will be fixed going to move here because this is a child of the child born parents born. And this is why we can obtain this render. You have the possibility if you come back to paint rigid. So here it's rigid, but you can use flex, and if you use flex, you will do just the opposite process. So instead to paint rigid, you can cancel or you can just like rise the area where you use rigid. So now I can, for example, rise or this area, you can also increase the size if you prefer. And if I just come back to animate, now if I move here, you can see it will be different on this area, it's not rigid on this part of the buns. So after to understand that, you will be able to we'll make an example after we'll use two images and these images and we'll make complete trainings about how you can convert to mesh and animate step by step and create a movement as well. So here, I'm not going to create a movement, just to animation to create something like basic position. So we are at one, and maybe I can move and go at four here, and at four, what I will do, I can use animate and I can do something here and maybe something like this on this area. And I will go at eight and at eight, I will go back maybe hoops. Yes, maybe just like this. Yes, move here and move here, move with this one, and I will go back until around this area, just like that. Then we will go at 12 and at 12, I will move a little bit here, just like this with this one. Oops, I think it's two, yes. Low, and then we will go at 16, and at 16, I will go back with, for example, this type of position just like this. Let's try to adjust this one and this one. After to do this type of work, if I play the animation, I will be able to obtain that. I can repeat, so it means I can select, for example, with control or shift these four different keyframes and I can go right click, copy the keyframes and at 60, I can go at 20, and I will go right click and I will just past the keyframe pass the cells just like that. And here we are at 32, and I will be able to go at 36, and I will go right click and I will just past the cells as well. I can just repeat like this if I need. And here it is same at at 48, and if I just move at 52, I will be able to go right click here and to pass the cells, and I need to just extend my view until this area 64, and here we can extend until 64 and here we can extend until 64 as well. If I zoom here, we'll be able to obtain this render. But we can mix also with tools like this to animate tools and we can move with Animate tool, we'll be able to change the position and more. We'll do that in the trainings. I'll just click here, I can see some preview or this type of preview. If I just go back at the beginning, we can generate this animation of a base of a simple image. As you can see, it's very interesting features to use to generate animals. 45. Create parents part 1: We're going to see how to create parents. For this, it is extremely useful to create parents. So first, we're going to create different levers, and after we'll see how to create parents. I will go on this area, I will create a new levers first and we will create a new vector levers. On this new vector levers we define a rectangle, so I would select the rectangle tools. I will use autopil, I will switch for rectangle and I'm not going to apply any stroke and we will choose a red color. We'll create a rectangle around this area, something that we will use as a body. So on this rectangle, I will rename and directly, I will tap body. After that, we'll create another new vector livls. I will go on this area, we create another vector levalsO these vector levals, I will switch the rectangle for ellipse, and I will generate ellipse around this area like this. I will just switch the color for the red, and with a control point editor will adjust the point. I would like to cra to make something like arms. So for this reason, I will adjust a little bit my handles in different positions. I will adjust handles. I will do something maybe Ops. Let's Go back, I will do something here. This printer will dragging and moving. This printer will dragging and moving, I will increase little bit this point on these directions, and I will dragging and moving this print and maybe this print. So let's make something like this. I select the selection tools. I will reduce it bit size, and I will dragging and moving this one around here, just like that. And we'll turn a little bit, play this one on this area. I think I will scale little bit also on this area as well. Now I will create another element. First, I will rename and we will tap something like upper arm. So here I will tap upper arm, and then we'll create another levers. Let's click here, crat no ever. We can rename directly for lower arm. And after that, I will repeat this process. We'll go into geometric tool, select ellipse, generate to ellipse around this area. I would switch for these red colors as well, and I will use a control point Editor tool to one more times adjust the different point. We address the different point here and this point on this area and this point on this area may be like this. So after that, I will use the selection tools. We'll extend a little bit on this area, turn a little bit with the rotation tools, and we will move this. We need to be around this intersection. I will scale a little bit this one. And I think like this it's pretty decent. I will adjust with my Control Point Editor tools. I will adjust a little bit to last point, make something smaller at the end, just like this. The last thing that I'm going to do it is to create levels, and these order evals will be directly vector levels as well. After that, I will rename and I will tape to cred this end, I will select the rectangle tools will switch for rectangles. We'll define a color that we generate maybe this type of color just like this and I will generate a small rectangles here after on the right of the rectangles, we will define the ellipse. So I will crack to dips slices like maybe this size, and I will with a selection tool move the dips around here, and I will select hoops. I think I will scale a little bit on this direction to dips, and we will adjust. I think I make something wrong. Let's just go back, yes. I will click on the dips. I will move the ellips here. We adjust it bitter size and we'd set the two entity to go right click generator groups, and we can move the group just here and generate a small rotation and move the group again on this area. After to do this type of work, as you can see, we can oturn this render. The first things to understand before to create the parenting. We we'll be able to create the parenting, we'll be able to create the parenting on the right. When you go on composite here, you have the stage schematic and from the stage Schematic, you will be able to create the parentings. If I just come back to the timeline at this moment, we can change the transformation point. Why to change the transformation point? I'm going to show you you will switch for the animate tools. With animate tools by default, all the transformation points are in the center. Because we didn't move with animate tools, we move with the selection tools. Concretely, if I select the body, transformation point is here. You switch the transformation point, you can click to center and you can dragging and moving. For the body, it's going to be my fixed element so I can just place around the Mdel it's going to be pretty decent like here. After if I select the upper arm, the upper arm is located in the center. So it means if I generate animation after the parenting with a rotation tools, I will turn like this. So as you can see, it's definitely not good. I need to change the transformation point. So you will go on center and you will draw again move to put at the level of the join with the shoulder. So it means I will place my transformation point here. And now after to do this work, if I want to rotate, as you can see, we will rotate on this direction. So it's definitely so much better. We do also the same thing with the lower arms. If I click on the lower arms, I rotate, I will rotate around the center transformation point. I will switch for centers and we'll dragging and moving here around this area. Now if I switch for rotation, we can rotate like this, and as you can see, it's pretty decent as well. We'll select the end. It is same if I at the rotation will exist, so it's definitely not good. So what I will do I will switch for centers and we'll dragging and moving the transformation point zoom little bit in place around these strands on this area. Now if we want to turn the end, we will switch for rotations and we'll be able to turn exist. So this is the first things to do after we explain how to craft arents 46. Create parents part 2: We're going to continue with the parents. We have seen how to create these different levers, and we have body, upper arms, lower arms, and end. We have changed also the transformation print, which means when we click on these tools, the animate tools, we have changed the transformation print with center. The problem is we didn't have any parents. What does it mean? It means if I use rotations and I select the upper arms and I move the upper arms as you can see the lower arms and the end are not going to follow. If I select the lower arm and I turn the lower arm, the end is not going to follow. This is why we need to create links to have parents and children. Links between the different levels. How we can process, you can go on top right corner here on the top right corner roster will switch here on the top right corner you can find composite. You are on the stage Shimat. If never you are in the epic schematic like this epic schematic, you can just switch on the bottom right here to the stage schematic. The stage schematic will allow you to see your different element and to build your parents and children's. You can see the correspondence of each element. How you can do that, can just click here and you can see the preview of the different element on the top, sometimes it can be useful. So now how to create the parents. You have the table. The table is a reference. Everything is linked to the table. So in this case, I will click on the body and the body need to be linked on the table. I need to link step after step my different element to the body because the body will be my reference. What I want to link to the body, I want to link the upper arms. So it means this one. So to link this one to the body, you click on the BluePoint and you link the blue point to the red print, and automatically you replace this link blue to red on this area and you remove to the table. And now I can move like this. So now the upper arm is the child of the body. And the body is the parents element of the upper arms. Now I need to link the lower arms to the upper arms. I click on the blue circles and link to the red circles just here and I can just dragging and moving on the right like this. Now I need to link the end and need to link this blue point to the red point here, and that's it, I created this simple parenting for this element. Anyway, we'll make a training after and in this training, I will explain step by step how to create characters and we will work with multiple parents like this. So thanks to that and levers is the parents of the lower arm livers. The lower arms levers is a child of the lower arms levers. The lower arms levers is the child of the upper arm livers, and the upper arm lever is a child of the body levers, or the body liver is the parents of upper arms, upper arms is the parents of lower arms and lower arm is the parents of the pain. Now we have created the parenting. Why it is useful because you can just go back on the timeline. And when you go back on the timeline, if I want to generate rotations, I will click here rotation and if I six upper arm, as you can see, everything is going to follow. So this is why it is useful. If I six the lower arm, it's going to follow. If I want to generate animation, I can also extend to a animation until 1260, and again shift, select these different levers on frame one, and extend this area. Oops, I forgot this one just like this. So now, something that we can do is a small animation. For example, I will go at 12 here. First, I can define this position, so we can activate keyframes. I will go into animate tools rotations and we can activate the keyframes for this different area to generate this original position first. And I can go maybe at 12 and at 12, I can rotate the upper arm, so click on the upper arms, and we can move like this. Then I will go at 24 and I will go back like this. Then I will go at 36. I will select the lower arms the lower arms will go at 24 at 26, and at 26, I want to have this position. So I need to activate a keyframe. We'll see that more in details after. Then I will go at 36 and I will move like this. Then I will go 42, move like this again, and 48 move like this again, and I will go at 54. I will select directly the end. The end, I will switch for a key frame to have this position and I will move after that. So I generated the small animation, we can play the animation just like this, as you can see. So this is the type of thing that we can do. Another interest is that we can have automatically skeletons, automatically skeletons. I will extend my area to 102, just like this. Or we can also stay at 60 and remove this different keyframe. You can click on the first keyframe here and you can select the last one or you can just click here and select the last one with Shift. All the keyframe are selected and you can press delete on the keyboard. So thanks to that, I can come back here. Other interest is you can go on the skeleton tools, and automatically, a skeleton is generated thanks to your composite mode. So automatically, I have a skeleton, and when you click on the base of each bonds, the base of each bond correspond to the transformation point. Way to use a skeleton because when you have below skeleton, you can use animate. And you can earn little time, so it means I can start at one and I can move like this and a key frame is automatically generated. You can also just as you can see dragging and moving, and you can just selct the lever that you want directly from these panels, and as you can see, it's definitely convenient, just like that. Other interest is you can also switch for inverse kinematic thanks to inverse kinematic, movement will be more realistic. What does it mean? It means I move at 24, as you can see, you can move like this and as you can see, you can just make some multiple movement in this area. But you need to be careful because sometimes it's little difficult to dragging and moving. You can see the movement can be really more realistic when you use, for example, the inverse kinematic. So this is the difference when you want to use this one. And I will go back, move here, and I will go back, move for example like this. So if I just play the animations, as you can see, the movement looks a little bit more realistic for the simple reason that you use skeletons and inverts kinematic. So this is how to craft parents, and if you want to just generate automatically skeletons, it's also pretty decent. 47. Add effects part 1: We're going to see how to add effects. And for this first we will create a new levels. I will click here, I will create a new levels. And on these new levers, we will create circles. So I will click here. It is a new vector levels. I will define circles. And this circle we will use autopil we deactivate the stroke size, and I will define color like the red colors and around this area, I will generate circles. Then we'll create another new vector levels. I will click here, new vector levels. And on this vector levels, we create rectangles. I will click on this area rectangles, autopil Nostrok and we will crat blue colors. I will adjust with blue rectangles around here. You have the possibility on nivels to add effect, and it can be a pretty convenient. The first thing that I'm going to do is to extend here the preview of the animation and I will work until 60. Then we'll click on this area and we will extend also with this print until 60, and we'll click here and we'll extend also until 61st. You know what I can do, I will just rename we'll rename this one by circles. And we will rename this one by rectangles. What I have to do to have access to the effect to have access to the effect, you can go on the options on the right and you can see composite. By default, you are on the stage schematic, and to have access to the effect, you can click here. When you click here, you can toggle stage schematic to the ethic schematic. How you can check that you are in the ethic schematic, you can just click on this area and you can create a new efix here. It is the same. You can zoom in Zoom at with the scroll wheel. You can click on the scroll wheel and dragging and moving, you have also the different option of navigation on the bottom left corner. So what we have we have output, we have H sheet, and we have our two elements, so it means the rectangles, as you can see, and the circle here. How to Adonific you have different options. If I on the circles, I can go right click here and you have insert or tiff. If you select insert, I'm going to show you insert blur and I will define the basic blur just like this. If you select insert, automatically, it will be linked to circle between the sheet. Why you don't see anything? Because if you want to see the effect, you need to activate the preview. You don't activate the preview, it's not going to work properly. So be careful. You need to be in the preview mode if you want to see the effect, just like that. So now you can see the blur appearing on this area just like this. So it is something interesting to know. If I just press delete, I'm going to show you you press delete, you can remove the effect. If I just go right click, you have also add effic. When you click on add, what is the difference with insert, I will select blur just like this. The difference is it's not linked to the C shape because you can put multiple effect in a row. So this is why it's not directly linked. So in this case, if I want, I can link again like and just click on this one because here now I have to link. I have the effect, but I have also the original circle. This is why I have the two at the same time. So if I don't want this one, you can just click on this and you can press delete on the keyboard, and now I have only the circle with effect just like this. If you double click, you can edit your effect, and here we only have one value. But when you click on the effect, you have the option just here. The interesting point you can anime the property. So for example, you go on the right here and you can select on what image you are. And we are, for example, at once, and at once, I can put, for example, zero, so I can define zero just here, and I can activate a key just on this area. And then I can move my timeline, maybe I will move at 30, and at 30, I will put a value of 60 and to validate, you presenter and you click here and you validate at 30. So now if I just come back just on this area, I can generate this type of animation as you can see. Just need to be careful because effect when you go on the timeline is independent. What does it mean? It means if you go on the timeline, just like this. The effect are not going to appear here. So I cannot see the effect here. So it's totally separate, and this is why you need to be careful. Even if I can, for example, move the ball here on the timeline, is definitely possible, and I will have the effect as well. But you need to be careful that on this area, if you put the key frame, you won't see in the timeline. So after to understand that, you have multiple effects that you can use. For example, I have the rectangle, I can come back at once here and I can go right click Insert effect. If you want to distort, you have, for example, some linear distort, if I select something Jolin noise, as you can see, I will obtain this render. You can also put multiple element at the same time. I can go right click Insert effect. And I can complete with something more like, for example, ano dark blow, we can use some motion blow, and I can also link with a motion blow. The motion blow is only a ten here, so I can increase, for example, the motion blow on this area, we can also activate a keyframe here. But if the motion blow, I think it's not a good example here, I will go after the pain and noise and insert effect. It can be something like you have some on this area steelize you have posterize solarizeebos, color embos. So if I see something like emboss, I can also use emboss. So you can apply multiple effects at the same time just like this. Every time you can animate. If I remove the embos and I just come back to the paring noise, it is the same I can generate animation. For example, at once, if I want, I can selt the type, so I have two types, can sel it like this one. And I can start maybe with this