Transcripts
1. Introduction: Procreate Dreams now allows
you to create stunning, fully finished animation
clips inside of one powerful app.
My name is Shavon. I'm an artist and animator, and I'm a top teacher
here on Skillshare. I have over 15 years experience working as an artist in
the animation industry. And today, I'll be your guide to show you not only how to
use procreate dreams, but also to teach you the core foundational principles of classical TD animation. In this class, you'll first learn all about
procreate dreams, about the timeline
and the stage, about the powerful gestures that make your workflow
literally a dream. From there, we'll go through the 12 principles of
classical animation. Then I'm going to introduce
you to walk cycles. Walk cycles are the cornerstone for any character animation. A walk cycle will teach you nearly every principle of
animation in one project. We'll animate a robot
character in a looped walk. We'll add a
background and create a fully polished
fully finished clip. And finally, you'll
learn about run cycles. I'll show you the
structure of a run, we'll break it down
and we'll animate a Ninja character running
through a snowy forest. So by the end of the class, you'll have gone
from not knowing how to animate
something to being completely versed
in the principles that will help you
to animate anything. I'm really excited for you
to become appropriate Dreams pro and to start your two
d animation journey today. So if you're ready, grab
your iPad and let's dive in.
2. Your Class Projects: In this class, you're
going to learn the entire workflow
within procreate dreams, as well as the
foundational principles of two D animation. Along the way, you're
going to get to work on three main projects, the bouncing ball,
the looped walk, and the looped run cycle. There's a lot of information laid out here in
this class for you. I really want you to take your time going
through the lesson and don't feel rushed or feel that you need to
complete the class in one go. This entire class is intended to be a lifetime
resource for you. Something that you can come
back to and refer to over again as you grow and
develop this new skill set. So I know from my own
vast personal experience, that animation is
not a skill you can pick up and start
using in half an hour. It really takes a
bit of practice, and some of the
principals do need time to sink in
and to make sense. So work at your own pace. Take it one step at a time. Feel free to watch all
of the lessons right the way through and then start
working on your projects, or you can follow along
with me step by step. I'd love to see all
of your projects, but you can also choose
to just post one of your projects up for review in the project
section of the class. That way, I get
to see your work, I get to give you feedback, and you'll have a chance to look at other students work too. If you have any
questions at all, be sure to pop them in the discussion tab and let me know if anything is unclear. Up next, in the next lesson, let's open up procreate dreams
and get to know the app.
3. Intro to Procreate Dreams: So Let's dive into procreate dreams and take a
look around the interface. If you're already
familiar with the app, then you can skip ahead. But if you'd like a refresher, then in this lesson, I'm going to explain
the main features that you need to
know for the class. Let's first open it up. When you first open
up Procreate dreams, this screen here is
called a theater. This is where you can
access all of your files. It's also where you
can delete files or group them and
duplicate or share them. You can create a new file
by hitting the plus button, and from here, you can
choose your format. I usually tend to go
for a wide screen, and you can also tap
this button here to set your project to HD or
four K. For this class, I will be keeping my projects at HD that's plenty big
enough for our purposes. Then click on empty
and right away, you're into the animation space. The space is separated into
the stage and the timeline. The stage is where
you'll draw everything, and the timeline is where
you will set your animation. If I click on the drawing icon, I can access drawing mode
just like in procreate. When you're in drawing mode, you've got all of
your colors up here, the brushes, you've got the
eraser and the smudge tool. You also have layers
inside of your drawing, which we'll be using a little bit later
on in the lessons. The square on the stage is, well, this is the stage really. In other words, it's the
frame of your movie, and the area around it or
outside of it is the backstage where you can just have assets sitting there and they can
animate on and off screen. Now, if you click off
the drawing icon, you're back into the timeline. There are a few buttons
over here that we need to look at that
are very important. This theater icon brings you back out to that first
screen I showed you. If you tap on the
title of your project, you can then pull up the
properties for this document. You can set properties for
the stage, the timeline. The only thing that
I've really changed in these preferences are
Within the document is that I've toggle
enable painting with finger so that my file only will recognize painting
with the Apple pencil. I find that very
useful because if I lean my hand on the
surface of my iPad, I don't want that to be
registered as a paint mark. The other thing I
do is I toggle off this button here so that
Procreate doesn't make a key frame at the beginning of the track whenever
I add a key frame. Then click Done and go back
to the timeline again. Now, the time code here,
if you tap on this, this is where you access the
all important onion skin. This tool is really important. It's a very important
function that will help you to basically see your previous frames and your subsequent frames
when you're animating. More of that later, obviously. On the timeline itself, you're going to have all of
your content and your tracks. The content is where
we add keyframes, where we are able to move our drawings
around on the stage. When you're working with
content on the timeline, you can drag it around. You can grab the
end of any piece of content and extend
it out either way. If you click on
this button here, this is the timeline
edit button. With this enabled, you can then grab multiple
content and tracks, and you can group them together, which will allow you to actually add further animation
on top of that. I will say, once we start
animating our projects, all of these tools and functions and the entire interface will become much more clear
and you'll learn and understand them more in the application of each of them. It all becomes very
intuitive very quickly, but I wanted to give
you a broad overview just before we start out. Speaking of working intuitively, in the next lesson,
I'm going to show you the gestures in
procreate dreams. When you're ready,
I'll see you there.
