Principales to 2d Animation: Frame by Frame Animation | Reda Balkhity | Skillshare

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Principales to 2d Animation: Frame by Frame Animation

teacher avatar Reda Balkhity, Animator 2D and 3D

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Learn Animation With Me!

      2:28

    • 2.

      The Basics- Navigating Your Software

      1:58

    • 3.

      Time and Space- Timeline and Frames Rates

      2:55

    • 4.

      Key Pose, Breakdowns and In-Betweens

      3:02

    • 5.

      Secrets Techniques

      3:27

    • 6.

      Secrets Behind Squash and Stretch

      2:20

    • 7.

      Secrets Behind Anticipation

      1:25

    • 8.

      Secrets Behind Staging

      1:44

    • 9.

      Secrets Behind Straight Ahead and Pose to Pose

      2:26

    • 10.

      Secrets Behind Follow Through and Overlapping Action

      1:24

    • 11.

      Secrets Behind Slow In and Slow Out

      0:57

    • 12.

      Secrets Behind Arcs

      0:58

    • 13.

      Secrets Behind Secondary Actions

      0:39

    • 14.

      Secrets Behind Timing

      0:59

    • 15.

      Secrets Behind Exaggeration

      1:07

    • 16.

      Secrets Behind Solid Drawing

      1:35

    • 17.

      Secrets Behind Appeal

      1:51

    • 18.

      Animating a Bouncing Ball

      5:16

    • 19.

      Outro

      0:40

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About This Class

Here's a comprehensive guide for beginners in ANIMATION. You will learn the ANIMATION

PRINCIPLES you need to animate objects, text, and even characters. If you want to learn

animation from scratch, you can start right here with this course. I designed this course for

beginners, so if you've never heard of a keyframe or don't know what a timeline is, then this

course is for you. This course is Animation 101. I also believe this course will be excellent for

anyone with a vague idea of animation, someone who is new to animation and uses software

to move elements but truly wants to understand the fundamental principles to take 

the animation to the next level.

These fundamental animation principles will prepare you for a career in animation. You'll learn

step by step how to create realistic and engaging motion; moreover, you'll understand why

certain specific animation techniques effectively bring objects to life. And most importantly,

you'll learn when to apply them to your work.

In this course, I use Clip Studio to teach you animation. You'll study classic animation, frame

by frame, hand-drawn. It's the best way to learn animation principles. And don't worry if you

think you can't draw, we'll work with basic shapes to animate - to breathe life into these

shapes.

This course starts by teaching you how to animate with just keyframes; it will guide you step by

step to animating a character jumping. I've structured each lesson to be neither confusing nor

overwhelming. As I've made applying the principles very simple, you'll have the opportunity to

truly grasp the concepts without worrying about drawing skills, working with advanced

symbols, or complex structures.

The course progresses towards two final projects. These are significant animation projects in

any school or university program. In these projects, you'll transition from keyframes to a

smooth, dynamic character animation. I want to ensure you feel confident to animate a

complex character animation with many moving parts when we reach the final project.

What's covered in this course:

Whether you eventually want to work in 3D, motion graphics, or 2D animation, you'll need

to know things like:

• Transitions between keyframes

• How to create a smooth transition,

• Why you need to do it - and when you should apply it.

You'll also learn skills that will not only make you an animator but a truly proficient one - skills

such as:

• Timing and spacing

• Stretching and squashing

• Working in curved trajectories

• Working with timelines

• How to animate with anticipation, overshoot, and settle."

Meet Your Teacher

Teacher Profile Image

Reda Balkhity

Animator 2D and 3D

Teacher

This video youtube is just a little presentation of what I do in my spare time like picking random pictures on Pinterest, and turning them into animations.

Hi, my name is Reda and I am a student in 2D and 3d animation with years of experience in the Animation industry from Montreal. I will teach you everything you need to know to be better at 2D animation in my courses. You are always welcome to ask doubts and questions related to the course you are following. I wish you good luck and hope you will learn something new from the courses I teach. Hope to see you soon!