and I can validate all the properties. Then I go maybe at ten and at ten, what I will do. I will change the properties. For example, I can adjust here intensity and you can click here to adjust and validate the property. It can be also vertical offset. So it means I can put some vertical offset or some horizontal offset as well, a value of evolution just like this. And here we are at ten, and I could continue. I can go maybe at 31 more time. And at 30, I can activate all the properties, just like this and then adjust the properties again, maybe like this and radios. So if I just play the animation, as you can see, you can do something like this 0-30. So definitely, it's convenient. You can really make pretty good things. And for this, you have multiple categorized. So if I delete the par noise or I delete the blue, you can also go right click Add Efix. If you add efix to be on any level selected, you can put this outside as well. And you have also some noise, renders. I will show you this after you have also some shaders, utilities. If I just come back to some basic distort, I will select something like maybe ripples. I will click on ripples. Now it is outside and I can link to one of these. If I link to the rectangle, I can put the blue to the red here. And the blue to the red on this area. And as you can see, I have the ripple effect here. It same, you can just change the parameters. If you need to change the properties, it means to generate animation. You can, but you can only change the properties and not generate to animation just to create something a little different for your shapes, for example. This is how we can work. After I'm going to show you that you have order categorized to create a backgrounds, to create a gradient, image adjustment, and you can do also this type of thing. So you can remove a fic like this or to remove a FI you can also go right click. You have different options and you can use Dilt. So if I just come back here, you can press delete or Right click and you can find DLT as well. 48. Add effects part 2: We're going to continue with the effect. We have seen how we can create effects and how we can create effects on levers. We're going to see that we can add effect as a background or we can also add effect to adjust images. So first, as I explained before, you can go on the right here and you can find composite. In the composite mode, you can have ethic schematic here. If you click on this array, it will be the state schematic. In our case, we need to work with ethic schematic I default will have sheet and put. Even if you don't have any levers, you can create automatically levers with backgrounds. To do this, I will just go right click here, Addepi and I can add a background. The first one is, for example, a checkerboard. And we can have access to the checkerboard options when you go on this area. And when you click on the checkerboard, here, if you want to validate the preview, you need to click on the preview here. The checkerboard appears, you can change the color. For example, I can switch for a first color, just like this, and I can switch for a second color just like this. And you can also define the size of your checkerboard. All this you can animate. For example, if I just come back to the timeline, I can just pull here we are still from one to this area for the animations, and we have automatically levers with a checkerboard activated here. I come back to composite and I want to animate these properties. I will click on color one, two in size, and we'll start at one with this, and I will go maybe at 30, and at 30, whatever we do, I will change the first color. Oops, I think I will go back at once. Yes, I animated the properties, and at 30, we change the first color or yellow. We will change the second color for green. And we will increase the size, and we will left click again validate this type of properties. Now, if I just play the animation, I can come back at once here and I can play the animation and we can do this on the backgrounds. So this is the first type of thing that we can do. If I just go right click here, I will delete and right click Addethix. You can add something like a color card, color card, what is this? It is just simple colors. And why it is useful because one more time you can animate the properties, you can go at once and you can define, for example, dark blue colors like this, and you can activate and I will move. I choose 30, but you can choose any frames. And at 30, I will change the color, make something writers like maybe this type of blue colors, and I will activate the value. And now I created backgrounds and also animation like this. This is why it is useful if you want to not create a rectangle on the background, you can just use color card just like this. After that, I'm going to delete. You can also add on the background you have Kalidoscop, but the Kalidoscop is not going to work well with this type of thing. So it means you need to have something like image to put this on a source. For example, I can go on the right here and I can define I can just insert image. We can go on edit here. We can go is load levels on nod levels, I will define in my descop here image, and I will define something with bedrooms. I define bedrooms input, and it's linked to the ghet If I remove this link with delete, I can put this on a source. Automatically, I have Kaleidoscope effect thanks to that. You can just change the value, you can change the count and you can just repeat your image multiple time just like this. You can use Kaleidoscope here as well. When I go right click, add effect in the background, you can use also tile and it's the same if I just press delete and I just use a tie to the sheet and this one I remove. Nothing will happen. If I put this as a source here, you can click on this area and you can select different type of mode. And the fact is why I don't see anything because I need to use this one and I need to be on the frame number one. I think I'm going to remove this one. I'm going to show you with something a little bit different. I will go on the timeline, and I will just generate new levers. I will generate a new levers, just like this. On these new levers, I will just draw something with a brush tools. And with the brush tools, I will maybe just create something here. So I just created something here, and if now I come back to composite, I can unlink this one with delete, and I can put this on the tile. And as you can see, I can repeat the backgrounds multiple times. And here you can select mirror horizontally or mirror vertical. It is same if I just press delete on this one, I can just go right click Add ei backgrounds. Right click Add efrouns tile wall, and we can put this one to the source and this one and I can also repeat with different type of option and we can select multiple types of options here and we have more options on this area. Tom, I'm not going to show in details this just to show you that you can repeat in this way. So after to do this type of other type of things that you can do, you can go right click Add effects, you can use something like if you just continue in render, you can add something like cloues and you can add clodes on the backgrounds or marble wood, and you can animate the properties as well. You will be able to click here and to create a backgrounds as you can see. You can just change the different properties with a minimum and maximum values just here. So this one is cloude and you can have multiple type of element that you can use. You can also generate some shadows like I'm going to select a star skies and you can also generate something here. So every time when you go in the timeline, it will create new levers here, new levers. And if I come back to the composite and I remove the cloudes, I will obtain this render. So you can even mix different elements together. The last point is I can integrate the image in the timeline. I will go in the timelines and we'll go on nils. Load levels, and I will see one more time, the same image as a background with the bedrooms and I will just click on Loads. You can make image adjustment. First on this area, I will scale a little bit with the scale value. So we'll scale little bit this image just like that. Then we will go in the composite mode. I can go right click here, insert effix and you have multiple image adjustment. If for example, I want to adjust brightness contrast, I will click on brightness contrast. One more time, you have a different keyframe if you want to animate the properties. In this case, I will just, for example, increase the brightness and increase the contrast just like this. You can make a series of different adjustment. I can go on the brightness contrast, right click Insert effix something that we will do it to generate example, another adjustment with image adjust. And I will generate the curves, and I can use the curves. And thanks to that, we can dragging and moving the curve at multiple points. And as you can see, we can also make multiple adjustment in a row, tass. And the last thing that I wanted to show you, you can also, if I just delete all this element. You can also create a gradient on the backroom. So if you want to have a better possibility that what I showed you before as a gradient, you can go right click add Epix gradient and you have all these multiple gradient. If you select linear, you can just create a linear gradient and why it's convenient because you can drag and move in your gradient, you can turn your gradient, and it's definitely so much more convenient that to create rectangles. Can define my two points, dragging and moving, I can move also the gradient like this. You can also adjust with the two point and you will be able to generate two color hoops, I move the end too much, and I move the star too much, just like this. After if I make the point closer, I can select my first color like the red, or I can select the second color like the blue, and I can create this type of gradient and I can animate the properties as well. If I delete this one, you have der type of gradient, so right click Add affix gradient. And if I want a radial gradient, I can click on radial and this way will be radial and I can increase the size. I can have a color just like this that I can choose. And a second color, it is a transparent background, but I can define on this area and dark color. And the problem is here we have a value. We need to put this at the maximum and I can create a gradient with these two colors as you can see, this one is a radial gradient. This is also something that we can do. If you go on the timeline, you will have a gradient as the levers automatically rated. So many type of options that you can do using the effect. 49. Work with drawings part 1: We're going to see how to work with drawings. And for this we're going to see how we can work on this area to work with drawing, we can work with the levers that we are here. So concretely, we can generate two types of animation. The first type of animation will be with drawings and the second type of animation is with key frames. Concretely, you can create new levers. Generally, when we work with drawing, we work more with the raster levers. I will generate a new raster levers here, and I will explain after that we can work with the number of image directly here and I will just validate. After to do this type of work, automatically, I have one image here and I can draw anything on this image. So if I select the geometric tools, I define circles. I will define a sickness, and I just create a circle with a black colors on this area. As you can see, I will be on the first drawing here corresponding to this area. But something that I can do also, it's when you go right click, you have the possibility to duplicate the drawing, but you can also add frames, and you can also just use insert. Duplicate insert, we insert a new drawing, but you need to be careful because the new drawing or will be before, just like that. While you don't see this drawing, I will extend this area here and I will extend this area here. You don't see this drawing because this drawing is not placed in the timeline. We have this one directly on the number one, but if I click here, it's not place anywhere. So you can just go right click and you can insert drawing, but the drawing will be placed just before. You can also duplicate the drawing. To duplicate the drawing, you can press D or you can go right click and duplicate. If I duplicate, as you can see, we will have multiple times this circle appearing on this area. We can also just go right click and when you go right click, you can also directly use rivers. And if you use reverse, you can, for example, selict multiple drawing. To select multiple drawing, you can just press Control and select different drawing like this. Or you can also select the first one, shift select the last one. And when you go right click, if, for example, I'm using reverse, you can reverse the drawing. And in this case, you can, for example, start with a drawing and you can put other images after just like that. To delete a drawing, you click on the drawing and you can just go right click here and you can click on Delete. So you can delete the drawing like this. But if you grow right click and you define delete, as you can see, it's not extremely convenient because we are on this type of keyframe, so you need to, for example, be on Right click Delete, and automatically, you will delete the content inside. Right click and delete. Right click and delete, but you only delete the content inside as you can see, just like this with Right click Delete. So you can also insert element. To insert element, you click on Ad frames, I'm going to show you again, right click. And if you click on Ad frames, you can define from frame to frames. And you can add frames if you decide, for example, four to eight, I will define four to eight and I will click on AD and automatically I created new four frames just like this after that. Now if you have multiple frame, I would like to create another one or maybe press D or duplicate. Something that we can do. It is I would see the number one, and after to six the number one, we just use the circles. But we just generate circles and we will go around this area, and I will just generate a small circle. Then I will go at two and I will activate the onion skin to see the previous circles just like this. Then I will go at three, then we'll go at four. Then we will go at five, then we'll go at six, then we'll go at seven. Then we'll go at eight, then we'll go at nine, just like this, ten and 11 and 12 just here. So now if you play the animation, you can see the animation but only with the drawing, not place in the timeline. And what you can do, you can just take, for example, an element, just like this. I can select the number one, and the number one correspond in this case to the nine. So something that we can do it is to place the nine to another position just like this, but it's not going to work properly. So if I play the one here, as you can see, now if I click on the one, we have placed the right one. You can just pull the drawing where you want. For example, I can select the two, I can just place my different drawing directly on the timeline, and I'm just going to let a space of one frames, just like this. Just let little space. So we just dragging and moving my different element on the timeline, as you can see. So I will dragging and moving on the timeline just here. And I will take the number nine. We will go here. I will see the number ten will go here as well. The number 11 will go here, and the number 12 will go here, one, two, three, four, five, six, seven, eight, nine, ten, 11, 12. Perfect. So now if I praise the animation, but this time on the timeline, as you can see, we'll obtain this render here. And if I need, I can reduce, for example, the display, but we can just stay like this. It is something important to understand. You can also use onion skin. I can go on this area. I can see, for example, the five and I can see the onion skin, the different elements that I have before. You can just dragging and moving here and I can also dragging and moving here. And in this type of case, I can see all my circles before with a red color and different level of transparency, and all my circle after with a green color and different level of transparency as well. And I can also dragging and moving if I want to remove this area, you can do the same thing on the timeline. You can go for example here, and you have a small yellow point on the right area of the circles, and you can display the onion skin here as well. Or you can go on the yellow circles on the left part and you can display onion skin as well. So you can use onor skin from these panels or you can use from these panels as well. When you just go right click here, you have a different option for the onion skin. And if I want to clear all onion skin, I can just click on onion skin markers on this area. Oh so this is how we can start with a drawing and after we'll make a concrete example for a simple reason that you can start directly with drawings. Concretely, what does it mean? It means that if I just delete here, you can start. And you can go on this area, and automatically, when you create a new levers, you can automatically define a number. For example, I can place 128 with a number of step and I will display two. If I display a step of two, I will just validate automatically, I have my A drawing appearing on this area with the right position. Now I can do the same type of thing, but I have already my drawings, and I can go at one and just generate a circle, go at two, define onion skin one step Bfore and then I will go at three and I will go at four, and I will go at five, and I will go at six, and I will go at seven, and I will go at eight. And if I just play the animation, I will play the animation from here. And if I want to go to go on the timeline, I can just play the animation. But automatically, as you can see, my drawings are already located because we can start with automatically the drawing with a specific position when we create a new levels. This is why it can be useful to use when you create new levels also. 50. Work with drawings part 2: We're going to continue with the drawings. We have seen how we can create drawings and we're going to continue. So the first thing that I'm going to do is to go in this area, and I will create a new raster levels. I will validate the new raster levels and on this area, what we will do we just draw something. We'd like to draw something like a simple face, and for this, we can use one of these tools. I can use the brush tools and with a brush tools, we'll go around this area. I have the possibility to, for example, just go here. I will define something pretty simple and we'll just go on around this area. Here. I will go on the right. We can also work with a symmetry, but in this case, I'm not going to work with symmetries and just pull and try to create something like a simple face. On this area, we'll put some here with one here. I will go on the right and another one just like this. On this area, we do something here. And on this area, we'll do the same type of thing. Then we'll zoom a little bit, and around here, I will crack something like a noise. And on this area, I will just draw something like a mouse. We'll just go here and we'll create some eyes and another one here and some e brows just like this. And on the top, I will just draw something to create something like here. So let's create these basic drawings. After to create these basic drawings, something that we can do. We will go on the right, and I would like to create animation with a sequence. And I will duplicate. So to duplicate this bars, as I explained before, you can go on the right, and you can go right click here and you can duplicate with duplicate drawing. You can also press D, and I will duplicate maybe let's create six positions. So I will duplicate eight times. You have the first one and I can select the second one. So on the second one, what we can do, we can just erase a part. So for example, I will use one of these tool like eraser tools, and I will, for example, erase the mouse. And replaced by something. But if I want to see my element with onion skin, you can just put, and thanks to that, you can see one previous step. I will select the brush tools, and with the brush tools, I will make something here. Then we'll select the number suite. And on the number suite, what we will do we will make a blink for the eyes. So I would select first my element to rise. So we rise, I will decrease the size of the brush, and I will try to arise on this area. Then I will go on the right, and after to go on the right. Just like this, I would take the brush tools and first I can try to replace here and we'll cret something like this to generate something like a blank. Then we will go at four. What we will do at four at four, we will adjust the mouse. Concretely, I will erase again. Let's