Principles of 2D Animation: Intermediate Character Movement Techniques | Alex Meyers | Skillshare
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Principles of 2D Animation: Intermediate Character Movement Techniques

teacher avatar Alex Meyers, just another jaded millenial

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Intro - What even IS this class?

      2:19

    • 2.

      The true power of Squash and Stretch

      1:10

    • 3.

      You'll never draw smears the same way again

      1:58

    • 4.

      Memorize this pattern and you'll look like a pro

      1:46

    • 5.

      The simple secret for more organic animation

      1:53

    • 6.

      Outro

      1:19

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About This Class

Are you an animator who feels like your skills are stagnant? Well buddy, this class is for you.  

Learn the principles of 2D animation to achieve full freedom of movement in your characters. In this intermediate class, you’ll learn: 

  1. Blink anticipation
  2. Squash w/ smear
  3. Stretch w/ smear
  4. Spin smears
  5. Holding frames
  6. Left, up right, down right 

Once you understand these elements and basic principles, you can apply these techniques to any character movement. They are the building blocks for everything. 

This works with ANY animation software.  Paper and Pencil, MS Paint, use whatever you want.

Meet Your Teacher

Teacher Profile Image

Alex Meyers

just another jaded millenial

Teacher

Hello, I'm Alex.  I am an animator on Youtube who makes videos about romcoms, Disney Channel movies, old movies, and a bunch of other stuff.

 Hello, I'm Alex.  I am an animator on Youtube who makes videos about romcoms, Disney Channel movies, old movies, and a bunch of other stuff. 

 