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Transcripts

1. Learn Animation With Me!: This is some first films that I did the last few months and years and have you ever watched something like this and wanted to do the same? Well, you can too, following simple principles and essentials that every animators use for movies like this. This is a great course for beginners and even peoples that want to level up their skills. If you want to know more about the course, I put it two lessons for free. Hop on into this course and I will teach you everything and more about animation that no one will teach you. Okay. Hi. My name is Rea, and I'll be your teacher for this class. We have tree main sections in this course, and I wanted to talk to you about your project called the bouncing ball. The first part will cover the basics of setting up. I will show you how to set up your workspace specifically for animation. Then for the next part, we will go through most of the techniques like keyframes, in between, breakdowns, and some personal techniques that I use for better animation. Understanding this will provide you with a easy way to understand difficult animation, and then we'll start to go into the details of the 12 principles of animation and our bouncing poll where you will put every skills that you learn into practice. And finally, I will show you how to render and export your project. Be sure to share it in the project section. Go check out the other students projects and give me your feedback in the discussion tab. I'm very curious how far you're going to go and improve. I also left some resources for people that are more visual, so you can download this over here. Okay, one thing that you might need is a graphic tablet in styles, but I will say that is not really required because I know a lot of animator that managed to do their animation using their mouse. This is my setup, and this is my graphic tablet. It's a on P 12, and I also have a smaller tablet that I use if I'm animating in the library or a coffee shop. It's a XP pen DCM, and I really recommend it for people that are starting off. Okay. So in the next lesson, let's open our software and took a look around. Okay. 2. The Basics- Navigating Your Software: Okay, so first of all, the software that I use is Clip Serio and it is for me one of the best animation software. It is used for many people that want to make short films on a professional level. But every software is work the same, open yours and I'll explain everything you need. Okay, so when you're opening your software, make sure to go to the animation page. This is where you'll need to set up your workspace. There's a lot of presets already made for you, but this is a lesson to understand those presets. Here is where you can change the size of the frame dependably of the sizes. The Lori will not be the same. In general, below 1,000 the Lori will be bad. 1920 for width, and ten, 90 for height is a good canvas. Next for the resolution, go for 1,200 DPE. It's the best quality you can have for a satisfying looking animation. Then you need to choose your frame rates. I'll explain what it is in the next part of the video, but in general, 24 FPS is the best one, okay? After you want to name your project and click okay, here we are, ready to animate. But before you have to understand what you're working in your left, it's where you're going to have your brushes, color palettes, and select mode. On your right, you'll see your Navigator and layers. Layers are like transparent sheets of paper stacked on top of each other. Each layer holds a different parts of the animation. There are background layer, it is the scenery, the character layer, it is what you're animating effect layer, it could be like rain, light or motion blur, and there's a sound layer or like the dialogue or background. Using those layers help the animaors keep things organized and make changes more easily. Okay, now that we finish setting up our work space, let's go see our timeline. 3. Time and Space- Timeline and Frames Rates: Welcome back guys. Today we will learn about the timeline. Okay, to start with, what is the timeline? A timeline is a guide that helps animators plan out actions that happens in their animation. In general, we work with 24 frames per second. We will use that in discourse. That means that we have 24 images in 1 second. In a timeline, we have timing and space. The timing is when a frame or drawing occurs in this timeline. And the spacing is where the drawing is going to be on the canvas. It could be in the left, the right, up or down. When there's a combination of timing and spacing, we can see when an object moves, where it moves, and most importantly, how it moves. This is why time and spacing are important and define the meaning of a timeline. Because a time is a guide with a lot of frames or drawings that each are situated in a specific place to make a movement. That movement has a time. In a space, in the timeline. Okay, now that we know what is the timeline, we can go into the details. Okay, we have two things to focus on, FPS and DPS. Fps is your frame per second, and DPS is how many drawings per second you make. So example, you make one drawing per every frame. It's called animating on one. Your FPS equals 24. Your DPS equals 24. If we make one drawing every two frames, our FPS is still 24, but our DPS is 12. We can animate on one, two, or even seven if you like to, and you could still be a 24 FPS. Okay, But what's the difference between one, or two, or three? Two cut to work in half while giving smooth animation. Personally, I animate twen two while three is economic. But the point I'm trying to make is that working on one or two doesn't really mean smoother animation and better looking animation. Because for better animation, you need to know how to space your animation. But I will teach you that in the 12 principles later on. Okay, for the next lesson, we will go through the type of frames, like the key frames in between the breakdowns. Let's go into the next lesson and took a look around. 