make something simple. I will rise again here. I will take the brush tools, and I will just do something here. Then we will go at five and at five, what I will do, I will work, for example, with the Abs, and we will use directly eraser tools, and I will erase here. I will then erase here. I just show you the process that you can use if you want to work, for example, with the drawings, let's do something here. Maybe a little bit on the right. Then we'll go at six and at six, I will generate another blank. We'll use one more time the eraser tool. And with the eraser tool one more time, I will rise on this area like this one and this one. Then I will rise also here. And I will put this one just on this area and just on this area. We'll create ano doblin so we just put my brush here and put my brush here. Then we will go at seven, and at seven, what we will do we change again the eyebrows. We use the eraser tools one more time, and we will erase here, and I will use my brush, and this time we do something here and something like this. And now I will use the number eight and on the number eight, I will erase, for example, the mouse, and we will change to another small little bigger like this. Oh, it's okay for that. Now, if you click on the onion skin, you can see all the previous step, for example, like this, and you can see also on the next step if you need. Thing that I'm going to do, it's now to just play the animation on the right. And here we can just see the animation step by step. Now what I can do it just to place the drawing. So I will go on the timeline, and I will extend my timeline until 60 to start. I will extend also here. And when I go at one, at one, I have my first drawing. So I just need to pull the drawing where I want. For example, I can pull here and I will let maybe two between each element. Between each drawing, I just pull my drawing and I will let a space of two frames. And I will just select the number five and display the number five here. Select the number six, select the number seven and select the number eight, just exist on this area. And now I can just play the animation. And as you can see, if I just go on the timeline, not on the drawings on the timeline, this is animation that I can create, as you can see, and I can just play the animations. What we can do, we can, for example, reduce here to area. Maybe I can reduce until 24 and this one until 24 as well, and I can repeat the animation just like this. And if it's, for example, too fast, we can reduce. So it means if you reduce the number of frame frames per second, if you apply, for example, 12, you will make something longer. And at the opposite, if you increase the number, I put 36. It will be faster. You can also increase more. I will tap 48, and I can play the animation again. L just come back with 24, I will tape 24, and I will play the animation again. So this is other type of animation that we can use. You can create animation with key frames, and you can create animation with the drawing using this process. Here, I didn't apply color, but you can also apply color directly on the drawings. It's going to work properly also. 51. Work with transparency part 1: We're going to see how to work with onion skin. For this, something that we are going to do to work with onion skin. First, I will show you important element of the onion skin, and after that, we will see how to work with this with a concrete example. I'll go on this area and I will create a new raster evals. After to create a new raster lever, if you just validate one step here, as you can see, you have a drawing on the right appearing here. And I can extend, for example, a little bit my drawing here, and I can see my previous action or my next actions and how to process, you can have multiple drawing on the right. For this, I can go right click here. And when I go right click, you can duplicate the drawing on this area. You have also the possibility to press D, and when you press D, you can automatically create new drawing. Let's take an example with eight drawing, and I will just go back on these directions here. And something that I will do if I just go back with these directions is to go on this area, and we can put the different drawing on a specific position. For example, I will go at 80, maybe around, yes, I will go at 84 here, so I will go at 80, and I will extend the area of preview just like this. I think this one is not pretty good. This one is not pretty good. I'm going to redo on once. And if you extend like this, you can, for example, put a drawing directly on this area. For example, the number two, I can say maybe I can display at maybe at ten, just like this. You can select this one and I can display maybe at 20, or I can select this one and this one I can display at maybe 30, and I can take this one, I can display at 40. I can select this one and I can display at 50, select this one, display at 60 and segt this one and display at 70. So after to do this type of work, I will just draw something. So we just use a circles. I will click on these tools, and I will draw circles. We will use, for example, a size of 12 with a black color. And on the number one, I will just create a circle. Oops, I will just click here and I will just generate a circle just like that. Now if I go on two here, as you can see, I don't see any previous element. And for this, you have this element and this element. And thanks to that, you can see the previous element just on this area, or you can see the next element just on this area as well. What does it mean? It means if I want to continue and see my previous circle, you can just dragging and moving and you can see the previous circle just here. Now I can draw another one and I can see my previous ones. If I just click at three just like this, I can see my previous one again and maybe I will draw something like this. Then I will go at four and I will draw another one, and I will go at five and I will draw another one just like this. Every time I can see my previous element. But I can see more. So it means if you just go one left click, now you close, but you can pull and you can pull more so you can pull until the beginning. And thanks to that, I can see all my different circles, so it means all the previous drawing just like this. If why you don't see the wise background, you don't see the wise background because the number five, I need to be on the right position. So if I want to see my wise background, I need to be on the right images here. And when you can see at the same time, you can see just before we have also this element. So it means you can work with a timeline also here with onion skin also here, and I'm going to show you after on this area. So first, let's just continue to focus on the drawing here. So now what I'm going to do, I'm going to continue. So ther I can keep all the previous frame or I can just put only one frames. But I will continue with a number six, and I will do something here. Then number seven and I will do something here, and then number eight and I will do something here. So I generated this small animation. I can go on this area. We can come back at the beginning, and as you can see, this is a type of animation that we can create with a drawing. Here it just preview of the animation only with the drawing. So it means it's not with a timeline. So to see with a timeline, we just click here, and now I will be able to read the animation, and it looks a little bit slow for simple reasons that we only have one to 80 and we only have one drawing each ten frame. So it looks a little bit slow, but it's just normal with this. Now, if I just come back to the drawing, you can just remove the onion skin before and you can put the onion skin after also. So you can do this before and you can do this after. By default, we have the green and the red color. This is color that you can edit in the preferences if you need. Generally, we keep this color, but you can adjust at your convenience. If I just go one left click, I can just remove one part of the onion skin. So just one left click like this. If you pull and you want to remove all, you just need to move and dragging and moving again on the other direction. I can also see some previous action and some nest action here. I have the see first one and the four next one on this area. So I can also go maybe at eight and at eight, I can just remove and pull again until to see all the previous actions with different levels of transparency. Let's just remove this one. Then I will click on this one, and you can also dragging and moving like this for this. So we are going to keep this animation just like this. And after I'm going to show you how you can work also with onion skin with onion skin on this area. 52. Work with transparency part 2: We're going to continue with onion skin. And for this, we are going to continue with this, it means with these animations. As I explained, we have created this animation, and we can play the animation like this. You can work with onion skin on the timeline, and you can work on the onion skin on the right with the drawings. As I explained before, if I click on the drawings here, I can see all my next actions dragging and moving slides, and you can just come back here. Here I can see all my next actions. If I want to see my previous section, for example, I can go at eight. I can drag and moving and see all my previous sections. And depending on what you choose, I can go, for example, on the number six, and I can also just see the previous section and just see the next actions. So thanks to that, maybe I can use one of these tools. For example, I can use a brush tools or I can just use the eraser tools and with eraser tools will increase little bit of size, and I can just erase like this. And I can erase and create another one. I will set the circle tools, and I will generate another one little bit different or I can go at three. At three, I have this one. I can see the first one, the next one, just like this. I can use the eraser tool one more time, and I will erase my circles. And because I have the first one and the next one, it is convenient and I can generate another circle here little bit different maybe just like this. So this is the type of things that we can do. After that, you can also work with onion skin from this panel. So you can click on the timeline. If, for example, I go here, you can see the previous section. You just need to dragging and moving. When you arrive on the left, you have a small yellow point and you can dragging and moving to see the different frames before. And if I move little bit, even if I'm not on this drawing, you can see the one just before. And if you just go Left click, you can remove again. But I can pull more. So it means I can be here, left click and I can stay left click and now I will see my two step. I want to see on the next step, I can just dragging and moving like this here. Something interesting also is when you go right click, you have different options. And when you go right click here, you have deactivate the onion skin. You click on deactivate, the onion skin is still here, but just that we don't see the onion skin directly, but the onion skin is still here. When you go right click here, you can activate the onion skin again. And now if you play the animation, you can play the animation just like this. But the onion skin is still here. So if I move here, you can see my onion skin appearing on this area. You go right click, you can also extend the onion skin to sin, just like this. So it means if you decrease like this and you go right click and you can limit the onion skin to levers. So here it will be only to the levers and extend the onion skin to thin. So in this type of case, it's not going to change anything. If you just pull some onion skin here, you can go right click and you have also the possibility to clear all onion skin marker. In this case, you can come back. You just go just on the yellow point but not the yellow point on the bottom on the top, you can also dragging and move it is going to be little the same type of way. The only difference is if you use this yellow point, the transparency is a little bit different with the same level of transparency. So concretely here, the transparency has the same levels. And if you take the yellow point, just here, the transparency is a little bit different. And you can also dragging and moving on this area. Just here, and you can also take this point as well. As you can see, you can drag and moving also this one as well, just like this. If you want to clear all, you can just go right click here, and when you go right click, you can just deactivate the onion skin here, I can deactivate the onion skin. Or I can clear all the onion skin features. A onion skin marker just like this, and I will go back on this area. Oh, this is a type of thing that we can do to work with onion skin. If you just go on the top here, we have different type of options. And as you can see, you don't have directly some onion skin features directly properly on this area. And this is why I can advise you to work with onion skin reader here, war on this area. You can use with levels onion skin, but generally, we use more when we are in this type of drawing, so it means when we don't use a vector format, but more the rest levels. So in summary, if I go on the right, you can click on any element, and you can see the previous element and the next one, you just need to dragging and moving. If you just go right click here, you don't have directly the options on the onion skin, you will have only here. And if you want to remove from this panel, you can dragging and moving. But this one concern directly this area. Now, if you move on this area, for example, I decide to move on this area, and I go now on my timeline, you can see the previous frame. But this previous frame don't correspond to the interval that we have. So even if we have four here and three here, I'm not going to directly see on this area. So in this case, in this area, I need to pull, for example, I can pull on the back with the yellow point just like this. And for this, I can just come back and extend on this area with all the points just here. After to do this type of work, if you want to sit and make something fast, you can just go right click and you can clear all onion skin markers, thanks to that, you can come back on this area. Can also click here and as you can see, automatically it is deleted. 53. Create paths part 1: We're going to see how to work with pass. For this, something that we're going to do, it is to create a new lever first and I will create a new vector levers. How we can work with pass, we have the possibility to create motion path. So it means we can create something like object on the levers, and these levers can follow a path and we will show a path. So the first things to do, I will go on the left here, and I will Cl geometric tool with silical circle, we use autopil no strokes, and I will define colors. I will use the red colors. And we start around the midle I think it's pretty better to start around the Midl because after we play the circle directly on the motion path. After to do this type of work, I have this object, so it means I have this object inside these levels and how you can create a motion pass. So create a motion pass, you can go on the right, and you can see composite here. You have two type of composite element, the stage schematics, and if you switch here, you can find the ethic schematic. So what we are going to use in this case, we are going to come back to the stage schematic. And to the stage schematic, you can click on this area and you have a new motion pass or you can go right click and you can also create a new motion pass. Automatically, if you are close to the camera, the motion pass linked to the camera, but you can delete this one and you can link directly to the column as well. So it depends about where you are located. I'm going to show you if you go here, right click, cran a new motion pass and this time, it is linked directly to this one. So it depends about where you are located. If you create a new motion pass, you have still this one here or new motion pass. So in this type of case, it is linked here, but you can also link to the camera, but you don't have any specific interest to link to the camera properly. So after to understand that, I'm going to remove this one, and I have this motion pass. The problem is, I want to draw the motion pass to draw the motion pass, you can click on the brush tool. You need to go inside motion pass selective because if you click outside, just like this or you click on any levers, you go on the timeline here. As you can see, if you use a brush, you are not inside the motion pass. You are just going to use a brush just like this, and it is not what I want to do. The motion pass, what is this? It is a small line that we have by default. And we want to edit this motion pass. So to edit this motion pass, you can come back here. You click on the Motion pass, just here. And now you are inside the motion pass and you can draw with a brush on this area or you can also come back to the timeline and you can draw a pass. For example, I'm going to go here and I will just go on this area, come back here and just do something like this. For example. Are you sure you want to replace the motion pass? I'm going to click on yes on this area. If I validate automatically, I can go on top here and I can select animate tools. If we are still in the motion pass, motion pass selected. Concretely, if you define a position, and you want to move, automatically, you can only follow the motion pass because we have linked the levels with a circle on the motion pass just like this. If you click on the Control Point Editor tool, you just go Lf click. You have the possibility to adjust the motion pass. So it means you can make some transformation as you can see, and you can adjust the curve. So it is also something important to know. You can adjust the curve if you want to something better, you have the possibility to adjust your curves properly with the print and the handles as well. So here, for example, I'm going to adjust little bit the curves. So you can adjust the curve with this tool, the control point editor tools. If you use the selection tool, you can also click on the motion pass and you can scale the motion pass. You can also raging and moving the motion pass if you need. Now if I wanted to generate, for example, a small animation for the motion pass, how I can do. You just need to go on the timeline and I will extend here, and I will extend until 60. And after to extend until 60, I will click also on the columns, and I will extend the area of preview until 60 as well. And you can just animate and follow the path. So how you can process, you can come back to the tools animate tools, and you can switch again for positions. Automatically because I was moving like this, automatically at one, I have a keyframes activated. I can go on 16 and at 60, I just need to dragging and moving like this until, for example, the end of the pass. Now if I want to play the animation, I can click here, and as you can see, the circle is going to follow the pass. If you don't want to see the pass, you have two options. The first option is to just activate it here, and this will be the first option. And thanks to that, you are not going to see the pass, just like this. You can activate the preview on this area. The second option, if you don't want to get out, you just go on this area, you select composite, you just click on, for example, the lever, you can just go outside and you will be able to go outside the pass just like this. You can click on any element, something like the camera of the table. You can come back to the timeline, and you can come back, for example, to a selection tool, anything like this. And as you can see, you don't see the pass anymore. But even if you don't see the pass, your animation is here, the pass is here as well, and you can just do something like this. So this is how we can create a motion pass for the composite. When you click here, you can have the preview of the pass on this area. After I'm going to show you another concrete example about the motion pass. 54. Create paths part 2: We're going to continue with a pass. We have seen how we can create pass and we have seen how it can be useful. We're going to create another example. So I will create a new levers, one more time, will create here a new levers, and I will create a new vector levers one more time. One more time will generate circles. So I will click here and I will use these tools just here, and I will generate a circles and I will validate with the red color, use autofill no stroke, and I will generate a circle around this area. At the same time, I will generate another element. So first, I will go here and I will create a new vector levers one more time, and I will play this vector lever just below, and we will use the rectangle tools. I will select the