4. Using the Gestures in Procreate Dreams: The gestures in procreate
dreams are designed to make your workflow feel
very intuitive and easy, and it's one of the standout
features of the app. I think you'll quickly
get very used to these gestures and
learn how to navigate through the UI and through your projects with what seems almost like
a magical touch. In this lesson, I'm going to highlight the main
gestures that I use continuously and the ones that I think you need to know
about for this class. The first one is
using two fingers to move either your
stage or your timeline. This is called the
pan, and you can easily move content
around or move your drawing if you
want to see something on the stage or something
on the timeline like this. If you want to zoom
in at any point, just use two fingers
to pinch out and you can zoom into
an area on your stage. You can also zoom in to
the timeline like this if you wanted to see some of your frames a bit more clearly. To zoom out, just
pinch in again, and that's how you
can zoom back out. In the timeline, in order to say increase the height
of any of the tracks, if you wanted to see
one track a bit better, use three fingers and
scroll up like this. Or use three fingers to scroll down and you can
collapse your timeline down if you wanted to be able to see everything
from a bird's eye view. You can also use three
fingers horizontally. If you scroll horizontally, that will allow you to
zoom into a specific area, or if you scroll the other way, then again, you can zoom out. If ever you need
to undo an action, that gesture is two
fingers tapping, is a two finger
tap on the screen. So two finger tap will undo
the last action that you did, and if you want to redo that, simply use a three
finger tap to redo. When you're working
on the stage, if you're drawing and painting, you can tilt the screen
using two fingers to rotate, and that it can be
very useful when you're drawing if you want
to get a better angle. Then lastly, another
gesture that I really like is to tap the stage
with four fingers. When you're playing
back your animation, that will enable
full screen mode, and you can watch your animation in full
screen like this. In this mode, you can
also use one finger on the screen to scrub through your timeline
back and forth. And that gives you the
opportunity to really look at your animation
up close frame by frame. So those are the main
gestures that I use, and I think that you'll get used to working with
them very quickly, and it does make the app feel
really natural and easy. Have a go practicing all of these gestures and
get used to the UI, and then when you're ready, I'll see you in the next lesson.
5. The 12 Principles of Animation: You've probably heard a
lot of people mention or talk about the 12
principles of animation. These principles
are the foundation of all good character animation. And in this lesson, I want to explain what these principles are and how you can understand them and
apply them in your work. So when animation was first developed way back in the day, studios like Disney were tasked with making animation
learnable so that they could teach it to others and
dreamline their process and their workflow in order to get big film productions
done in a timely manner. And that's why they came up
with this code or this set of principles that explains and defines what good animation is. So, these 12 principles
all support each other. They all make sort of a
framework for animating. I'll quickly explain each one. But what I want to stress at the outset is that
you don't have to worry about achieving
all of these straight away. Once you start learning animation and get into
character animation, These principles will start
to make a lot more sense. But I think it's really
important to have a bit of an overview at the beginning
to know what they are, and to have that as a context. The other very
important thing that I want you to note is that these 12 principles
are really all about how you can give
the illusion of life. What we're talking about
is not motion graphics. These principles don't
apply necessarily to just moving objects
around or animating text, or even adding motion
onto an illustration. These principles relate specifically to
character animation. The first one is
squash and stretch. Now, squash and stretch is all about changing the shape
or the structure of a character or an object in
order to give it a sense of flexibility of weight
and of vitality. Anticipation refers to the fact that any sort of
realistic action or motion that a character
does is often preceded by a smaller
counter motion. That small counter motion
sets up the main action, and it makes the whole
animation a lot more readable. Think of a baseball
player pitching a ball. Throwing the ball
is the main action, but that wind up at the beginning is the
preceding anticipation. The third principle is
the principle of staging, and that means how you
present your action or your idea in a very clear and visually
understandable way. The fourth principle,
straight ahead, action or post pose action, you can choose to animate by drawing each frame in sequence, capturing a continuous
flow of movement, or you can choose to do your
animation by first of all, plotting out the key poses and then going back to fill
in the in betweens. The fifth principle is follow through and
overlapping action. When a main action stops, then some parts of the character might
still continue to move. Think of like if
someone's running, parts of their clothing might still move when they