4. Key Pose, Breakdowns and In-Betweens: Hey guys, welcome back. As you can see, animation can be a little bit overwhelming even for experienced animators. There are so many things to think about. So that's why we will use a specific process of key frames in betweens and breakdowns, so we can make a work easier. Let's start with the key frames. What is key framing? Well, before answering the question, now that you understand a timeline in frames, you know that frames are situated in a timeline. Key frames are the main drawing that tell the essential of the story. And they're also called pose to pose because we create the most important poses and then we fill the gas to get the most out of key framing. There are a few extra steps to think about, and by extra steps, I'm talking about the breakdowns. The breakdown is the frame that comes between the two key frames. It helps to smoothly transition between the key poses and it's the start of the motion. Without it, the animation may appear shoppy or not smooth between the transition of the key poses. After defining the breakdowns, we have to fill the space with the in betweens. The number of in between frames created depends on the desired speed and fully of the motion. To be honest, it's a simple process. Look, imagine, this is your timeline. First, the key frames, A and B. They are the main drawing. After that the breakdowns the frame that change the movement. It is the start of the movement. And after fill those empty gas with in between. And that's it, it's that sample for this animation. Of course, a character is more complicated, but at the end of the day, it's the same principles. I wanted to add something else for this course. As important as the other things, it is the onion skin. The term onion skin comes from the idea that the layers of transparency resemble the layers of an onion. It's an important tool because it's all those animators to see how an object or sure is moving to not make mistakes when you're drawing your frame. Depending of your software, you might have the options to customize the color of the onion skin. As you draw each frame, you'll be able to see the previous, in the next frame as ghost images. Okay. Now that you know what is a timeline, what is a frame? What is a FPS? Dps. What are the type of frames that is in a timeline? And what is a onion skin? I think we can go into the next level. Okay, for the next lesson, let's go into some of my personal techniques that I use in Animation. 5. Secrets Techniques: Hey guys, welcome back. Today we will go through the personal techniques that I use in to reanimation. Every animators have their own techniques to animate for better quality and to not waste time when you're animating a project like a short film. The first technique for your animation is by using the camera features in your animation software. Think of your animation like a movie scene. Just as filmmaking, you have the ability to manipulate your camera through a scene that you animated to captures a dynamic animation look. Consider your camera like frames that you're moving slowly, post to post to follow an action example. This is your movement and this is your camera. In this movement, you want to follow the object that the girl is throwing to make the scene moral, life and animated. For each frame that the object is moving, you have to add a frame for the camera that focus on that object. Then you'll see that the camera is following the object in each frame. Okay, Now the second technique is drawing some rough plane of your key frames in a sketchbook or your computer just to see if your animation is making sense and that you know what are the important frames that you'll have to animate. I always use that technique to save time on my animation, because like that I can already know how many key frames are going to be. One last technique I also use is having references for the movements, the characters, and even the backgrounds. Having references is not cheating. Finding clothes for your character is not cheating even more if you're studying animation. Because you can expect to know how to draw everything from the top of your head. Personally, when I want to start a project and need inspiration for the characters or for a movement, I like to navigate on Pinturests. I also have a board where I can take inspiration for my backgrounds or a movement and it helped me a lot. References is very, very important to make your character or your world look believable. It's not wrong to use references at all. Professional animators use it all the time, and some animators think otherwise, but they're also the same. People with crappy art or characters don't listen to them. But tracing and just copying everything and calling it your own on the other hand is another story. Just because you change it a little bit doesn't mean it's yours. Make your art yours. I also wanted to add something else. Look at animation, like the acting of the character and your background is like a scene master, the acting of your character and you'll have an animation that makes sense in a life. Okay, that's it. Now that we finish with some personal techniques, we will go through the big part of this course where you really understand how to animate. And it is the 12 principles of animation. Now let's go to the next lesson. 