rectangle tools, and I will define a color like this type of color on the palette, and I will create a rectangle on this area. I would like to make this circle to go and make some bounces like this. We'll make this training after using the keyframes, and I think it's pretty decent to use a keyframes, but I just want to show you that the motion pass can be a possibility. So concretely, what I can do, I can just rename. Here, we are going to rename for rectangles. And this one we are going to rename for circle. So the first thing that I'm going to do, as I explained before, you can go in the composite. You need to work with stage hematics and you can go right click and you can create a new motion pass. So the minu motion pass here is on the circle, it's pretty decent, but if it's not on the circle, you can just go right click. You can create another motion pass and link directly to the circle if you need. So to enter inside the motion pass, you click on the Motion pass. You need to have motion pass selected. And after to do this work, I will come back to the timeline. And what do we do? It is like we will use brush tools. We will apply a little bit more smooth value, and it's like, I will start here and I will do something like this until here. Until here, until here, until here, and until here. And are you sure you want to replace the motion pass and I will just validate. I can edit this motion pass. So now, as you can see, I don't see my motion pass on this area. Very simple reason that it was not validated. I'm going to come back here and I will sedict one more time. This one I will click on the motion pass. We'll go in the timeline again, and I will try to redo this action so we do something like this. And I will do something here, and I will do something here and something here, and something maybe like this. And I will just validate here. In this case, little strain is not going to work properly. I'm going to remove this. I will go right click again, create a new motion pass. Let's take a look. I have this motion pass. Let's click, new motion pass. Click on the motion pass. I will come back to the timelines, and one more time, I will throw my motion pass just like this on this area and just outside. Now it's going to work. It was a little strand was not working properly. So I can do this type of work. I can adjust my motion pass using these tools. We can go left click and thanks to that, we can adjust the position. And when the ball is going to arrive here, maybe we can adjust little bit, and here I can make something a little better with these two handles to make a better curve just like this. Here it is same I can adjust these handles and these handles as well. Let's reduce and on this area, we'll adjust little bit my handles, just maybe like this. And this area will move, this one will move, and we can do maybe something like this. This one we can move here, move here, and I will be able to move this one as well and we arrive around this area. It's not going to be perfect, but just to show you the principle of work on this area. But we'll move little bit this print, move little bit this print, move little bit this one, and move little bit this one just like this. After to do this type of work, I think I will address the first one. We can generate our animation. Concretely, I will drag and moving on the timeline until maybe 102. And I will click on the circle and the rectangle will shift and I will dragging and moving until 102 as well. Now, something that we can do it is to use animate tools, and we can change the position so at one, we can activate to keyframes just like this. And after that, I will go and move on the timeline at 102. I just need to move the circle just like this. And thanks to that, I will obtain this render, as you can see. So now I have two option whether I move my show point. So it means I can just click on my Edit point tools, go here, or I can just increase the size of the circle because you want to edit, you need to enter again in the motion pass. But something you can do it just to click on the rectangles also. And on the rectangle, I can select the selection tools, and I will extend like this. Now let's try to play the animation. I need to come back as well to the motion path. So I'll just click here and I select this one. Now we can redo these actions. I think with a rectangle, it's little two on the top. I will adjust little bit, I will come back to the circle, here we are at once and I will go at 102 and I will select again my position and we will arrive at the end just like that. Now if I just play, as you can see, we can obtain this render. At any moment, you can click on the rectangle tools, use the tools of selection, and you can adjust a little bit this one. And if I just come back here, I will be able to generate this type of animations just like this. But I think it's pretty decent to use a keyframes, but I wanted to show you this process. 55. Master cameras: We're going to see how to work with cameras. We've created this animation, and to create this type of animation, we'll do this after and after I will explain how we can create this type of animations. At this moment, I will just read the animation like this and we will see how to add cameras. But concretely, by default, you have one camera. If you zoom here, you can see the camera on this area. To activate the preview of your camera, I will define on the right, I have two options, the preview and the sub camera perview. When I click on preview, I will automatically cut everything at outside the camera, and I will see only the things inside the camera. By default, you have one camera with the size of 1920 by 1080. So if I just read my animation, here you can see the size of the camera. What will be able to do first you go on the top, and you have two options. When you go on k Sheet scene settings, you can change the frame rate of your scene. And the second options when you go on k Sheet here, you can find the camera settings. And you can edit the name of your first camera if you need, and you can also edit the ratio here with these two values. Now, if you want to add more camera, you can process. You need to go on the right. On the right, you need to go on akset. You need to go on composite. When you go on composite, you have the stage schematic. You can switch clicking here on the ethic Schematic. And what you need to do if you are epic schematic, you need to switch to the stage schematic. In the stage schematic here this is a different parent element that I have created for this character. And as you can see in the stage hematic, you have one camera here. So every time you have one camera by default. When you go right click, you can have access to the camera settings, and you can rename and change the different options. To add a camera, you can go right click, create a new camera, and you can create a new one here, or you can go on this area and create a new camera as well. If you create a new here, generally, it's on the bottom, and you can dragging and moving. I will go right click again, create a new camera. No I created new camera, but if you want to see, you need to activate your camera. So here we are still on the camera number one on this area. If I select the two, I can go right click Activate and now we are on the camera two. Right click here, now the camera three and right click here now the camera number four. If I just select the camera number four, if I want to adjust the camera settings, I can click on the camera settings. And for example, for this one, I would like to different size. I would like a square size. So I will replace the size by 1,200. And on this area, here you have the proportion, so you can click here, change the proportions. And now we will tap 1,200 pixels. And the camera four, the size have changed, and you can see the rectangles, the square appearing here, you activate the preview now the ratio is different. The new ratio is 1,200, 1,200 on the camera number four. You can rename the camera if you need. Now I activated the camera number four and if I just come back to the timeline, I can read my preview with a camera number four. It means this camera like this. So we change the ratio of the camera. After to understand that why it will be useful. It will be useful for the exportation. Even if you can change only on the first camera size, you can also create multiple camera. And then when you go on renders, for the output settings or the previous settings would put the final exportations. You can select the camera. So you have the output camera, and even if the camera four is activated, you can switch for the camera number one, and as you can see, you can now find the camera number one with a ratio, and you can select any camera here. So if I select the four, I will switch for the camera number four and export with this view. So it means with this ratio. If I select the one, I will export with this view, so it means with this ratio, just like that. This is why it is useful because when you want to export your work, you can export with different type of ratio depending on the cameras that you choose for the exportation and you can click on render to export with 1,200 by 1,200. If I just come back to the heat sheet here to the composite, when you have your camera on this area, if you want to delete a camera, you cannot delete the camera with Right click when the camera is activated. You can only delete the camera when the camera is not active. For example, in this case, I can only remove the number two, right click, delete or the camera number three, right click Delete because they are not activated. If I want to remove the number four, what I can do, I can activate the first one, but can click on the one, right click Activate. And then now if I click on the number four and I wanted to delete, I can go right click and delete the camera. And now I come back with only my first cameras that we use by Dot if I go right click, I can use on camera setting sit Center. You can use Resist Center, but here in this case, if I move like this, for example, on this area, right click resit Center, it's not going to change anything in this type of case. I will go right click camera settings. You can have access one more time to the options and change the name and the ratio of the size of your camera. 56. Ball part 1: In this training, we're going to make an animation with bouncing ball, and it will be interesting training to see different features and to work with interpolations. First thing that I'm going to do is to create two levers. I will create the first one here. We'll click on this area, and we'll create a new vector levers. This new vector levers will be the base and we will replace by ground. After that, we'll select the rectangle tools, we generate a rectangle, we use autofill. No strokes will generate a rectangles and we'll search some gray color like maybe this one. I will just go around this area and just craft small rectangles around here, just like that. I think I will adjust a little bit of colors make something a little bit brighter on this area. After that, I will create a second diverse. We'll click here, we'll create a second divs. Vector nvals one more time, will rename, and we will tape ball. I'll use the circle tools. Let's create a circles. I will generate a new colors, we sourn the red colors, autofil one more time, and we'll place a circle here. Have the possibility to displace on this area the grid, and we'll go around here and we will go left click and generate this type of circles. Now if I just deactivate the grid, my circle will be located here, and maybe we can scale a little bit of circles. I will click here, I will scale a little bit. And I will come back with the view of the grid, and I will place my circle just here. After do this type of work, I will change the transformation point first. So we'll go on this tool, animate tool because after it will be useful, and I will search directly center. And we'll drag moving the center, and we need to put the center on the base like this one more time, you can display the grid, and you can display the center just like that. After to do this swap, we can start to generate animion. First things to do we go on this area and I will zoom little out on my timeline just like this. I will extend the area of preview until maybe 162. And at the same time I will come back here, we'll click, we shift on the two raa I will extend also until 162. After that, we'll go back and the aim is to crack the different intervals. First I will select the ball and we will move until 36. First, I will go at one, and at one, we will select position, and we will activate a keyframes to define this first position. Then we will go at 36 and at 36, I will move the ball until the ground just like this. Maybe a little bit more, yes, just like that. Then we need to reduce the interval. So instead to go at 72, I will reduce a little bit, like maybe 66, and I will move the balls little less up maybe around this one. Then we will continue. And I will go maybe at 92, and at 92, I will move until here, one more time. Then we will go at 100, maybe 110 or maybe 112 and at 112, I will move maybe here. Then we will go at 128 and I will move here. Then we will go at 140, two and 142, I will move here. Then we will go at around 152. I will move here, and then we will go at 158. I will move here, and I will go at 162, and I will move here as well. So at this moment, if I just play the animation, I will click here. As you can see, we'll upturn this render. It's a little slow, but we can first position. The only problem is we don't have any gravity. It looks like it's perfectly linear, and it is perfectly linear for the simple reason that interpolation is linear. So for this reason, something that we can do, it is to edit the enter polion. How we'll do that, we'll go on the right here and we can find chit. And here we have the function editor. What we need to do is to go on the right column. We have the column number two, so it means this one, and we need to focus on the y axis. So if I want, I can just only click on column number two ball and click on the y axis, just like that. Now we need to switch interpolations. The reader, we can switch interpolation here, but we can also click on open function editor and move the interpolation from this panel. So as you can see, it's perfectline. What you need to do, you need to click each interval, and you can go right click and you can change for speed in Speedo. Here you select the segment, and you go right click, speed in speed out, right click, speed in speed out, but you can also click here and convert on the right also speed out and it's going to work as well. You can have these two possibilities, speed in speed out or right click here, speed in speed out, whoops. I think I move a little bit, yes, and right click, speed in speed out, right click, speed in Speedo and hoops I move again. L just come back and right click speed in Speedo. Now to adjust the handle, what we need to do on the handles on the top, we need to dragging and moving to extend like this to have a better curve. When we arrive on the bottom at the opposite, we need to redo the handles and to make the handles closer just like this. So on the top, you take the handles and you extend a little bit more, not too much, but you can extend a little bit more just like this. Try to stay horizontally. And when you arrive on the bottom, at the opposite, you will reduce the handles. So thanks to that, on the top, we will lose speed, and on the bottom, we will make something faster, and this is what we need to do. So each time on the top, you extend a little bit. You can press shift to apply some constraints, but sometimes it's not convenient. Try to stay horizontal and on the bottom, you need to make the handles close just like this. Here we are on the top, I will extend on these directions and extend on the directions. Here on the bottom, we read it again and this one will read again and on the top we extend a little bit on this area. On this area and here I think we can just reduce, but it's going to work if we stay like this because it is the last point. So this type of curves, as you can see, is a typical curves of bouncing ball. So when you want to create a bouncing ball with some gravity, this is a typical type of curve that you can create, as you can see. Now if I just get out, I will click here. I will get out of the function editors and I can just deactivate this one if I need, I will come back to the timeline. And you will see directly the difference. So now if you play the animation, as you can see, it's so much better. And here it looks definitely so much more realistic thanks to the interpolations. 57. Ball part 2: We're going to continue with this animation. We have seen how to create these two levers, and we have seen how to write the ball, to create the different intervals, and at the same time to work with the interpolation to be able to make something realistic, just like this. And thanks to that, we can see we have the feeling to have the gravity. So now what I need to do, I want to add a little bit more. And when the ball is going to arrive on the rectangle, I want to make something like I need to scale and how to process. Concretely, when the ball is going to arrive here, what we need to do, we need to go to these tools, and we need to apply scale. So concretely, you can go at once, and at once, you can replace this value. And we can just tap something like 20. I will go back at 100 and if I go back at 100, I will automatically have a keyframes. And when we arrive at 36, you need to understand that you are not going to if I apply something like 60. The problem is, we will start to scale directly 1-60. And it is definitely not what I want. We obtain this render. So it's definitely not good. So what we need to do we need two image before or it depends. It can be one image to image for image. Here, it depends what we want to do. In this case, I'm going to choose two image before and two image before, I will apply 100% for the size and two image after I will apply also 100%. And thanks to that, concretely, we start, for example, at one. We have 100% for the eight. We are still 100% at 34, and now it's going to start, and we will obtain this render, as you can see. So it's definitely so much better. So we have 100% here, and we can just with two image do something like this and we'll go back like that. So this is why it can be useful to show you and we will obtain this render. So now what we need to do we need to repeat this process on all the part where the ball is going to go on the floor. So now on up, we have nothing to do. But when the ball is going to arrive again, here, we're going to zoom a little bit, you need to do the same process. Concretely, you go to image before. Here you can validate the value of 100% with set key. You can go two image after and you can set a key as well. And then in the midle it means our original keyframes, you can switch the eight, and here you can put another value like 60. If I just continue, so here we go up and we go down on this art sum, I will go to image before, and I will validate 100%, here. Then I will go to image after. I will validate with set key keyframes. And when I arrive in percentage value by 60. And something that we will do we just continue, we'll arrive here. And when we go down again, I have this value. We can go two image before, and two image before we can validate 100%. And I will dragging and moving. We will go to image after just like this, and we can validate also 100%. And in the Mdals we can switch here, and we will switch for 60. After it's up to you to see if you want to place images before or you want to make more, it depends. And for the percentage value, it depends. It's up to you as well. But the aim is to create this type of effect when the ball is going to arrive on the floor. Let's take a look. I will click to place the animations. And as you can see, it can be an interesting render to use. So now what we can do, we can change, for example, the speed. I hope to change the speed, I can also click here. I will switch if I tape 12. I will have something slower, but definitely here it's too slow. I will increase little bits of speed. I think 36 will be pretty decent. Yes. I will replace, I will try 48. Maybe it's little fast, so I will change for 36. Yes, I think 36 will be pretty good. The interesting thing is if you want to change the color of the ball, you just switch for dark colors, and as you can see, you can just change the color of the ball just like this because we work in vector. At the same time, you can activate the preview here. That's it. This is an example of animation if you want to generate a bouncing ball step by step. 58. Ball move part 1: In this training, we're going to create an animation with a bouncing ball and it will be interesting training to see different features. We will make a bouncing ball, but we will make a bouncing ball with movement. It means we are going to