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Level: Intermediate

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Transcripts

1. Intro - What even IS this class?: Do you ever watch animator or whatever, and you see stuff like this and you think, wow, how did they animate that? I wish I knew how to do that. Oh my goodness, this looks so complicated and difficult. Well, it turns out it's not quite as hard as you might think. In fact, pretty much any of these kinds of movements you see are all based on the same fundamental animation principles that any animator of any skill level can do. Hi, I'm Alex Myers. I've been animating on Youtube for about six years now. I have 3.5 million subscribers. And pretty much what I do is I talk about movies and TV shows, and I animate what's happening in the cutaway jokes I make about them. And just like anyone who does animation, I started out not knowing anything about anything. Okay, I just drew little stick figure dudes, I had no idea what I was doing. I mean, look at this, what is this teaching myself animation? Over these years, I've picked up a few techniques and methods that I use a lot in my videos. And I've gotten a lot of questions over the years about like, how did I learn to animate and how do I animate and things like that. Now I've talked about this a little bit here and there on my Youtube channel, but this class is where I'm going to go a lot more in depth about the techniques I use and how I personally do animation. Now you might see stuff like this and think that it looks like it would take a long time to make and you would be right. But doing animation this way, like trust me, you learn so much about how to make characters move in interesting ways. And like you'll get a lot better at drawing so fast. The animation I'm doing here or that you see here, for example, can be done by anyone of any skill level on any software. Would literally pencil on paper like whatever you can use. Anything you got MS Paint. I don't care. Everything you're seeing here is based on the very, very basic fundamental ideas of squash and stretch. Anticipation, bounce, all the things that you might think are just like simple beginner stuff for babies TM. But the reason why you should return to the fundamentals, even if you have animation experience, is because a lot of animators and artists that I know, they tend to skip ahead a little too fast. And they get overwhelmed when they have to animate something that seems complicated. Because they didn't take the time to cement the fundamentals in their head early on. So by the end of this class, you will take everything you've learned and make a sequence of a character jumping in the air, doing a spin, landing, stumbling to their feet. All you need to do is really understand the basic building blocks of animation. And anyone can animate stuff like this. And I'm going to show you how in this class, whether you've been animating professionally for a while, you just want to like learn some different methods of animation. Or you're a beginner who's just doing this for fun, whatever. I'm going to show you how I approach character animation and what techniques and methods I use in my videos. 2. The true power of Squash and Stretch: I know that you know what squash and stretch is. Okay? Things land on the ground. The squashed down for a second. You jump in there, they get all stretched out. Animation one oh one. But as I said in the intro lesson to this class, this really is the building block for any kind of movement that you could ever want to animate. Honestly, I personally am more particular to like, you know, cartoony smear type movement. But anything you see where someone is running or jumping, or doing any kind of rigorous movement, this all applies. You can see some examples here that I'm showing you. And this is where our animation is going to start. So first, draw out whatever your character is going to be. I would recommend starting with something simple so you can focus more on the movement and less on like the details of the character, hair and clothes and stuff. I'm gonna use my little baby man here that I use in all my videos. But draw your little whatever in like a neutral pose, just kind of standing here. Okay, now we're going to start the squashing part. So we're going to make our characters start to blink and squash down a little bit. This is called anticipation, which is a really important part of movement because it gives the viewer a moment to anticipate that there is a movement about to happen. Okay, hence the name. Right now, we could just leave it like this and move on to the jumping part, and that would be fine. But this is going to lead into our next lesson about smears and smear frames, which is probably my favorite thing to draw. So I'll see you with the next lesson. 3. You'll never draw smears the same way again: Okay, so everyone knows smears and smear frames, right? It's when you draw the arm and it's all like, and then it looks like it's going fast, right? And like sure, that's true. You know, that's very basic smear frames, but that's not what we're going to do here. Okay, smear frames at the most fundamental level are when you completely disregard the character model. Like physics realism, you throw all that out the window and you draw the character in a way that shows very exaggerated movement. This could be for the sake of making it look fast. It could also just be to show personality, emotion, or just 'cause you think it's funny. Some people don't like using off model smear frames, and those people are boring. So going back to what we did in the last lesson, the basic movement our character is going to do is squash down and then jump in the air. Okay, so after the blanket that we drew last time, we're going to go full smear squash. We're going to keep the same basic shape of the character. You can kind of do whatever you want, like this, since it's only going to be on screen for like a couple frames really. You could just draw anything as long as the shape still indicates that the character is squashing down. Then for the stretch upwards, it's the same idea. You keep the basic shape of the character roughly the same, although you stretch it way out. Or you can just have as much fun as you want, honestly. You can have like the eyeballs be all giant, the mouth stretch all the way up like this. You can have the arms doing some kind of whatever the heck this is. It's up to you. Now, once you've drawn your characters jump, we're going to have them spin around using spin smears, which is probably my favorite favorite thing to draw. Again, much like with the squash or jump, we just did because the character is spinning around really fast. We draw their features being stretched out in kind of like a parabola shape where the apex is toward the camera. So as long as you keep the same basic shape intact, you could have the eyeballs stretching out the head like this. The tongue can wrap around like this. The body itself could just be like a little squiggly, whatever this is. And have the arms or eyes or feet or whatever like those can sort of show the spinning motion in like a fake three D. Kind of, we're gonna draw two or three of them. It's kind of up to you. And we're gonna end with the character in a pose that looks like they're about to fall with the arms kind of arched up this way, legs up that way like this. You can practice some foreshortening here if you want. Anyway, after you've done that, please join me in the next lesson. 