come to a stop. The sixth principle is the principle of slow
in and slow out. So most actions, if they
are natural and organic, will have gradual acceleration
and gradual deceleration. This principle is something
that we're going to look into a lot in our projects, especially in the
bouncing ball project. Even seventh principle is
the principle of arcs, and that really
governs the way that any natural or realistic
motion will travel in an arc. You can think of your arms
swinging by your side? Those are in arcs, or
when you're running, your feet make arcs. If your animation ever looks
a little bit off or jumpy, the first thing that you
should check is your arcs is the thing that you're traveling
in a nice smooth arc. The eighth principle is
that of secondary action. This is just action that supports or complements
the main action. The ninth principle
is timing that determines the appropriate
speed or rhythm of an action. Again, timing goes hand
in hand with spacing, and this is something
that we'll be looking at in great detail later on. The tenth principle is the
principle of exaggeration, and this is where you
would enhance or emphasize actions in order to make
them read much more clearly. All right. And then the
last two principles, solid drawing and
appeal really refer to how animators back in the day used to draw
their characters. Solid drawing means
you need to be able to draw a
character in, you know, different poses or from
different angles and be able to stay consistent
and to stay on model. And appeal really means
that you're able to draw or design your characters that
are appealing and liable. And this is very evident in any Disney animation
that you look at. Characters are always
super cute and liable. And it comes directly
from this principle, the principle of appeal. That's a really quick, brief overview of the 12
principles of animation. And if any of this is
really interesting to you, then you should definitely
research this further. I would suggest looking at a book called the
Illusion of Life, which charts all of the
development of animation from the very first days
in the Walt Disney Studio. Okay, the principles that
we're going to focus on in this class are going
to be timing and spacing, easing in and out, squash and stretch and
animating in arcs. We'll also look at
animating straight ahead, as well as animating
pose to pose. By no means, do you have to apply all of these
principles to your work, and we'll be focusing on just a few of the principles in
the projects of this class. But you should
definitely bookmark this lesson and refer
back to it over time. As you develop as an animator, these principles will start
to make much more sense.
6. Timing and Spacing Part 1: In this lesson, I'm
going to explain timing, key frames, and spacing. In procreate dreams, I'm
going to first of all, create a new document by
tapping on the plus button. Then on the three dots here, I'm just going to open this up to show you that the settings I'm using are 24
frames per second, and the duration for this
document is 5 seconds. You don't have to
worry too much about this right now because
in this lesson, I'm just going to be explaining
some of the concepts. You don't necessarily have
to follow along with me. You can just watch this for now. But then I'll click on empty and I'm into a brand
new blank document. The two main cornerstones
of animation are timing, which is represented
here by the timeline. This is your duration of time for your animation and spacing, and that is essentially the position of the object
that you're animating. That is what you said
up here on the stage, it's where your animation starts and where it stops in space. Those two things are really the defining features of
motion for animators. They're essentially
what makes animation. So Let's look first at the
concept or the idea of timing. On our timeline here, you can see that the number of seconds is clearly
marked at the top. If I hit on this
little icon here, that'll bring me into
draw and paint mode. I'm going to go ahead and just
choose a brush and choose a color and I'm going to
make a drawing on the stage. Now as soon as I do that, this drawing on
the stage has now produced one frame down
here in the timeline. If I double tap, I can get in a bit closer and take a
look at this frame. So this is just one frame. Afterwards, it disappears. If I double tap again, you can actually see the number of frames that any drawing has, and you can see that
this drawing in particular has a
duration of one frame. In animation, 1 second of animation is comprised
of 24 frames, you can just about
see the frame numbers up here on the timeline
alongside the seconds. Now, let's say I wanted to make this ball travel from
point A to point B. Well, what I'm going
to do is click and hold the edge of
this single frame, and I'm going to drag it all the way out to the 1 second mark. Now I've got a drawing that lasts on my stage for 1 second, but it doesn't move anywhere, it's static, and if I go beyond the 1
second, it disappears. That drawing just has a
duration of 1 second. If I want to put some
movement onto this, then I'm going to go over to
the start of the drawing, and I'm going to
tap on the playhead and then tap on the move
and scale parameter. Doing that, I'm now able to
give this drawing a keyframe, which basically
sets its position. You can see that the
playhead there changes, the icon changes, and as well as that there's a key frame
now in the timeline. There's also a little
key frame track that appears underneath
the content, and it has just one
key frame on it. Okay, so then I'll