work vertically and we're going to work horizontally as well. The first thing to do is to create the base. We'll create two levers, and I will click here, I will create a new vector lels and we will replace the name by ground. After that, I will create a rectangle with select the rectangle tools. I will use autofill, no stroke will select the shapes, or rectangles, and we'll define some gray color. I will go around here, and I will create my rectangle. I will adjust little bits of color like maybe this one. After that, the second thing that we're going to do is to cratondar ivers with cratonodw ivers and we will use this time the circles. We will use directly autopyl no stroke, will create a new color on the palette, we'll apply the red color and I will define a circle. Here we can create a circle around this area maybe like this. So this circle, the first thing that we're going to do is to zoom a little bit. We can activate, as you can see the grid, place the circle around this area first and after we change the transformation point. We will click on this area with animate tools, we change center and the center is located here we dragging and moving the center and place the center on the base here. After to do this type of work, I can move with the position tools. We deactivate the grid and we just dragging and moving and if we move with the position, the center we move as well. I replace the circle just here. After to do this type of work, we can generate our key frames. First, I will extend the area of review. I will go until 162, and at the same time, we'll go back here we see the first and the second one, and we will extend also the view on this area until 162. Then we'll go back and we'll crowd the different intervals. I forgot to double click and to change and to rename for ball, we select the position, and we can automatically have a keyframe activated for this position. Okay. Now I will start with 36, and at 36, I will move around here, just like that, so I will move around here. At 36, we can zoom a little bit. Just like this. Then we will reduce the interval. So maybe I will go at 68 and at 68, we will go maybe like this, here, then we will reduce. I will go at 90 maybe 92, and at 92, I will go here like that. Then we will reduce. I will go at 112, just like this. We'll go here on this area. Then we will reduce. I will go at 128 and we will move like this. Then we will continue. I will go at 142. We will move like this. Then we'll continue, we will move at 152. We will move like this. Here, then we'll go at 158 and I will move like this, just here, and then we will go at 162 and we will go a little bit outside, here. I will use my rectangle tools and I will come back to the ground. We adjust a little bit of size on this area and on this area as well. So it's okay for that. Now, what we can do, I will adjust maybe a little bit these key frames, and we will move maybe once before. And this one maybe once before. And I think like this can be convenient. Let's take a look first about the animations. I think it's pretty good. If you need to adjust some keyframe, you just kick on the keyframes and you dragging and moving to try to make something logical about the intervals. After to do this type of work, I will work with interpolation. But to work with interpolation, we can go on the right and we can select each et. One more time, I will select the column number two here with a ball and you can find all the information on the X and Y axis. We're not going to touch on the x axis, but only on the y axis. And this is the reason for which we'll just deactivate this one and only activate the Y axis, and we can click to open the function cars editor. I go on this arrow, you can see this type of c. The problem is it's perfectly linear about the speed. So we need to convert each segment. You click on segment, right click, speed in Speedo. So thanks to that, we'll have access to andles. And you can repeat this process, right click on each segment, speed in, speed out. Can also click on a segment, go on the right, and you can also change the papulon here and click on Apply, it's going to work as well. You click here, change speed in speed out, apply, or I can click here, change speed in speed out, apply, and I could continue like this with speed in speedo, apply. But you can also just go hoops, I need to be careful. Need to be careful to not move as you can see like this. I can select also this one and right click speed in speed out, or I can select this one, right click, speed in speed out, or select this one, right click, speed in speed out. So now what we need to do we need when we are on the top, so it means when it is on the top, we need to take this handle and we need to extend a little bit this handle, keeping the horizontality. When the ball is going to arrive on the floor, so it means just below, we need to reduce the handle and to make the handle closer horizontally to have some speed on this area. So we can just dragging the handles closer. When we are on the top, we extend little bit handles on the left and on the right, trying to keep something horizontal. And when we are on the bottom, we need to take the handles and to reduce the handles just like this. You don't need to put the handles perfectly close, but you can try to make something really smaller. And here you can extend a little bit to handles. And I can continue. So this one we can reduce and this one we can reduce. I will go on the top, I will select this one and we can extend. This one we can extend just like this. Then I will click on this one, I will reduce, and I will click on this one. I will reduce. Then we will go on the top here. Stand and extend. And on the last one, we can just reduce little bit handle like this. So this is a typical curve that we can do when you want to create a bouncing ball. Even if the ball is in movement horizontally or not in movement, horizontally, it is the same process. You can create this type of curve like this, as you can see, with nice curves who create bouncing ball. After to do this type of work, I will click outside just like this. And after to click outside, we'll come back to the animation. So we'll go in the timeline and we'll play the animation. And as you can see, it's pretty good. Let's click here again. This is the first thing that we're going to do. 59. Ball move part 2: We're going to continue with this animation. We have seen how to crack these two levels, and we have seen how we can animate the ball. We have added different keyframes to create interval and change also the interpolation to adjust the spin. And after that, if I just click here, we will obtain this render. So now what we need to do we need when the ball is going to be on the ground, we need to scale. So how to process concretely when the ball is going to arrive here, we can use a scale value. First, you can go at once, and at once we will switch with animate tools, and you will use scale. You want to validate, you can add a keyframe here, so it means I can tap something. And if I want to validate, I can just tap something again, come back 100%, and automatically a keyframe will be generated. When I arrive at 36, I can change the eight value. But the problem is, if I apply a value here, like, for example, 60, the problem is, it will start at one. So as you can see, it will start from here until here. Oops. I think I forgot to, I didn't place 100% on the head. So if we do something like this, as you can see, it's going to start at one. So definitely it's not convenient. So this is not what we want to do. Concretely, what we have to do, we will be here at 100%. And when we arrive two image before, I will just move two image before. I will give 100% here. And when we will arrive two image after, I will go back with 100% also here, just like that. And after we can continue like this. So now it's pretty better like this. So concretely, if we zoom, we can zoom here. So we are at 100% for the eight, and when we arrive two image before, we can just start to scale in just two step. After the number of image before and after, it's just up to you, depending on the render, depending on the length of the animation. So it can be one image, two image, four image, six image. It depends about the situation or the length of the animation. Here things two can be pretty good. And we can repeat this process. Concretely, when the ball is going to arrive on the floor here, you go to image before and you validate 100%, so you can just click here to validate key friends. And I will go to image after and I will validate 100% clicking here. When I arrive in the Mdels, I will now change the value and we will tape 60 and validate. It's s I choose 60, but you can adjust, it can be 80 or it can be more. I think around 60 can be convenient in this case. And we can continue, we arrive here, and here it is same. I will go to image before and two image before we validate this 100% to activate the key frames. Then go to image after and validate the key frames. And for this one, we can change and we'll tape 60%. After that, we'll go on the right here and on this area, it is same. I will go to image before, just like this and two image before, so I will validate the keyframes. I will go to image after one, two, and we will validate another keyframes. Click in here, and I will go at this area for the last one, we don't need to do anything because it is my last keyframes. Let's just go back at the beginning, and I will zoom it out and we can play the animation just like this. About the speed, we can change. So depending on what you want to do, you can change the speed concretely. If I apply something like 12 and I just play the animation, it will be slower. At the opposite if I increase, I define 48, it looks faster. What you choose, I think I choose I think 36 can be pretty decent. Even if I choose 24, 36, 48, 12, but you just want to put 30, you can put 30, if you want to put 40, you can put 40 as well. In this case, I will try with 36. I will go back on these directions and we'll click here. We'll activate the preview also play a first time, and then we'll play a second time to have the real time. It's a father. This is how we can generate this type of animations. 60. Face part 1: In this training, we're going to make an animation with images, and it will be interesting training to see different features. We will add an image on the backgrounds and after we'll work with different drawings. The first thing that I'm going to do is to add the image that we are going to use as a reference. And thanks to that we'll be able to create a sequence on the base of this image. For this to add the image, as I explained before, we can go right click here Load levels or we can go also on the top and we can find load levers. After that, I will go directly to the folder that we use for the different sessions, and I'm going to use image sketch. I will click on Lot here, Import. And the image appears on this area. The first thing to do is to scale the image. So I will go on the left and I will select the animate tools. And with animate tools we use scale. So we use scan and I will scale my image around something like this. And we will move little bit the image with the position, and I will move little bit the position on the right. Now if we zoom, we can see that we have four different position for this face, I first one, second, one, third one and 41. And I'm going to create an animation with drawings and these four different faces. So the first thing that I'm going to do on this area I can rename, I will double click, and I will tape background. So we'll tape background here. And after I will create nod levers, and we will we can work with raster and we vector as well in in this case, what we are going to use, we are going to use rasters. So we just create a new raster evals. The problem is here, we can find four pause. So concretely, the first thing that we're going to do it is to click here and to extend the area of animation. So I will extend first with 84 after we'll be able to adjust, and I will also dragging and moving this one just here. And on this area, the first thing that I'm going to do is to go right click here, and I will duplicate the drawing. I can also insert your drawing. It's going to work. So right click Insert and right click and insert as well. Right click and insert. So the number one we can play the number one here on this area. Then we can drag in moving the number two at just one, two, at four. The numbers at just can to space, one, two, and we can be here, one, two, and we can be here, and the number four, one, two, and we can be here. I will take the first one and we click at once here. And we just replace this one. I will use the brush tools. We will define a size. I think like this, it's convenient. Maybe I can increase around six, and we can just draw on this one. So I will draw the first pose just like this. And the aim is just to use image that we have on the back as backgrounds. This will be my first pause. I will select second one. I will click on two, and we can click here to display and I will repeat this process. After I slit the number three, and we will switch on this area as well. And on the number three, I will do the same type of work, so the number three will be this one. Oops, I think it's going to work. Then we can go on the number four and to see the background, we can click here on the corresponding image. And for the number four, we'll arrive at this area, it means this one, need to be careful because we don't see too much this one. Okay. Just like this. So now we can see the first one, the second one, the third one, and the fourth one. If we play the animation at this moment, we'll obtain this render with a sequence of images. I just click on the timeline, I can click on the first one and I can just display here and we can see this type of animation withdrawing first. C also deactivate the preview here with the sequence on the backgrounds, and I can also just play the animation just here at this moment. Here we can rename and we will rename for face. 61. Face part 2: We're going to continue with this animation. We have seen how we can add image on the backgrounds, and after that, we have seen how to create these different drawings. As I explained before, we have created four different drawings with four face position and we will obtain this render. So now what I need to do, I can go on this area. I can remove the display on the image on the backgrounds. And what I want to do, I want to repeat this sequence. So it means we arrive here, and I would like to repeat and go in the order direction. So concretely what we will do. When we are on this area, I will select the number three, just before and the number three will place with a space of four. So we'll place like this. Then the number two, and we'll place will let two images for the space, and I will select once, and this is the same we place with this type of interval. I will continue. I'm at one, so I will select the two and we let blank image for the space and place this one here. I will select Sui, and I will go around this area. I will go at four. I will let two images, I will arrive here, and we can continue I will select Sui and I will let the space place here, I will select two, and I will let some space place here hoops. I think I know it's okay with this one, this one is the number two, and I will select the number one and I will place here. I can repeat this process. I can select the number two and place here, I can select the number su and place here, I can stick to number four and place here, and I can continue. Let's do this maybe last time, number three, place here. Number two, places here, and number one place here. Let's repeat the last time, number two, place here, number three, place here, and then number four places here. After I will reduce a little bit the area of the animation, so here we can reduce. I will stop maybe at 66, and for this one, we'll reduce also until 66. So at this moment, ops, yes, just like this. So at this moment, if I just want to play the animations, I will just read like this, and as you can see, we'll obtain this render. You can also make the choice to loop the animation. If you want to make any modification on a drawing, it's definitely possible. Something that I'm going to do is to add some colors. I will select the first one. I will select the first one here, and first, I will close with my brush tools. With the brush tools, we just close on this area. I will select the second one, we'll close here. I will select the third one. We will close around here, and I will select the fourth and we will close also. Then we'll come back to the first and with the first, we will add a color. I will click here and I will define the filters. With the filters, we define a color like for example, let's define this type of colors, and I will fill this area. Left click here, and left click on this one. Then we'll define another color, I will click on a new color on the palette. I will define the red color and I will fill with this one. Then we'll select the image number two, and the image number two, we can also go here. We deal with this one. And Oops, I think, maybe it's a little strange. I extend my area, Title because I close, but it's difficult to make better for this case. I will select this one, click here hoops, just click inside and click inside, select the number sue. And for the number sue will go here, and I will fill this one, select this color, feel here, feel here, and I will select the number four, we click on this area, and I will fill this one, then click on this one, click here and click here. So now we add also some colors. I will come back to the number one. You can also define the onion skin. So it means I can click on the onion skin and define one image before or one image after or even if I arrive just here. And thanks to that, you can see the different post. So it can be interesting also, take a look to the onion skin or I can click here and I can see all my next images just like this. So as you can see, it's convenient with color as well. Or I can click at four, go back on this direction and see all the previous images just like this. So after to understand that, I will play the animation again. We just click here, and I will just play the animation again. So one more time, we can change the number of frames per second. So if I want to make something slower, I will just reduce the number of frames per second. And now if I just play the animation, I will obtain this render as you can see. At the opposite process, if I want to make something looks faster, I will increase the number of image per second and I will tape 848. And thanks to that, we'll obtain this render. I define something like 36, I will define the render as well, and you can loop the animations. I will come back to 24, I will validate. That's it. That's it. This is what we can do. Your reference image, you can keep like this and you can just hide. But if you want, you can also delete after if you need. Can click on the backgrounds and you can press delete and you can only keep these levers. I 62. Caterpillar part 1: In this training, we are going to create an animation with images. And for this, we will add two images, one with backgrounds, and another one with a caterpillar. Then we will convert this image with a caterpillar to meshes to be able to generate a skeleton, and then we will generate an animation. So the first thing to do is to import the images. So as I explained before, you can go on this area and you can go right click Load levers or you have also the possibility to go on levels here and you can click on Load levers. So after that, we'll use different images that we have used in the different sessions, and the first one will be the image field. I will click on Load, import, and apply. After that, I will scale this image. We will use the scale tools here, scale animate tools, and we will reduce the size until to arrive around this area, as you can see. After to do this work, I will import my second image. We'll click one more times on levers. We will select one more times load levels, and the second one will be the image with a caterpillar in PNG. We select Caterpillar, we click on Load, import, apply. I'm not going to scale at this moment. First, I need to convert to mesh. To convert to mesh, as I explained before, you can use this tool. This is a plastic tools. With a plastic tools, you can click on Kratmsh and after Crato mesh, we'll keep the value of 24 pixels, and we will validate like this. Then now if we need to scale, we can scale directly to the mesh. Something that I will do, I will just click on the animate tools here, I will do scale, and we will be able to scale the mesh, and at the same time, if we scale the mesh, the image will be scale as well. And we will move at the same time with the positions and we will change the positions on the right, just like this. The transformation point, I think we can keep the transformation point here. At this