4. Memorize this pattern and you'll look like a pro: Okay, so looking back at our sequence, we're going to have the character start to fall with their arms and legs going up slightly. And you can smear their face like a little bit just to kind of show some like movement is happening. Then we'll draw another smear of them falling and squashing against the ground like this. Now here is where I'm going to introduce this technique that probably has an official name, but I don't know what that is, so I just call it left upright, down, right forward, because I'm very clever. This is something you can see in a lot of anime. In particular, when a character is flustered or staggering, losing their balance, or they're really upset, they're coming towards the camera, whatever. And I think it's pretty self explanatory, as you can see, applying that to our animation. When the character lands, they're going to squash down. And then as they come up, they're going to lose their balance a little bit and then catch themselves. Now, this isn't like a set in stone rule because, you know, with anything artistic, you can kind of do whatever you want, honestly. But you can also use this part to practice the concept of how when people maintain balance, they sort of move their arms and legs in opposition to each other. You know what I mean? Like when someone's running, for example, the left arm goes up, when the right leg goes up, and then they kind of switch back and forth like that. So when our character catches their balance, we draw them with face facing down left. And then the left arm is down. The right arm is up, which means the left leg is up and the right leg is down. And then for the second pose, it's going to be kind of the opposite, where the head is upper right and the left arm is up. The right arm is down, right leg down, left leg up. Now the last one here, when the head is down right here, the character has already kind of caught their balance a little bit. So both arms are going to kind of be up in sort of like the same anticipation blink pose that we did back at the beginning. Both arms are up, both legs are on the ground, but they're kind of squashed down a little bit. And then finally, you can draw like a new standing pose if you want or just re use the first one you drew. You can also add a little bounce like this. You just want to give a little more personality. It's up to you. And there you go. The sequence is done. 5. The simple secret for more organic animation: Okay, so now we've drawn every frame that we need for the animation. But this is where another very important concept comes into play, which is how long or how many frames to be exact, should each of these be on screen? So in general, I animate on two at 24 frames, which means a total of 12 cells per second possible, using old terminology. But if you play all these back at an equal two frames per pose, it ends up looking kind of robotic and not quite as dynamic as it could. So what we're going to do basically, is make it seem a bit more choppy on purpose by holding some of these for like three or four or more frames, instead of just two, you can add a lot of personality to how the character is moving. So as a rule of thumb for myself, I hold my blink frames for three or four. Any movement smears are kept at two once the character is in the air. This pose is held for like maybe five or six, you know, depending on how you want to look. Then the beginning of the fall is three. As gravity starts to take over, falling smear is two, hitting the ground is three. The first stumble is two, the second is three or four. Because you sort of like imagine them trying to like they're like hanging in the air for a second as they sort of pick themselves up. And then 22 and the end. So as you can see, if we played them all back next to each other by holding these frames, which you would think would make it look like worse, right? It looks choppy. Animation is bad is what everyone thinks. But actually in my opinion, it makes it feel more how a person would kind of move. Like, I don't know, it feels like more organic. I guess this is something that beginner animators do sometimes. I also used to do this a lot. They want to make something look more impressive, but they end up making it just kind of be like too fast and too like robotic. But if you slow it down in a way that makes sense, like, you know, for example, when someone lands on the ground, they would be there for a little bit longer than they would for doing something else. So when they jump in the air and then they hang for a little bit before they start to fall and gravity takes over, you know, like things like that can make a really big difference. So play around with the frames, make it look kind of the way that you want it to look. And then congrats, you're done. 6. Outro: And that pretty much brings us to the end of the class, just a quick review. Here we learned about anticipation. Smearing your squashes and stretches, spinning smears, holding frames. And how to make a character look like they're stumbling and catch their balance. Now, of course, as with literally any artistic technique, you know, these ideas can be used in a variety of situations. Like a character spinning around when they get punched, or a character bouncing around a room, or doing like a funny run type thing. You know, whatever all these techniques and principles apply to literally anything, like I said back in the intro lesson, I know these are very, very basic fundamental ideas and techniques. But as hopefully you've seen, they really are the building blocks of everything. Like I know I'm just repeating myself here. But once you understand these elements and these basic principles, if you really understand it, you can draw a character doing anything in particular, like funny, cartoony kind of motion like that. Stuff looks really complicated like this. But once you understand how it's done, like anyone can do it, so please keep practicing, redo the sequence over and over again. Make some different changes, experiment with it, different poses, different numbers of frames. You know, try doing different kinds of smear frames, whatever. Maybe you'll find something you like better. Or maybe you two will come to realize that you just kind of want to draw spinning smear frames all day like me. But anyway, thank you for participating in this class, and I hope you learn something along the way. My Youtube channel is Alex Myers, if you're interested. But above all else, thank you for watching, and I hope you have a nice day.