6. Secrets Behind Squash and Stretch: Hey guys, welcome back. Today we will go through the most important part of this course, and it is the 12 principles of animation. The first principle is squashing stretch. This is the principle that animated objects will get longer or flatter to emphasize their speed, momentum, weight, and mass. Here is a bouncing ball that has squashing stretch. And here is one without squashing stretch. The amount that an object squashes and stretches says something about its mass. The more squashing stretch, softer is the object. The less squashing stretch, the stiffer is the object. For example, the first one looked like a water balloon and the second one look like a bowling ball. Squash and stretch applies to characters too. Look at how this figure is stretching from the speed that he's coming down with. Then he scuotches after he lands before settling in his pose. You can also use it to exaggerate facial expressions. Let's add some scotch and stretch to it. When his eyes are closed, his face squashed. When he opens his eyes, his face stretches up and come back at normal. It's very important to keep the same volume throughout the animation. This is what a lot of people mess up with when they're first trying to squash and stretch. They'll try to elongate the ball like this. Flatten, it's like this. This is what you should not do. The volume of the ball is not constant. If the ball gets longer, it also gets smaller. If it gets flatter, it also gets wider. The same goes for the cube. If you're going in with one line, then the other lines go the opposite ways. The next step is to do it in treaty. Something else is that the ball does not have to be stretching the entire time that it's falling when it's at his end. Do not overdo the squashing stretch. 7. Secrets Behind Anticipation: All right, so the second principle of animation is called anticipation. This helps to prepare the viewer for what's about to happen next, as well as to make the action appear more realistic. One example is when a character is about to jump before going, jumping into the air, he has to prepare for the action by crashing down to build energy. If anticipation didn't exist, our movements would look like this. It looks really unrealistic because the energy of the movement comes out of nowhere. Here's another example, a punch to add power and communicate to the viewers that he is about to punch. He reaches his arm back and then punches. Anticipation helps communicate actions to the audience by preparing them for the next action. And this happens in very many ways. If a character is about to take something out of their pockets, they make their hand very visible and end up in the air before going into their pockets. And the most important is that the viewer notices the hand, and the pocket character may prepare for that action by pointing their eyes and head to look in that direction, leading the viewer to also look there. It's important to make it easy for the audience to understand what's going on. 8. Secrets Behind Staging: The third principle of animation is called staging. Staging is the presentation of any idea. So that is completely clear. It can apply to acting, timing, camera angle, position setting. When you're animating, you want to be in full control of where the audience is looking. Example, you want him to look at this, then look at this. Now look at this. This control is through staging. Here's an example of bad staging. In this example, you don't know what to look at first, but the camera has a lot to do with this. It's important to know when you have to be close up or far away. Far away is for big actions. While close up is good for expressions. Don't have the main action on the side of the screen. It should be either in the center of the screen or in one of the thirds of the screen. The main action of the scene should be very clear in sample and also have proper timing. Let one action finish before the other person starts their action instead of overlapping them, like sometimes you need to put poses into an action if there's something in the screen that has to be processed before moving on. But staging is not just about controlling the viewer's eyes, it's also about conveying ideas. If a character is set, for example, you want to make sure that the viewer knows that and feels that. 9. Secrets Behind Straight Ahead and Pose to Pose: The fourth animation principle is called straight ahead and post to pose. This term describes two methods used to animate drawings. The first one, straight ahead, is when you draw the first frame, and then the second frame, and then the third frame, and so on. Basically, animating as you go. The second method, post to pose, is when you draw the beginning and end of each main pose and go back later on to fill the gap. Like we talk about it in the frames and rates lesson. There's benefits for both methods. But pose to pose is generally better for most actions because it gives you most control. Like this, you can have a good idea of how it's going to look like early in the process. Instead of worrying if the corrector is going to end up in the right place, you decide where it ends up from the beginning and work backwards. Also, choosing to work with straight ahead animation can lead to the character changing size or being on a different level from the beginning to end. Post to pose save you a lot of time. If you were to animate a whole sequence straight ahead, then realize that one pose is off. You would have to change many frames to fix that one pose. But with post to pose, you just have to draw the main poses to see if it feels right, you fill the gap later on. Straight ahead animation is good for animation that are unpredictable, like fire explosion, water cloud, and many more. The reason why straight ahead works well is because it's hard to predict how it will work, pose to pose. If you're animating fire, for example, you just have to go with the flow. Another example of unpredictable animation is overlapping action, which will be discussed in depth in the next principle. Let's say that a character has floppy ears. You can draw the figure first pose to pose, and then the ears using straight ahead. 