moment, what we need to do we need to create a first pause that we will be able to repeat. Currently, I will click on this area and I will extend the triangle of preview until maybe 120 to start and I will click on the different arrea here and we will be able to extend just like this. I will extend this one. I will click on this one, I will extend as well, and I will click on this one and I will extend as well. So now, if I zoom a little bit on this area. The thing that I can do it is to come back with this tool. So we'll come back with a plastic tools directly to the mesh, and we can build a skeleton. So we'll craft a new skeleton. And I will go left click here to create my first element, the root element until this part, and we will place inside each circle a skeleton element. So it means like a bonds, and we'll upturn this render. So this one will be B skeleton. And after that, we can dig the mesh, we can paint rigid, and in our case, we will use just animate. Now the aim is we'll arrive here, and this one will be my first position just like that. So if I want to animate just like this, you can, for example, just move, and as you can see, we can define automatically key frames. I will go at four and at four, what I will do, I will dragging and moving this one like this, and I will ragging and moving this one just like this at four here to create this type of renter. Now we will go at eight, and at eight, what I will do, I will dragging and moving again here, move again here to be close to the first pause, not exactly the same, but close to the first pause. Now I will go at 12 and at 12, what I will do, I will move little bit here, just like this and maybe something like that. And I will go at 16, and at 16, will go back on these directions. And this one will go back on this direction. Now I created this first. And if I just play the animation, we have created this. The aim will be after that to repeat this type of process and to copy and pass on different area. Maybe we can adjust a little bit. Let's first take a look. So I'm at one here. I can go at two, so we have this position. Maybe I can try to adjust little bit on these directions, like this. If now I continue, I will go back at eight and at eight. Thinking like this is pretty decent. Then we will go at 12. We'll make a movement on this area. Maybe I can move this one here and move this one here, and then we will come back on this area at 16, just like that. So we have changed. We didn't move anything at this moment. We've just cracked different type of pose for the caterpillar. So we can rename. Here, we tape backroom. Here we can tape Pillar. And here we can tape cat, pillar mesh. 63. Caterpillar part 2: We're going to continue with this training. We have seen how to add images. We have seen how we can convert the image of the caterpillar to mesh and how we can create a skeleton. Then we have created this first type of pause, as you can see, with we have one, two, three, four, and five key frames at the beginning. I I zoom here, you can see we have five key frames here. The aim will be to repeat this, how to repeat this. I'm not going to Selt the first keyframes, but I'm going to select four keyframes here we shift. So we shift, I can select these four key frames, and you can go right click here and you can copy the keyframes. Need to be careful to be on the right keyframe. So you can select different keyframes here. And when you go right click, you can copy or control see the key frames. Then because we let a space one to swing between each key frames, we're going to do the same thing, one, two swing and here I will just go right click here, and we can pass cells to repeat like this. And I will continue. I will go here, one, two swing and on the fourth, I will go right click and I will activate also past cells. And we can continue one to swing and on the first here, right click and pass cells. And then we'll continue one to swing and when I arrive here for, right click and pass cells. And we'll continue one to swing and when I arrive here, right click and one more time, pass cells. And we'll continue maybe last time one swing and on the four, I will go right click here, and I will define past sales. We could continue more. In this case, I'm going to stop here and maybe we can reduce to animation until here, we have this area. I can put around 116, and I will redo this area of preview until here and this one until here as well. Yes, just like this and this one we can reduce until this area. After that, what we can do, we can make a movement of the caterpillar on the backgrounds. And for this, what we can do, we can go on this area and we can complete with animate tools, and we can complete with the positions. So we need to go on the mesh, just like this. And on the mesh, I can just dragging and moving. Concretely, if I'm at one, I can, for example, define my original position. It can be this one. And I can move directly at this one, it means 112 and I can just move the caterpillar on the left to cross. Now I have first animation with my pose with a skeleton and I'm going to complete with these tools and Thanks to that, we can advance like this. Now if I want to make something better, for example, to follow this area, I can just add intermediate key frames. I will click here and I will move a little bit at something like 24 and 24, I will go on this area. Then we'll continue maybe 42, 42 where we go here. I will continue with 72, 72 will continue here, and I will go at maybe this one will continue just here, and we can go back on these directions, and maybe on this, we go a little bit below. Let's take a look, I will click here. I think I make something wrong at the end. Y Yes, I'm going to come back with a history panel because I make something wrong. Concretely, we are on this area, and I just need to continue. And maybe, yes, at 60, I will dragging and moving here. It will be pretty better and maybe at 84, we'll dragging and moving here. And after I think it's pretty better. I will try again. Now I think it's better. If we want to change the speed, you can just change the speed here. It means one more time. I I select 12, I will make something longer and if you want to make something faster, you just need to change the number of frame per second. I want to make something faster, it can be 48, I will try 48, click here and it looks faster or if I define 36, I will click here and I will make something faster as well. Can also repeat the animation just like this and we have also the possibility to activate the preview here. On this area, I can activate the preview. That's it. So this is a step by step how you can create your animation with images and how you can use Walmarta meshes and skeleton. A 64. Character create face: In this training, we're going to create an animation with a character, and for this, it will be interesting training. We will work with the different part of the character first and after that, we'll be able to animate different parts of the character. So first things to do it is to create the head, and for this, we go in this area and we'll create a new vector levels. So after to create a new vector levels, I will display the grid here. And thanks to that we'll be able to center our elements and to use the grid to help us to center element. I will go on this area. I will select the geometric tools, and with the geometric tools, I will select the circles and we'll define first color on the color palette. I will replace these colors. And on this color we use this type of colors. I will start my first circle It's not going to be exactly a circle. It's going to be a ellipse, and I will start my ellipse just here. So after that, I need to change that and to use auto here, and I will start my ellipse around here. I will adjust a little bit of color on the color palette just like this. And with the selection tools, we can adjust the position. So I will adjust the position first in the center maybe about the size I can adjust a little bit on the right, just here, and I will extend a little bit here, and I will extend a little bit here as well. Here, I can put on this area. And I think for the size, it's a little big, I will move a little bit on the top and adjust literally the size here. So after that, we'll create the airs. And for this, we'll select the circle tool. So we'll click on the circle tools, and we'll define a new color, the black color on the color palette. We'll define a circle around here, and this circle with a selection tool, we can change the position around this area, we'll scale little bit of circle with a selection tool and place on the background. So right click and move to back. And then we can place the circle just on this area. Just here. And after to place the circle around this area, I will create another ellipse. We'll click on the ellipse tools, generate another ellipse. I will go left click around this size and with the selection tools, I will drag in my first ellipse around here. And we will duplicate this ellipse. First, I will adjust a little bit of position and scale, and I will copy and pass edit, copy, edit, and pass in sort will place the second ellipse here, and edit, I can use passed in sort again and place aner ellipse around this area. I will duplicate again, edit, and pass insert again and place anoder one around here on the top. So it's okay for that. I will adjust a little bit to position of this one on the top, and I think like this, it will be pretty decent. Now, I would like to crat the ears and crad the ears, we take the geometric tools one more time. We'll define ellipse, and we can recuperate these colors. I will crat first ellipse on the left. We dragging and moving the ellipse here, and I will adjust a little bit the size, like, for example, something. And after that, these edits, I would like to position on the right, and I will duplicate as well. Edit Copy, edit past or Control C control V, and we can just put the position on the right. And to try to have something convenient to center, I can generate a group. Concretely, we can select the two dips here. We can generate a group with rightly groups, and thanks to that, we can select the groups, and we can make more close to the center thanks to the group. So we can move here, and as you can see, I can place my group on this area. Then we will create the eyes. To create the eyes, I will define earth circles. On this area, hoops, I need to define the white color. So for this, I will create a new color on the color palette. It would be the white color, and I will generate circles. We see the circle tools, and I will generate a circle here, dragging and moving the circle around I think this area just like that. And I will move little bit on the left and generate second circles. And with second circle will create another color in black, but I will generate on another palette if we want to change the color after. And I will generate a black color, put this around this area, and I will select the two circle here to generate two groups, or right click groups, edit, copy, edit, past insert, generate another group on the right, put around I think here, and select these two groups to generate complete groups, right click groups again. And thanks to that, I can move the two eyes and place maybe here. After to do this, I will make the abro. To make the abro, we will select the ellipse tools, and we will recuperate the black colors that we use for the airs. Now we'll just create small ellipse around here, and then I will adjust the incher point with the edit point tools. What we will do concretely, we adjust little bit of point here and here. And on this one, we will extend on this direction and these directions, and I will do, I think something like this. We can adjust also extend the size, adjust little bit, the curves moving the handles, and I think it will be pretty decent to do this type of Apros. And I will duplicate this Apro. I will click on this one. I will go and edit copy or Control C, edit past insert or Control V. Will place on the right. I have the possibility to flip, and for this, I can click here. And after to place around I think this area, we can select the two and generate another group, right click groups. Thanks to that, I can adjust the position of my groups, maybe like this, it will be pretty decent. We create the noise. To create the noise, we'll just select a simple ellipse. We'll generate new colors on the color palette, little bit darker than the skin, and we'll just generate small ellipse around here to generate the noise. I will adjust a little bit the size of the face just here, and we will generate circle to create the mouse. So for this, I will select not a circle. I will select the ellipse tools. We will work with a white color, and I will create another white color here. And I will define wise ellipse around this area. Then we can adjust a little bit ellipse and one more time, we'll work with sharp point. I will first scale a little bit, and I will use nSharpPoint tools. Left click here. What we will do, I would like to create something a little bit like a smile. I will move this one around here, this one around here. This one I can extend little bit positions and I will generate more curves around this area. And we will do I think something like this here. So I think it will be pretty decent like that. We can use the selection tools or it selects a mouse, I will move a little bit on the top. And the last thing that I need to do it is to crat neck. So to create a neck, I will recuperate the colors that we have here with select the rectangle tool, so I will define rectangles. I will create a small rectangles around here and select the rectangles and dragging and moving around this area. And then we will play the rectangles just like this. So if you want to scale, you can select all the element just like this. You can scale a little bit at this moment, and we will reduce little bit, all the element, and I will place again all the element around this area. And I will move a little bit below, and I will scale again. I will shift to keep the proportions, and we can move just here. Let's adjust little bit the size of the neck on the left and on the right, and also on these directions like this. I only forgot to change the name here, and we need to tap it, so we need to replace the name on this area. 65. Character create body: We're going to continue, and we're going to create the body. Process will create a new levers. One more time, a new vector levers, and we will replace directly here, and I will tap body. After that on these new levels, I will one more time activate the grid, and on the left, we will replace this color by the red colors. I will generate the rectangles, we select the rectangle tools, and I will generate the rectangles around this area. So this rectangle, I will digest with a selection tool. It's a little too big. I will reduce the size here and little bit size here, and I need to play the rectangle little bit on the neck, not too much, but just a little bit on the neck like this. So after to do this type of work, we adjust again. And what we will do we create another element just below, and this other element will be another rectangle. We'll click on Plus, and we'll generate another rectangle with some blue color, dark blue colors, and I will generate second rectangles around here, and I will adjust the position of these rectangles. I will dragging and moving, place the rectangles around this area and extend the rectangles until here, just like that. I think it's a little too big, so I will select the first rectangles, and I will reduce, and I will select the second one, and the second one will place one more time on the top. Scale little bit. Let's take a look and think about the size ratio, a thing like this. It's pretty decent. So what we need to do we need to adjust and shop. I'll select ZTngles the first rectangles, and I will use Edit point tools. We will go left click here, and I will select this point and right click Set Linear Control Point and click on this one, right click set no linear Control Point. So thanks to that, we can move little bit these handles and move little bit these handles on the top as well. Then we have also the handle. As you can see, we can dragging and moving a little bit here, and this one can dragging and moving a little bit here as well. The aim is to crack something little curves on this area, curves on this area, and I can extend a little bit here. After to do this type of work, I can also use this point like this, right click, set Nolinear Control Point, and this one right click setNola control point. So thanks to that, as you can see adjust like this and we'll adjust with a little curves on these directions and another one on this directions, I think it's good and this one on this direction like this. After to do this type of work, maybe we can drag and moving little bit this point on the left and little bit this one on the right as well. Now, something that I will do, I will click on the blue rectangle also. So we'll come back to the selection tools, click on this rectangle, then the control point tools, and we will click on the different handle. This one will move on the left, and this one will adjust with the red rectangles. And this one we can go right click Set Nominear Control Point, this one, right click Nolinar Control Point. Then we can do the same with this one, right click nominear Control Point and right click nominar Control Point. So thanks to that, we can adjust little bit here. We'll adjust little bit as a cures one more time. Here, we can extend little bits of print, and we'll move a little bit on the left, and here move a little bit on the left also just like this. And on the right, I will do the same type of thing. I will move a little bit, these handles on the right and these handles on the right, not too much. It's too much's here. And on this area, we can adjust also a little bit, the curves I think, just like this. I think it's pretty decent. I need to take a look about the ratio. So if we need to adjust more at any moment, you can click on this area. You can select one more time the Control Point editor. But I think here we are okay. I need to check here. For example, it's pretty good. So I will select one more time to blue rectangles and one more time, use the Control Point editor. We need to fit perfectly on the left. I like this, it's better. And for this, we need to zoom more. Just like that. And I will go on the right, I will check as well. So we'll go here. I will go left click, and I will just check on this area address like that. If I go here, I will adjust little bits of curves, and this one I will adjust little bits of curves and for this one, I think it's descent, and for this one, I think it's descent. What we need to do at this moment, at this moment, we can deactivate the view of the grid, and we'll be able to continue with the grid. We'll craft first the arms with three different parts on the right, three different part on the left, and we'll crat also the legs with three different part on the right, and three different parts on the left as well. 66. Character create arms: We're going to continue, and for this, we're going to create the arms. First, we'll create new levers. I will click here and create a new vector levers. I'll rename these levers by right upper arm. And to create the right upper arm, what we need to do we need to generate a circles. We'll create exactly not a circle ellipse here. I will recuperate this red color. To recuperate exactly this red color, you can go on body. Click on the red color on the palette, right click, copy the color and click on the right upper arm and right click past the color. After that, we'll define ellipse autofill and I will generate ellipse around this area. I will adjust the ellipse with a Control Point editor. I will say the Control Point Editor left click and we just need to make something a little bit different we'll adjust my point to try to make something like hoops. Let's adjust handles and make something a little bit more realistic. I will move these handles here, move these handles here, then we'll adjust little bit is one on the direction, little bit is one on this direction, and I think like this, it can be interesting. Just like that. After to do this work, I can use the selection tools, and with a section tool, I can extend a little bit. We will crack some rotation also and I will tragg and moving on this area just like that. I think for the size of the arm, it looks pretty nice, maybe a little bit longer. I can scale a little bit on these directions and scale a little bit again. I think it's not enough big, I will adjust little bit the size and dragging and moving one more time on these directions. So it's okay for that. After that, I will create Noor levers. We'll click here, create a new levers, vector levers one more time, and we will replace by right. Lower arm. And after to do this type of work, we'll do the same type of work. So first, I will replace the color on the