go to the end of this pizza content and I'll
create a second keyframe. And now what I need
to do is change the position on the stage
for that second keyframe. So because it's
selected on the track, I can just go ahead and
move the ball down. What I like to do is once
I've started to move it, I'm going to tap the
screen with my finger, and that turns snapping on, and it means that I can just drag down in a straight line. That's its new position. Now I've got two key frames
and I've got some animation. It's not great animation, but it's definitely moving. Now, I don't know if you can tell just yet by
looking at this, but you can get very used to spotting things as you
progress as an animator, and you'll start to notice subtleties and
differences in motion. And right now, what I'm seeing here is that there's
a slight ease in and out on this motion. If I drag through
the timeline slowly, you might be able to
see it a bit better. What happens is
is that the ball, it starts off slow, it speeds up in the middle, and then it goes slow
towards the end. So what's that all about? Well, essentially, an
ease in and an ease out defines a natural
feeling motion. Nothing in reality ever
goes from being stock still to moving very fast and
then back to a dead stop. Things naturally just start
off slow going from a stop before they pick up
speed and they'll also slow down before
they come into a stop. This principle is called
the principle of inertia, and it basically governs
the way things move. And that's why animators always
like to have an ease in. They always like
to have an ease on their animation because it
gives that natural feeling. And so in procreate dreams, easing is something that's often on your
animation by default. However, an ease
in and out is not necessarily something that you want to have on
everything that's moving. Moreover, it is
something that you should learn how to control
and apply yourself. That's actually
what we're going to be learning in this
course anyway. For now for this very
simple exercise, what I'm going to do is just
get rid of that easing. I'm going to click anywhere
in between the two keys, and I'm going to choose
set all easings to linear. Now I've just got a very simple, very straightforward,
smooth and even motion. That's what I would like you to start experimenting with now. Just play around with creating
an object on the stage, moving it around with
a linear easing, and creating spacing and
setting your key frames.
7. Timing and Spacing Part 2: Now the next thing that I
want to explain is this. We've got this motion here. We've got a starting position
and an ending position, and we've got something
moving on our stage. However, the point that I
think that you need to know about is that this ball
is not actually moving. It looks like it's moving. But what's happening
is that we're just seeing if I double tap on the
timeline here and zoom in, what we're seeing is just
one frame at a time. One frame in a different
position from the previous, and that is how motion
is captured on screen. It's a you are actually
seeing something moving. You're only ever really
seeing a bunch of frames that captured the
position of the object. In this case, because I set my document originally
to 24 frames per second, it means that there are
actually 24 little pictures here all the way to the end, and that's why when
we play it back, 24 frames per second gives
the illusion of motion. This law or this principle is called the
persistence of vision. It's really the basis of, animation of film, movies, anything that is
captured on screen. Nothing is ever moving. The camera lies 24
frames per second. The camera captures the movement
in one frame at a time. When those frames are played
back at the same speed, in other words, at 24
frames per second, it feels like natural motion. To demonstrate that, if
you don't believe me, because it is a bit of
a mind bending concept. I'm just going to come
down to the time code, tap on that, and
turn on onion skin. With onion skinning turned on, you can see all of the previous frames and all
of the subsequent frames. If I zoom in closer, these ones are all the ones
that I've gone previously, these are all the
subsequent frames. Now, let's go back to
our timeline and let's actually set all the
easings to ease in and out, which is the way
we had it before. Now you see a different picture altogether in the animation. You can see that the
spacing has changed. The drawings that
are in the middle are now a little
bit further apart. If I go to the beginning, you can see that
the drawings are much closer together.
This is important. You need to know that
drawings that are spaced close together will
create a slower motion, and drawings that
are placed further apart will create a fast motion. This is basically what we'll be exploring throughout this
class and you'll get to learn exactly how to work with these principles
yourself and you'll get to know a lot more about the subtleties and the
nuances of motion. But for now, for this lesson, I really want you to just
get comfortable with timing. Get used to creating key frames, creating a drawing, moving it, and seeing how that
works out for yourself. In the next S and I'm then
going to show you how to create those in betweens
that I was talking about, and how we as animators can control the ease in
and out ourselves. Plus, I'm also going
to show you that you will be able to
cut your workload in half by animating
just 12 drawings instead of 24 and you'll
have the same effect. When you're ready, I'll see
you in the next lesson.
