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