10. Secrets Behind Follow Through and Overlapping Action: All right, The next principle is called follow through and overlapping action. This is the technique of having a body parts or object dragged behind the rest of the body and continue to move. When the body stops, follow through and overlapping action are often associated with another technique called drag. These names all describes the same thing, but in different ways. For example, follow through refers to the way parts of the body continue to move after the body stopped. Overlapping actions describes the offset between the timing of the main body and its other parts. And drag describes the technique of the lying, the movement of body parts in relation to the main body follow through and overlapping at realism to the movement. Here's a character with and without follow through and overlapping action. Basically, when the main body moves, the tip of the appendage should be the last to catch up. When the body stops, the tip should follow through before settling back. Also, something else that is important is the mass and the time that you give to the object that is following through and overlapping. 11. Secrets Behind Slow In and Slow Out: All right? So the next principle is called slow in and slow out, and we already talk about it in the timeline and frames listen. This is one of the most important principles to achieving lifelike motion. Without it, things would feel too mechanical. That's because robots are one of the only things that actually move their parts at a constant speed. To use this principle, you take your extreme poses, draw a single in between them. Then draw the gap closest to the extremes until you satisfy with the amount of slowing and slow out. I suggest you to use it wisely example. You wouldn't add a slow out to a bouncing ball as it's colliding with the ground, but you would add it as it's bouncing back up. Many persons that start animation get impatient and draw the next frame very far from the beginning. 12. Secrets Behind Arcs: So the seventh principle of animation is called Arcs. Okay man. And I would say that most living creatures will move in a circular path, otherwise known as an arc. Let's say that we were giving those key poses and were told to fill in the gap. Simply fill the midway point between the poses would not work because it would look too mechanical. The balls need to follow an arc, of course, we also need to consider the slow in and slow out caused by gravity. Now let's use a character. Right now, it looks pretty dull and straight, but if we add an arc to it gives it a little bit more character. Arcs can be added to almost any figure movement. You maybe saw it in animation movies too, like this. 13. Secrets Behind Secondary Actions: All right. The next principle is called secondary action. This principle is often associated with overlapping action. Secondary action describes gestures that support the main action to add more dimension to the character. Animation. For example, A character may be walking angularly. The main action is the legs, and the secondary action is everything else. The arm swinging, the head, bumping, and the facial movements like this. 14. Secrets Behind Timing: Okay, so the next principle is called timing. We went a little bit through it in the timeline and frames listen. Okay? The principle states that the personality and nature of an animation is greatly affected by the number of frames inserted between each main action. Basically, if you have many frames that are very close together in between the main poses, the action will be very slow. But if you have very few frames set far apart from each other, the action will be very fast. Less drawing mean fast, and more drawing means slow. One sample action can have ten different meanings depending on how many frames you give it. As you already know, the standard frame rate for movies is 24 frames per second. 15. Secrets Behind Exaggeration: The next principle is called exaggeration. Basically, every action pose and expression can be taken to the next level to increase the amount of impact on the viewer. The early animators in Disney would get confused because Walt would tell them to add more realism. But then when they changed it, he would criticize the result because it wasn't exaggerated enough in Walt's mind. He didn't mean to make the physics more realistic with reality, but rather make the idea or essence of the action more apparent and real. If a character was sad, make it sadder, bright, make it brighter. Exaggeration doesn't mean disorted but more convincing. It's amazing how you can always add exaggeration motion. Or quick exaggeration needs to be bigger in order to be noticed and push the exaggeration level until it actually becomes too much. 16. Secrets Behind Solid Drawing: All right. The next principle is called solid drawing. This principle is about making sure that firms feel like they are in a three dimensional space with volume, weight, and balance. Thing that makes animating a lot easier is being able to draw a figure from all angles. This requires knowledge of three dimensional drawing. For example, you're drawing a line on a sphere. Well, it must follow the contour of the sphere surface. A straight line makes the circle look flat. When you want to draw a cube, avoid making Parlel lines. Lines should be bent towards the vanishing point, otherwise it will look like a flat symbol. When you're doing a rough pass of the character, use basic solid shapes like spares, cubes, and cylinders. This will help you mindful of the space thorin. Another thing you can do is draw perspective lines on the ground to keep track of their distance from the camera, so that you can know when to draw them bigger or smaller. When you're moving on the clean line version of your character, be very mindful of overlap and try to include it whenever possible. Without overlap, everything appears to be on the same plane. Just add a single line here and there so it can define where surfaces come out and where they recede. 