8. How to Create Even Spacing: In this lesson, I'm going to walk you through
the process of how to create spacing within
your own animation yourself. So this is vital to know and understand
because it's actually the aspect of animation
where you get to determine the feeling or the
quality of any given motion. How you determine the
speed or the slowness of any action is what will give that action
its unique quality. So rather than
relying on a preset, I want to show you how you can be able to do this yourself. Okay, so I'll just go ahead
and delete this content. Next up, I'm going
to go into settings, and I'm going to change the
frames per second to 12. So if you're following
along with me, just do that, make sure that you're on the same
frames per second as me. Now, the reason for
that is because if we animate on 24
frames per second, we're going to have
to make 24 drawings because there's that
many frames in 1 second. That in animation is
called animating on ones. However, we can actually make a drawing on
every second frame, and it still reads and
plays back perfectly fine. That's called animating on twos. It's where every second
frame has a drawing. And this is how most
animation is created. Any TV animation that you see or cartoon shows are usually
always animated on twos. It cuts the workload in
half and it allows you to get through a lot of character animation
very, very quickly. You, you could
keep your document at 24 frames per
second and then just simply drag each or extend
each frame out for two frames. But for this exercise, I think it's just easier. Let's just set the frames per second to 12 at the beginning. It gives you the same effect and you don't have to worry too much about adjusting your
frames in the timeline. Okay, so with all of
that out of the way, I'm just going to grab a brush
and make my first drawing. Now, if I zoom in,
you'll see that, as I said, we just need 12 frames to make
up this 1 second. So I'm going to have
my starting post here. And what I'm going to do
is duplicate this drawing. So tap on hold, click duplicate. And then I'm going to drag the second drawing all
the way down here. So now I've got a starting
pose and an ending pose. So to explain how you're going to create
your in betweens. What I'm going to do
is quickly just draw a little animation chart
and give you a visual idea. This is a rough explanation. Basically, you've got
your first key pose here, and this line
represents the action, and this is the end pose. So in the middle, there's going
to be a pose around here. That's your middle
breakdown drawing. Now I know I've
got a start pose, I've got an end pose, and I've got my
pose in the middle. This middle drawing tells me more or less the momentum of the animation because
it's right in the middle. So it's kind of even Now, all I need to do is work out that since I have three
drawings already, I will need five in betweens on my first half and four in betweens on the second
half because in total, that will make up 12 drawings. So essentially, that's my plan for this very simple animation. So I'll drag my guide
out to 1 second. And then for my drawings, I'm going to select this first one. I'm going to duplicate it. And then on the stage, I'll just simply drag the
drawing down into the middle. Okay. I've got my three
poses nicely done on the stage, and
in the timeline. And I'll drag that
last drawing out to 1 second and drag
my middle frame into the middle of the timeline. Then go back to
the first drawing, and now here you can start
to add your in betweens. So we'll just
duplicate the frame. We're not going to
redraw everything. I just want you to practice
timing and spacing here. So let's just focus
on duplicating, d, drag the drawing down ever so slightly and repeat the process throughout all of the frames. What I'm doing is trying to
eyeball the space between each drawing and
try to keep it as evenly as possible in order
to give a smooth motion. If I moved one of these in an unequal spacing compared
to the previous ones, it'll look a bit jumpy. So I want something
that's very even. Now, you can adjust
the positions as you go and just make sure
that the space is equal. If you spot that your spaces
are a little bit uneven, you can always go back and just adjust each frame manually. There you go. That is a very
nice smooth and even motion. And we did that in a
couple of minutes. So that's pretty good, and you should have a very clear understanding now of how to make keyposes and how to use the onion skin to
place your drawings. So have a go with this and
experiment with this process. And then when you're
ready in the next lesson, I'm going to show you how
you can add an ease to your motion and change the
spacing of your in between.