palette by right click, pass the color, and we'll create one more time ellipse. Let's come back Ellipse, generate the ellipse here, just like this. I will click on the selection tool, then the Control Point Di DR tools, and we will adjust a little bit the different point. I will drag and moving this point here, dragging and moving this point here, dragging and moving this point here, and I will adjust, I think, a little bit on this direction and this one little bit on this direction. Try to create maybe something like this. Yeah. So after that, we use the selection tools. I will move a little bit here, make something a little bit sinners, and I can move my element around this area. And we can craft some rotation as well. So we'll rotate a little bit, layer element we need to be at the intersection just like this. I will scale a little bit on these directions, and I think like that, it will be pretty decent. So now what we need to do we need to crad the end. So how to create the end concretely, we will create a new levers one more time and we'll write a new vector levers, and we will replace the name by right end. So we can just tap right end and we can dragging and moving little bit on these directions. What we will do on the right hand on the right hand, we will select the rectangle tools. We'll click on the rectangle tools. I need to recuperate from the head the color of the skin. So we'll click here. Right click and copy the colors. We'll go on the right hand and right click pass the colors. So thanks to that on the right hand, I can generate a small rectangle like this. And at the end of the rectangles will generate ellipse, so I will click on the ellipse tools and we'll generate ellipse, a thinking like this. We'll take a look about the size of the ellipse. Maybe I can scale a little bit on this direction and this direction and place the ellipse on the rectangles here. After to place the ellipse and the rectangles, we can just get out, select the two entity, and generate two groups, so we'll go rightly group or Control G and move the group around this area. Maybe it's too big, I will scale little bits of groups. I will create some rotation on this direction and place the group around here. I think I will scale little bit of group is to be. But if I want to scale like this, I need to scale before, so I need to scale at this moment. It's just like that. So I need to scale before and now I can craft some rotations and I can place my groups around here. And now I think it's too small. So let's just go back. I will scale little bit on these directions. Scale little bit here. I will come back to the right upper arm and the right upper arm will scale little bit on these directions, scale little bit on these directions as well, and reduce a little bit these directions. Just like that. And I will recuperate the right hand and create some rotations and place the right hand on this area. So it's okay for that. Now what we need to do we need to repeat this on the right. So how to process. The best things to do is concretely you create three levers, so you create a first one. You create a second one, three new vector levers, third one, and you rename each lever. So this one will be the left upper arm, so extremely important to rename the layer in this case. This one will be the left lower arm, and this one will be the left. And. So after we need to copy and pass from levels to another one. So convertly we have the right upper arm here. We can click on this and we can copy and pass so edit copy, and you can go on the left upper arm and you need to pass. But to pass, you need first to go left click to enter inside and after did pass or Control V. And what you need to do, you can just create a hip selection horizontally, and just dragging and moving pressing sat to stay on the axis and try to position on the right just like this. Now let's repeat this process I will select the right lower arm. We'll go left click here, Edit and copy. Then we will go on the left lower arm. One left click to enter inside a frame, edit, past insert or Control V, create a flip horizontally, and then drag and moving pressing shift to stay on the axis and move on the right like this. Then we'll select the right and and I will click on the group. Edit and copy the group. I will go on the left hand and on the left hand, one left click to enter inside the frame, edit and pass insert. Then we can flip horizontally and drag in and moving on the right. We can drag and moving on the right until around here. As you can see, thanks to that, I can have the same thing on the left and on the right. At this moment, we check the body right upper arm, right, lower arm, right hand, left upper arm, left, lower arm, and left hand. 67. Character create legs: We are going to continue. And for this, we will create the legs, and for this, I will create two new levers. We'll go first on this area. We'll create new vector livers, and I will replace here by right. Upper leg. Et's tap right upper leg. At the same time, I can dragging and moving little bit on this area and I will create my first element. We'll repreate the blue color that we have here and I will click on the body, select the blue color, right click Copy, and I will go on the right upper leg and right click and pass the color to replace this blue color. Then we will zoom on this area and I will select geometric tools, ellipse, and I will generate ellipse around here just like that. After that, I will click with Edit Point Control tools, and we will adjust or I will adjust a little bit my ellipse with handles here. These handles on the directions and these directions as well on this area, we can reduce. After that, we'll make something a little bit bigger on the left and on the right on this base. This one will move a little bit here, and I think like this, it can be pretty decent, just like that. He also add more point, but I think in my case, it's going to be enough and I will play this one here and this one may be like this. Oh, we will use the selection tool then, and we'll dragging and moving this first element on this area, as you can see. And after that, I can extend a little bit on this direction because it's too small on this direction, so we can extend can scale a little bit on the right as well. And I think like this, it would be pretty decent. And we can create the order part. First, I will click here, we'll extend a little bit again, and I will create an oder part. For this, we'll go in this area. We'll create a new vector v again and we will replace by right. Lower leg and we'll repeat the same process. First, I will replace the black color by right click bass color with the blue colors, and then we'll select one more time ellipse tools and just generate another ellipse around here. We'll adjust the entro 0.1 more time. We'll move these handles like this. This one like this. This one like this, and then this one like this. We'll create a small movement here, small ones also on this area, and this one will make something little bit thinner on this area. And I think I can use the selection tools, and we can drag in and move in here, just like this. And I will move little bit around this area. So I think like this, it's pretty good. I can use one more time, I edit point and short tools, and we'll adjust little bit and move the point on the left. And this one will adjust little bit as well and move little bit on the right. Just here. The last thing that I'm going to do it is to make the shoes, not to make the shoes to make the fit. So I will go in this area one more time. We can move a little bit of timeline here, and I will generate another new es. We'll click here, New Tunector levels, and I will replace by right, and this time it will be right foot. What we will do to crowd the right foot, we'll take the black color here. We'll define a circle. We take the circle tools, generate a circle around here and I will adjust with the ancho point. I will use EdicPoint control tools, left click here, and we just move the handle on the back here and this handle on the back to just make something exist. I need to do more for this element, I will come back to the selection tools, and one Netfliq will move here. I think it's too big, so I will scale little bit on this direction, scale on this direction as well, and we will place this one around here. Let's scale again and scale again. After to do this type of work, we need to repeat the same process for the arms, but this time for the leg. So first, I need to create three new levers. We'll click here, create the first one, then we'll click here, create the second one, and then we'll click here, create a third one. We'll double click, so this one will be the left. Lower left upper leg. Then this one will be the left lower leg, and then this one will be the left. Foot. And after to do this work, we can copy and pass one more time. I will go on the right upper leg. I click on this area, edit, copy or Control C, and then we can go on the left upper leg, one left click to enter inside the frame, edit and pass insert or Control V. I can flip horizontally and dragging and moving on the right. After that, I will repeat the process. I will selt the right lower leg. I will click here, edit and copy. Then we'll go on the left lower leg, edit, and I will go left click first inside and edit fast inside. And I will drag and moving here. I forget to flip. Let's flip as well, and I will play this one around this area. You can press shift to stay on the same axis. And I will do the same type of things with the right foot. The right foot maybe will move a little bit on the left, will be pretty better with shift, but we move a little bit on the left, just like this. Maybe I will scale a little bit also just here. And we'll copy and paste again. So we'll go edit and copy. Then we'll go on the left foot, one left click to enter inside the frame and edit and pass insert on Control V. Here, normally, I can flip as well here so we can flip and we can move on the right around, I think, here. So at this moment, we have finished with the different element to compose this character. So we need to check first, I will move the timeline to see all my different evils and we need to check that we have all the elements here. So head, here, body, right upper arm, right lower arm, right hand, left upper arm, left lower arm, left hand, right upper leg, right lower leg, right foot, left upper leg, left lower leg, and left foot. 68. Character change points: We're going to continue. And for this, we are going to change the transformation point. Extremely important to change the transformation point because after we will create parents and to create parents and children, it means to create the link between the different parts of the body, we need to place the transformation point. So first, I will zoom a little bit here. And we need to switch on this area to the animate tools, and by default, each transformation point will be located in the center. I'm going to give you an example. If you take, for example, the right upper arm, and now you decide to rotate at this moment with a transformation point here. If you turn, you will turn is. So if I want after to animate, it's not going to be interesting. I select the right lower arm and a turn, as you can see, n is. So definitely, it's not going to work properly. So this is why we need to change the transformation point. So how to play the transformation point, we need to place the transformation point depending on the joins on the body. So concretely, I will select the head first and the head first, I will drag and moving here the center of the transformation point, and the join will be on this area at the level of the neck. So thanks to that, if I place the join here or the transformation point here, if you prefer, if after you decide to rotate the head, you will be able to rotate like this and in this case, is interesting. Now we'll select the body. For the body, the body will be the fixed part when we create the parenting links. This is the reason for which we only need to move close to the center of the red area. I think we can just move around here. But after a skeleton will be automatically created depending also on the transformation point. So I think instead to put this one here, it's pretty better to put this around this area because after we have different bonds, so I can put this around here. Let's selt right upper arm. The right upper arm it is this one. So I need to dragging and moving the right upper arm on this area at this join with the shoulders just like this. Now, if I selt the right lower arm, I need to dragging and moving around, I think here, just like that. And if I selt the right hand, I need to dragging and moving and on this join. Here. So now if I take this example, if now I move the right upper arm, as you can see, I will be able to switch for rotations and we will be able to rotate like this, and now it's so much more interesting. Even if we don't have the parenting, so this is not going to follow, but we will do this just after. If I select the right lower arm, it is same. I can turn like this, and as you can see, it's pretty more descent. Maybe I can adjust a little bit my point with the center value, and maybe I can adjust a little bit of point on the back around here. And now if I come back with the rotations, yeah, things like this, it's pretty better. So we are going to continue with the left upper arm. So left upper arm, I will dragging and moving will come back to the center, and I will put this around here close to the shoulders, just like that. Then I will take the left lower arm, and I will dragging and moving around here. And maybe around this area. I think I will check this one because this one we don't see too much. So yes, I think I can place the transformation print little bit on the bottom. So I take the center, and I will dragging and moving a little bit here. And now if I use the rotations, yes, now it's pretty better. Then I would take the left hand and the left hand, we can dragging and moving one more time the center point. When I say transformation point, it's just the center point and we place the left hand just here. We can repeat the same process for the legs. I will say the right upper legs, and for the right upper legs, we wagging and moving on this area, just here. Then we'll select the right lower legs and the right lower legs will dragging and moving around. Yes, just here like this. Then I will select the right foot and the right foot, we need to search our transformation point. We're not going to move the foot, but I will place on this area. Then we will select the left upper leg, and I will move the left upper leg around here, just like that. Then we will select the left lower leg, and I will dragging and moving the left lower leg here, just like this. And then we'll select the left foot and I will dragging and moving the center point of the left foot around here. So now after that, normally everything is okay. I can just check for the leg. So I will select the right upper leg will switch for rotation. And if I decide to turn, as you can see, it looks pretty good. I'll select the right lower leg. I think it's pretty decent as well. I will select the left upper leg and I will turn is. I think it's going to work, left lower leg and will turn is. I think it's going to work as well. So we can create the parenting before the transformation point, but I think in my opinion, it's better to make to change the transformation point, the center point before to crap the parenting. Even if we can do this after, I think it's pretty better to do this before to create the parenting. 69. Character add parents: We're going to continue with this training, and for this, we will create the parents. So how we can create the parents with children concretely. We can go on the right and we can go in the composite. So as I explained before, we are created the transformation point. So thanks to that, when we turn, it's going to work, the only problem is when I select my Animation tools and I define a rotation. If for example, I select the right upper arm and I turn, as you can see the right lower arm and the right and is not going to follow. If I select the right lower arm, as you can see, the right and is not going to follow. So we need to create the parenting. Create the parenting, we can go on the right here and you can select composite. I think when we go on the composite, so we can go on this area, you need to be on the right on the stage schematic because if it's not stage hematic, it's not going to work. So here on this area, you have efic and stage schematic, just like this. So you need to be on the stage Chemet. What you can do on the stage hemat, you can just pull here the table little bit on the left here, and the reference base will be the body. So the first thing that we need to do is to move the body element. And we will link the different element to the body step by step. So for the head, as you can see, I can link the blue point to the red point of the body sizes. Then we need to link step by step. So the right arm here, the blue point need to go on the red point. And thanks to that, the right arm will be a child of the body, and the body will be the parent of all the elements. Now the right arm will be the parent of the upper arm will be the parent of the right lower arm. So I link this blue point to this red point just like this. And now we have the right end and we can link like this. You can also click here to see and to have the preview of the different element. If for this, it is more simple as you can see. So we can start like this. So the head, right arms, the upper arm, right, lower arms, and right end. Are we dragging and moving the body here? Let's do the same thing with the left arm. We'll click on the left upper arms and link the blue point to the red. The left lower arm links the blue point to the red and you can see the preview and the left hand and links the blue point to the red one, just like that. Then we will work with the legs as well. So right upper leg, and we link the blue point to the red one here. We can dragging and moving a little bit on the top, the right lower leg, and then the right foot. After that, I can move this one here and I can move this one here, and we can just check also the different members. Then the left upper leg that I will link to the body, the left lower leg that I will link to the left upper leg, and then the left foot that I will link to the left lower leg, and we can activate this one. Concretely, this is what we need to have to create the right parenting for this character. I'm going to show you again we'll see the table. So here the body will be the parents of everything. And after that, we have, for example, the left upper leg, which is the parent of the left lower leg, which is the parents of the left foot. Body, right, upper leg, then right lower leg, right foot, and body, then the left upper arm, the left lower arm, and the left hand, and then the body and the upper arm, the right lower arm and the right hand, and on this area the body and the head. We have the right parenting here. So now what we can do, we can just get out and I can come back to the timeline, and we can check if it's going to work. So how to check if it's going to work, you just select what you need. For example, I can select the right upper arm, and I just need to switch for the rotation, and we are going to see if it's going to follow. And as you can see, it's going to work. So the right lower arm and the right end is going to follow. So now it's perfect. By selling the right lower arm, as you can see the end is going to follow. So it's pretty decent. And we can check the different elements. So here, it's going to work. Here, it's going to work as well. If I just continue, I will check also for the legs, right upper leg, and I will check. And as you can see, the rest of the leg is going to follow. The right lower leg, and as you can see the foot is going to follow. I will select the left upper leg and the foot is going to follow as well, and the left lower leg is going to follow also. So everything looks pretty decent. I can check, for example, the head link to the body, so it's going to work. And after I can move the hand, but the end, we already know that it's going to work. So now at this moment, at this moment, we have the different transformation point. We also the parents. So at this moment, we will start to be ready to generate an animation, and we will see two types of animation, an animation just with a key frame directly or an animation using the skeleton and it will be pretty faster and more convenient. 