17. Secrets Behind Appeal: The last principle of animation is called appeal. Basically, characters that you animate should be somewhat pleasing to look at. They should have some charismetic aspect to like about them. This doesn't only apply to the hero of the story but also to the villain. And every other characters appeal doesn't always mean good looking. It can also mean interesting. The villain should be liable in the sense that they are interesting to look at. The tricky thing about this is that everyone has a different standard of what is appealing. However, just giving your character a dynamic design can greatly boost its appeal. Here are three steps for doing that. Instead of using the same shape for every character, use original shapes that are going to differ your character from the others. Second, play with proportions. Cartoonists often magnify the things that we find interesting and shrink the things we might find ugly and boring. And the third, keep it simple. Too much information can overcomplicate the character. There's a difference between drawing illustration and animation with animated characters. You have to pick and choose what details you want to keep, because you're going to be drawing those details 100 times. That's all we have to know for appeal. And that brings us to the end of our 12 part series. Thank you for watching this big part. I really recommend you to listen again to the principles until you really understand them. Now, we just finished the theory part of this course. For next lesson, you will put everything that we learn into practice. Let's go. 18. Animating a Bouncing Ball: Hey guys, here we are in your first project called the Bouncing Ball. But before you start, you'll need to take your graphic tablet, go to your animation software, and listen to discourse on a different device, like through your phone. Are you ready now? Let's start. Before animating the ball, you have to start with the arc. Arc is the red thing here is putting the direction of the ball to understand the action is not only to understand an action, but also to make it easier for you to draw the animation. Okay? After drawing your arc, you have to draw your key frames. Okay? So here in this animation, we have two keyframes. Those keyframes are here and there. After knowing where you're going to put your three keyframes on your arc, you have to know where you're going to put it on your timeline. Here, example for mine, I put the first key frame on the first frame of the timeline. And my last one, because you have to put the first and the last keyframe first, I put it there on the 49th frame of the timeline. Now you have your arc, you know how much key frames you're going to have, you know where you're going to put the first in the last key frames, but now you need your in between frame between those two key frames. I'll explain to you here is the animation. Like you can see we have the first key frame here that you have and the last one here. After that, you need the frame that's going to do the difference between the first key frame and the last one. This is the in between frame is this one. This frame is really important for your animation. That's going to make the difference between frame A and B and B2c. Okay, Now it's time to draw the in between. But before that, you have to put in consideration one of the principle called slow in and slow out. This principle is referring that pretty much every movement starts slowly, gets faster, and finishes slowly as we saw in the first part of the course. Okay, here for the bouncing ball, you can see that the three first frame is slowing in. As it's slowing in, it's getting faster here. After that as it's bouncing up, you can see it slowing out. Okay. Now that you put it in consideration, the principle about slowing in and slowing out, you have to put another principle in consideration called squash and stretch, okay? For the bouncing ball, you know that the ball have a certain weight that you have to respect when the ball is falling down. You know that the gravity of the object is going to stretch a lot when the ball is hitting the floor, you have to exaggerate the movement as possible as you can like that. You can see that the ball is really hitting hard into the floor. As it's hitting the floor, it's bouncing back. There's two places in the timeline that you want to exaggerate the stretch of the ball as much as possible. First would be before it hits the floor, like the frame when it's still in the air. And secondly would be the first frame when the ball hit the floor. I would exaggerate those two frames because you want the viewer to sense that the ball is really bouncing back into the air. And don't be scared to exaggerate those two frames. And remember that exaggeration is one of the 12 principles, so you can play with it. I also wanted to clarify something. You see those two frames here. Those two frames, You're not obligated to put it there. But personally I put it there for more details like that is going to amplify my animation and make it look better. I know that there's animator that wouldn't put those two frames because it seems like two extra frames that you don't need to put. But for me, those two frames are putting more details into my animation. Details are really important into animation. It makes it look real and more alive. We finally finished this project. If you have any questions or you need help to understand a part of this course, contact me on my e mail and I'll be happy to help you. This project is a combined of all the principles in one animation. Remember, there's not failure. You either win or you learn. Be patient and do a little bit more every day. 19. Outro: Finally, the course is finished. We talk about and went over everything you have to know to start animation. Don't forget to come in and ask me questions if you didn't understand something. I'm always here to help you get better. And don't be shy to send your bouncing ball or any animation improvements. Now I just hope that you're going to love the process of animation. And thank you for watching this course. Remember, just try new things and don't be scared, I'll hope you do great things in animation and I'm excited to see it.