9. How to Create Easing: Now let's work on adding
easing into our animation. I'll show you in a lesson how to space out your drawings
to achieve that. Basically, because we're
animating a ball bouncing, I'm going to put
in a ground plane. I'm just literally going to draw a line across the
stage like this, and that'll be the ground
where the ball makes contact. Then I'm going to
drag the content all the way out here to about 1 second and then
make a new track, and now I can go
ahead and in my ball. So we want this ball
to bounce up and down on the spot and give it that feeling of a
realistic bounce rather than just a simple
mechanical motion like we did in the last lesson. I'm guessing that this bounce here is going to be
a total of 1 second. I think in my mind, the way I visualize
it that feels right, so I'm going to have
the same drawing at the start and at the end. I'll just duplicate that frame and drag it out to the end here. This is where the animation
will loop back on itself. That's frame 12 because
in this document, we have 12 frames
making up 1 second. So that means that a round about here in the
middle of the timeline, this is going to be the
contact position or the place where the ball makes contact with the
ground where it bounces. So that makes it about
around seven frames in given that we've got
12 frames in total. Then on my stage, I'm going to drag
the drawing and just move it all the
way down to the ground. Then I'm going to duplicate
the first frame again and drag this down
just a tiny tiny bit, keeping it like nearly almost as close to the
first pose as possible, but just a slight
shift in position. Now, do the same
for the next one, drag it down a tiny bit, but maybe start to space
it out a little bit. I'm going to drag it
down a bit further again, increasing the space. That's the first
half of our balance. Now we just need to
animate the second half. Go back to the halfway mark. Now we're going to actually just copy these drawings over. So all you have to do
is tap on hold and then Go ahead in the
timeline and paste. Now the way I like to do this is when I'm copying
frames in my timeline, I turn off the visibility
on the frame that I've copied so that I don't lose my place
when I come back. It's just a handy little
trick to know about. I'll paste this frame and then I know that this is the next
frame that I need to copy. I'll copy, turn off the visibility, go
ahead and paste it. You can see that not only are we copying frames in the timeline, but the position of each of those drawings on the stage
is the exact same as well. Now, we don't
actually want to have this last drawing
here, this end frame, because it's the exact same
frame as the beginning, which will make the animation stall or hold at that
point when we play it. What we want is for the
animation to loop back on itself and just to seamlessly
go through the cycle again. So that's how you do
any looping animation. You always want your
animation to end on a frame just before the
first one starts again. Just go ahead and
delete that last frame. Now if we play it back,
you'll see it's a very nice, very smooth and even bounce with a little bit of
ease at the top and a little bit of speed
through the drop here. That's perfect. That's what you would call a natural
motion as compared to the mechanical even motion that we did in the last lesson. But wait, there's even
more that you can add onto this to make it look
even more realistic, to add a little bit
more character and a little bit more
personality to the spans. And that's called
squash and stretch. So meet me in the next lesson and I'll show you
exactly how to do that.
10. The Principle of Squash and Stretch: So I've compiled two
animations in this document. This animation here is the one that we did in
the previous lesson. It's got a nice
ease on the motion. It looks very nice and
realistic as a bounce. And on this animation here, this is the one that
we did according to a more linear motion.
So there's no. It's completely even and, and you can see that there's no slowing down at the top
or anything like that. Whereas something that
has an ease on it looks a lot more sort of
believable, a lot more natural. And ultimately,
as I keep saying, that's what we're trying
to do with our animation, we're trying to
give it a sense of believability so
that it feels real. We're essentially trying to
give life to static drawings. Be to animate literally means
to give life to something. So that's the key
thing to always try and achieve in your work or at least to
have it in mind as a character animator that you're bringing your
drawings to life. The way that you speed up or modulate or the inflection of any action or motion is actually the thing that will give you
this sense of believability. But there's also one other
very crucial thing that will make an action feel real
when you watch it back. And that is, if you can manipulate the
actual structure or the shape of your character or this object in order to give
it a sense of flexibility. In common terms, what I'm talking about is
squash and stretch. So it's a concept
that was developed in the early days of
animation way back at the beginning of the industry when animators realized that if they squashed objects
or characters on impact, or if they stretched them
out during fast actions, that gave the whole action
another level of feeling real. So I'll demonstrate
this for you now. What I'm going to
do is just copy this group and paste it again, drag it back over here. And here, I've got the bounce, that's the exact same as the
previous one with the ease. But what I'll do now is
if I go into the frames themselves and right around here where the action speeds up, I'm going to squeeze this shape. So with the frame selected, I'm just going to push and pull and get it into this nice, elongated shape, and then I'll do it with the same
with the next frame. So now it's stretching
as it drops from, you know, the force of gravity. It's plummeting towards the
ground. So that's good. And then on this drawing here where it
contacts the ground. Here, I'm just going to
squash it down as if it's hit the ground with such force that it really gets squashed
out like this. So be sure to apply your
squash and stretch on both sides of the ball so that you don't lose
the overall volume. That's something that you
will get used to over time, but I just want you
to be aware that you need to make sure
that you're maintaining volume when you change up the
shape like this. All right. And then let's do the same on the other side of the bounce, and you can move the poses around if you feel you need to. So eventually, the ball
slowly goes back to a normal shape as it reaches
the top in it slows down. Alright, let's have
a look at this. So you can instantly see that it's got much more
character and appeal, it's much more bouncy, just with those few tweaks. It's not like you really noticed the quashan stretch, too much. It's more of a feeling
in the animation. So these are all the
three examples lined up. This one is the even spacing, very monotonous,
very mechanical. This one in the middle
has some ease on it, looks very sort of realistic. But this third animation has easing plus
squash and stretch, and it looks like very cartoony, very full of character and life. Okay. Now, what I want
you to note is that all three animations have
the exact same timing. I know it's hard to
believe, but they're all the exact same timing. Each is just 1 second, and each of these hits the
ground at the same time. It's just the spacing
that is different, and that is what gives each of these such a
different feeling. Okay, now, let's put this to use in an actual proper
animation project. Up next, we're going to animate a ball bouncing
across the screen. So when you're ready, meet
me in the next lesson. Okay.