70. Character add background: We're going to continue and for this, we are going to add an image on the backgrouns. Before craton animation, we will add an image on the backgrounsF this something that we can do, first I will move a little bit of timelines on this area and we have the possibility to go right click here and we can load levers as you can see, or the second possibilities will be to go on levers and you can load levers on this area as well. After to do this type of work, what we will do we go on this area. And on this area, I will select my descop here and I have some image. So as I explained, we have used different images, and the image that we are going to use will be the image room. So we can click here and load and import on the backgrounds. After to do this type of work, I need to scale and to play the image at my convenience. Let's move again a little bit of timeline. First, the image is on the foreground, as you can see. So we need to change the position of the image and you can just dragging and moving. And as you can see, you can dragging and moving until the last area here to be on the backgrounds. After that, we can use the scale tools and we use with the scale tools, you'll be able to scale the image until the wide will be a little bit outside the camera view. And after to do this type of work, I will be able to adjust at my convenience, and after to scale, we can also dragging and moving the image. Something that I will do, I will use positions as well. Automatically we'll have keyframes created because we move the image using the animation tools and I will move little bit practicing shift and place my image around here. Something ata will do. If you want to scale the character, we can also scale the character. You just need to select the right element. I'm going to show you to scale the character, it depends about the parents. So what we use. If you, for example, select the right upper arm, and with the right upper arm, you decide to scale the right upper harm, and you just go left click. As you can see, you will scale all the arms because you have the children's left right lower arm and right end on this. You can only scale this one, but you cannot scale the rest of the element, and you cannot select the different elements. So as I explained in the parenting, the basic elements that we have, so it means if I come back to the composite here, we have the timeline, the composite, if I zoom a little bit, we have the body here. And the body here is element parents to all the elements of the body. So it means if I scale the body levels, so it means this one. If I scare this one, all the elements of my character will be scared. So it is important to understand that. By the way, you can see the image appearing here. We can also take a look and the image will appear also on this area. Now I will just come back to the timeline, and on the timeline, if I decide to click on the body, I can scale all the body because I using the right parents. And I will decide to scale and I will scale little bit. I will radice Automatically, I will have a kiss created on the body, so you need to be careful about that, but it's not a problem, so I can scale, as you can see the body just like this. And if I want to change the position, I can also change the position with position. I can dragging and moving my element maybe around here. I think there's definitely a little too big. I will scale again. So we'll continue we'll select scale again. And with left click, I will scale a little bit more. And I will change again the position. I will switch for position and we drag in and moving a little bit here. I think this size is pretty good. We can put this between the sofa and the carpet here. The head little bit below this area and we have the window in this area. I will scale again just a little bit on the top, and that's it. I think like this, it's pretty convenient. So here I use scales. I use a position, but we could also change the position on any area. So if I prefer to move the element just here, I can move also here, but we need to be careful on the position of some element for growing background. But just to show you you can move the character in any position on this area, any position on this area. So you also need to understand that the final render will be the camera view. So everything outside won't be in the camera, for example, during the expiations. B on the right, you can see that with this one, or you can see that with this one. So thanks to that, you can see with a preview what area we will have and what part of the image will be cut directly. So we can now generate animations. 71. Character animation with keyframes: We're going to continue, and for this, we're going to see how to create animations. And first, we're going to set the different elements of the animation, and then we'll create animation using the different levels. So we'll select the levers and create some movement. First thing to do is define the area of animation. So I will extend here and we'll extend, for example, until 102, just like this. After that, we also need to select the different levers here. We shift. So we shift, you can select the different levers. And on the last one, you can just pull like this and you can pull all the levers until 102 to see the preview. So at this moment, if I do animation, I can read from one until 102, but I didn't have created anything. So we are going to zoom a little bit on this area. And what we need to do, we just need to select each level that we want and generate animation with animate tools. It's not the best. I will show you the best way after, but at this moment, we'll work like that. You can also save this area at this moment because after we generate the second type of animation with a skeleton, we'll start from this point as well. I will select, for example, something like the right upper arm and with the right upper arm, I can define my first position with set key and the right lower arm with set to key as well. I will select I think we can activate a key directly we can activate a key on all the element first. To define this original position. So on all the layers, not all the layers, all the levers, you can activate directly a keyframes to start with this original position, start with this original position like this. After that, I will six the right upper arm, and I will go, for example, at ten, and at ten, I will create some rotation, so we'll use rotate just like this. Then I will go maybe at 16, and at 16, I will move a little bit, and I will come back at 24, and at 24, I will move a little bit here as well. Then we will go at maybe 36. We'll come back on these directions, and I will go at 42 and at 42, we'll see the right up lower arm, and I want to define the keyframes to select to define this position before to go at 48 and move like this and before to go at 45 and move like this, for example. Then we'll work on the other part. We'll work on the left. Concretely on the left at maybe 56, we can activate the keyframes for the left upper arm keyframes, the left lower arms keyframes and the left and the left hand, just the left lower arm and left upper arm. Thanks to that, I can start from this and I will go at 62 and I will move like this, then 68 and move like this. Then I will go at maybe 78 and I will move all the left upper arm. Here, then I will go at 84 and I will move again the arm here and maybe 92 and move again here, and I will come back at 102 on this area just like that. If I just play the small animations, I will click here, and as you can see, we can create this type of movement with the end. Can also move little bits of head and for this we can click on the head. I can start maybe at 30, and at 30, I can activate to keyframes to have these positioned originals. And I will go at 36, I will turn it bit. Then at 42, I will turn it a bit, but you can also enter the value that you want here, and I will turn it it, then I will turn it a bit. And I will recuperate to position at zero here. So I can tell directly zero. So thanks to that, it's more convenient. And that's it, and I can continue maybe 78. I can activate to keyframes, then 84 and turn 96 and turn, and I will go at 102, and I will recuperate to value of zero. So after to do this type of work, let's take a look about the animation. Just like this. If I want it, I could animate for example, something like the right upper leg. Maybe I can start at 12 and at 12 activate a keyframes for the right upper leg and the right lower leg to automatically define this position. And I will just maybe move around 18 and at 18, I can do something like this, and I will go at maybe 26 and at 26, I will go back. If I want to repres my position, I can just tap zero on the rotation. Then I will go at 36, I will select the right upper leg and I will move like this, and I will go back at maybe 46 and at 46, I will come back with a rotation and I will tap zero. Then we'll select the left upper leg will start maybe at 66, and I will activate keyframes to define this position. Left lower leg, I will activate keyframes to define this position, and then I will go at 72 and I will move a little bit here 78, and I will come back with zero degrees. I will define then the left upper leg at maybe 84, and I will move. And I will go back maybe at 92, and at 92, I will come back with zero degrees. It's Ableton to set the keyframes to the right position to have original position and to not start directly at one in different example. So now if I just click here, you can see this type of animations just like this. So we can activate the preview as well so we can click here. So this preview, I think it's pretty better, and I can read the animations. 72. Character animation with skeleton: We're going to continue with these animations. And for this something that we're going to do. When I go on this area, I didn't change that, so we can just change that and we can tap something like, for example, room we have something on the backrooms. And after to do this type of work, we'll be able to generate another type of animation. But this time for this other type of animation, we will be able to work with a skeleton. So concretely, what we can do, we can go on this area and we can generate a skeleton. To generate a skeleton, we can click on the skeleton tools. And when I go on this area, automatically, as you can see, we have a skeleton here, and we can just dragging and moving the skeleton just on this area here. And we can create a skeleton. So concretely, when you go here, you can just link the different element together. And if you're dragging and moving automatically, it will define the skeleton automatically in depending on what you use in the composing things mode. So concretely, if I tracking and moving, I'm going to show you again. If for example, you come back at this moment, here you have the base, and when you move here, you have linked to directly, and you can link a base. I link the base here, now it's going to work and move the base on this area. You move the base on the body and automatically he can recognize the body just like this. What does it mean? It means that here you have bit skeleton and if I'm using animate, problem is is here, just the center. So for example, we have this one and this one is for the image. So here we have this print and this print is like a baseball. So it's definitely not a problem. You can tap the baseboard around here. And now I will be able to select each element and to dragging and moving like this. This is why it can be useful to create the parents as well because you can create the skeletons. I just come back to build skeletons, just like this. So this one will be my reference and after we have automatically the skeleton created. You can then animate with the animate tools and you can just go and on time, you can just go Left click here. Or something that you can use also, it is this one, so it means inverse kinematic. Inverse kinematic can be pretty convenient because you can have more realistic movement. Things that I'm going to do is to activate keyframe for this original position. But the problem is if you click on this area, yes, you can activate the keyframes for each element, thanks to that at the frame number one, I will have this original position for all the parts of the body. First I'll select all the part of the body frame number one, and I will activate a keyframe to define these original positions. So after to define this original position, I don't need to every time click on the right levers, I can just use this one. I think I scale the room to make a mistake. It's a little strange I will come back to these tools, and I will come back to the scale tools just like this. Yes, here, and I will come back with a rotation with the positions, and I will change again the position, maybe here, and I will scale again. After that, I will change the position again a little bit on the right. I, it will be pretty decent. And I will use my skeletal again, and I will increase little bit, just like this. After to do this work, I can animate. I will select on this area. The skeleton tools. And after to six the skeleton tools, I just need to click on what I need and I can just dragging and moving, as you can see. So here I can start with, for example, this original position, and that's it, I can go maybe at six and hoops I can select the right element and move like that. Then I will go at 12, and I will go back here, then I will go at 18, and I will move again. Then I will go at 24, I will come back here, and I will go at 30, and I can move like this. As you can see, the movement will be a little bit more realistic. Then I will go at 34 and move like this. Then I will go at 42, and I will go back on this direction, these directions. And for example, these directions. Then we go at 54 and I will move like this and I will move little bit as well. So after to do this type of work, I will go at 60, and what we'll do at 60, I will focus on the left. So the left arms here, I can just dragging and moving this position, left lower arm this position, and left hand this position. And in this case, I need to select the levers and place my key frame to start with this original position. I will go at 66 and now I can drag and move in this 172, we can move here. I will go at 78 and 78 we'll be able to move here again. We'll come back I 84, and I will do maybe hops. Yes, something like this. Sometimes it's not extremely convenient. I will come back here 84, 96, we will move on this maybe directions and 96, this one and 100. Two hoops, I will on this one and move just like this. So if I just play the animation, we will upturn this render as you can see. We'll be able to change the spin if we want after using the number of image per second. If I just come back at the beginning, we can use at 18, and I can activate for the head key frames. Then I can go at 24, can move little bit to head, then 30 move again, then 42 move like this and 54 move like this, maybe 60 move like this. Oops. The problem is when you use this one, you cannot enter directly a value. It means I want to come back exactly with my original value, it's going to be a little bit difficult, so it is something important to understand. Oops, I think here in this area I'm too far, I need to go back here. It is say if I wanted to work with the leg, I can maybe go at 12, activate a key frames for the right lower leg, and a keyframe for the right upper leg. And then we can maybe start a movement just like this, then go at 24 and go back here, then 36, and I can activate another key frame for the right lower leg these times. And thanks to that, I can start at 42 and hoops move a little bit. The leg like this one. Now we come back at 48. And click here and go back around this position. But the problem is sometimes, yes, it's not extremely convenient because it's not extremely easy to find again the right position, as you can see. So this is a problem of the inverse kinematic. You can be in trouble sometime to recuperate the right position, as you can see when you move. And I can do, for example, the same thing for 60 with the left upper leg, and I can define a key frame, left lower leg, key frame as well. Also, and I can go at 66 and moving a little bit here, 72 and ops moving a little bit here. We could continue if we need. I just an example. Now if I just get out, I will click out here and we'll play the animations and we'll obtain this render. 73. Character export animation: We're going to continue, and for this, we are going to export the animations. We have created these animations, as you can see, and I will click here and we can see the preview of the animations. You can zoom on this area also, and let's take a look. With this small animation. So first things to understand, you can go on the top here, and when you go nivel on each sheet, as I explained before, you have the send settings, thanks to that, you can change the frame rate from these panels, and you can also have access to the camera settings. Here we are only going to use one camera. So the first one with a ratio of 1920 pixels by 1080 pixels. If you want to make something slower, I have the possibility to click here and to reduce. If I display 12 frames per second and I decide to play the animation, it will look slower as you can see. If I want to make something faster, I can just increase, and I will tape 48. And if I tape 48, I will play the animation and you can see it looks pretty faster. You can adjust we're going to come back to 24, but if I'm using 36, we will obtain this render. So let's just come back with 24 and play the animations. After to understand that to export the animations, you can go on the top, and you can see the render feature. First, you can activate the preview here or with this one, it is pretty decent because thanks to that, you can just see the preview with the camera, and the part outside of the camera will be cut automatically. So it means here, we don't see the image, the part of the image outside of the camera. After to do this renders preview setting. So this one is only for the preview. So you can have a preview. If you have multiple camera, you can select the camera frame start. So it means you can generate a preview 1-102, so it means one to 102. But if you want to have a preview only on a specific area, if I want it, for example, 30 to 60, you can just change the value so you can tape 40 until maybe 86, and you can generate a preview only from this frame to this frame. It's possible to export or to preview only on a specific area of your animation, not all the animation. If I want to come back, I will tape a value of one and on this area, I will tape a value of 102. The number of step will keep a value of one shring one, and that's it. So after to do this work, I will go on renders and I can have a preview depending on the previous settings that I display. I can click here and this one will be the preview of the camera. After to understand that, you will have the final render. So it means the exportation outside of the software. You can click on render here and you have the output settings and then the render. If you click on the output settings, one more time, it is the same. You have multiple camera, as I explained at the beginning, you can select the cameras that you want. At the same time, you have the possibility to change also size. Here we are in pixels if you wanted to change the size, you can just replace these two values. And you can also find the frame star and the frame end at these levels. Concretely, here, you can change the parameter. So if for example, I wanted to have 1,200, I can tap 1,200 here. And you can activate the proportion just like this, you can see the render here as well. And here, if I want one to 200, I can tape 12200. Automatically, you can see the difference on the camera on this area. Now we have square ratio one tous 200 by 1,200 and I can export with this. Even if you can work with multiple camera, you can also directly address here with only one camera. If I want to come back, I will tape 1,000, 920. And here we take 1080 pixels. And I can come back to my original issue. One more time, the frame start and the frame end. Here we are going to keep all the animation 1-102. Color settings, by default, generally, we keep these different type of options and the five settings would put where it will be located. So here, for example, you have different options. By default, it is stiff. Concretely, if it is a small animation like this, you can use TIF, but you can export with multiple way. You can export with only a series of image in GPEg or a series of image in PNG, not in a video, a series of image. That means if you sell the GPEG, you can export 102 image in just one folder. Then if you want to have a video format, you can use E VI, it means this one, for example, even if you have other options. Now you can have resample balance. I will keep standard, and you can just click on Render. If you click Color five or more, it is same. You can click on Render here, but you have also the possibility to go on Render and to click on Render on this area. And that's it. I exported my animation on my computer. You can see on this area free book project. So it means the name. You can find the number total of frames, the size of the camera in her hundred level of Zoo, and you can just play the animation exported on your computer. A