11. The Bouncing Ball Rough Pass: What we went through in
the last few lessons was choosing a time duration
for our animation, and we also went
through spacing, which is choosing how we spread out our drawings within
that time frame. What we're going to
do now is create an animation where the ball bounces across the screen
from left to right, with smaller and smaller bounces and then rolls off screen. This is a project
that's essentially the first project for
any beginner animator. It's one of the first
projects that you do when you're studying in any
animation curriculum. It might seem like a bit of a boring project at
first, but surprisingly, this very simple animation contains the most important
animation principles, timing, spacing,
squash and stretch, and post pose animation. And these are the foundations for classical two D animation. And because the ball is
such a simple shape, it's a really nice project
to experiment with these concepts to test
them out for yourself. So let's create a
brand new document. And for this project, what I want you to do is set
the frames for second to 24. Now we'll still be
animating on twos, and we're going to make each of our drawings for two frames. But having the documents
set at 24 instead of 12 will also give us
the flexibility to use single frames as well, and I'm going to
show you exactly all of that once we get into it. But for now, just set
your document to 24 and duration three or
5 seconds is fine. Whenever you start a brand
new animation project, the first thing
that you want to do is figure out your timing. So you have to sort of imagine the action
in your head first. You could actually set a timer and experiment with a real ball. Otherwise, you can just
play the action out in your head and sort of
feel through the timing. So I imagine that
this ball bouncing across is going to be
about three bounces, and I think it's going to be
about 1 second per bounce. So that's my starting point. It could change, but let's
go with that for now. So come down to the
timeline, add a new track, and now I'm going to draw my ground plane so that I've got something where I know
the ball is bouncing. So just draw a line at the bottom of the
screen like this. Then tap and hold
on the frame in your timeline and
choose fill duration. So that will fill the
content out to the end. And then if your document
is longer than 3 seconds, what you can do is just tap
on the playhead over here, choose edit, choose split, and simply delete the
part that you don't want. In this project, we're going
to do it in two phases. We're going to first of all
do our rough rough animation, where we just simply plot
and plan our animation out, and then we're going
to go back and refine it and do what's
called the cleanup phase. The next step then
is to draw a guide. Now, this is really important. I don't want you to
overlook this step. Having a guide is really necessary in nearly anything
that you want to animate. In this project, it's
really important to have a guide because
the bouncing ball, we wanted to stay
consistent through each of the bounces and follow
a nice arc or curve. So I'm going to
make a new track, maybe grab a different
color this time, and just draw three or four
bounces across the screen. There is a really
good way to plot out your action as well to practice staging and composing your animation within the frame. The ball is going to come
on screen from here, it's going to drop
quickly to the ground, bounce up once,
maybe bounce again, and then roll off screen. I can see now, simply from this very quick
guide that I've done that the second bounce is
going to be way too low, so I'll just erase that
out and make it higher. Okay, so that's my rough guide. And, if necessary,
we can change it. But for now, this is
great for us to follow. Okay. So I'll just drag
that frame out to the end. And then what I
like to do is lower the opacity down of my guide. To do that, I'll go to the
beginning, click on filter, and I'll add an
opacity filter here and drag that down to about 30%. Next, if you want to consolidate these tracks and give yourself a bit more room in the timeline, click on the
timeline edit button and drag across all
of the content, and then just click and
hold and group them. So now on a new track above, we're going to start drawing. Again, this is the rough phase, so don't worry too much about
being super neat and tidy. You can be as rough
as you like really. To do my drawing,
I'm going to grab the handle of the timeline
and drag it up so that I'm in flip book mode and start drawing my drawing a really rough
shape of the ball. If you want to
adjust the position, then come back out of
your flipbook mode and simply move the
ball on the screen, make sure that it's
following the guide. I like to have the
guide in the middle. Then go back into flipbook. And now add a new
frame by clicking on this plus button
and draw the next. Now, don't worry too much
about being exact or precise. This is the rough pass. So you can be a little
bit more messy, a little bit more
rough with this. It's more about just simply figuring out or
getting the placement of the object not so much about drawing it
exactly right at this point. Following my
previous drawing and going ahead and
drawing the next pose. And this time I'm going
to make sure that the space is slightly
further apart. Then go forwards
again on this pose, and now I'm going to stretch
the drawing out like this because this is going
to be the fastest section. Go ahead again. Draw a
really stretched pose here. In fact, I actually
want this drawing, going to move it so that
it's touching the ground. This is not really
the contact position, but I found that if you have this really
stretched pose here, slightly just
touching the ground before the squashed pose, it actually makes the
impact really hit hard. It's good tip to do that in
your bouncing ball project, and you'll see how that plays
out when we play it back. Now I'm going to draw the
actual contact position, and this is going to be a
very squashed pose this way. It's like the force
of gravity is just really squashing our
ball into the ground. The next pose is where the
ball now springs up again, and that's going
to be stretched, and then we'll come into
the top of this bounce. And here is where your
animation needs to slow down. So we want the shape to
come back to normal, and we want our drawings
to be closer or tighter together on either
side of the top of this arc. Now, I want you to try to
make sure that you've got the exact same
number of drawings on either side of the
very top drawing. Now for the last
two small bounces, I'm not going to do
any stretch poses. I'm just going to
do a little hop. We don't need to
stretch the poses at this point since the momentum
is really slowing down. Then the last bit,
the ball is just going to roll off screen so you could just duplicate
the drawing and drag it out gradually, it just slowly goes
off like that. Perfect. So this is where you can check the
placement of your drawing. Make any adjustments, make sure that your ball is
following the arcs. I think in this arc here, for example, I need to
add another drawing in. So now to add a frame
into your animation. What you can do is come
down to the timeline. Click and hold on the
edge of this frame. Then hold your other finger onto the screen and drag that
one single frame out. Then grab the end and it back and that makes space for
an empty frame here. Now you can add a
new drawing in here. I really want this to
slow down on this bounce. I'll add another drawing on the other side as
well just to keep it, make sure it's symmetrical. I. Perfect. So I think the rest
of the drawings look okay. But what I'm noticing is that this drawing is
slightly out of arc. So I'll just fix that, make
sure that it's on the arc. Okay. And now it's all good, that's nice and smooth
and it follows the arcs, and the slow sections are good and the fist
sections are good. Now, this is all
animated on ones, meaning that every drawing
is just on one frame. When I play it back at this
point, it's very speedy. It's a bit too fast. So click on the
timeline edit button, select everything
in your timeline. Then double tap so
that you can get down to where you actually see
the number of frames. Now with everything
still selected, if I click and hold on the
edge of one frame and then place my finger
down on the screen and drag out that frame, I can now make every drawing in my timeline two frames long. That essentially doubles
our animation in length. Now our animation is on
twos. Let's play it back. And that's much much better. That's really nice. It's a really good, even steady bounce. Why didn't we just do this on a document with 12
frames per second? The thing about working
in a document with 24 frames per second
is that you've got flexibility to have some
of your drawings be on one frame and some
of them on two frames. That's what's going to
make all the difference. Right now, everything
is on twos, but I'm going to come down to where the fastest section is. If I grab the edge of this
frame and drag it in by one, and this frame as well, and this is a fast frame, so we're going to
make this on one. And this from here,
I'll hold it for one. Now let's see. I definitely
see a difference. I think that's much more
springy. It's very nice. It's not so monotonous. Let's see what it
looks like if we extend the slow drawings
at the very beginning. These top drawings here. I could have more slowness here to really make the action. So I'll drag this drawing
out to three frames, and this one out to three. And that looks way better. That's got a very
nice modulation in the action and the motion, and it just feels much better. That's a perfect balancing ball, and hopefully
you've been able to follow along with me and
you're also at this point. In the next ss, we're going to c and add a bit of color and
just tidy up the linework. When you're ready, meet me in the next ss for the clean phase.
12. The Bouncing Ball Clean Up: So as I said before, the formula or the set of steps for any animation
that you want to do, usually always go
something like this. You'll do your thumbnail
of your action, and that includes drawing your guides and
placing your keys. Then secondly, you
animate a rough pass. And then you might even animate a second rough pass or
what's called a tie down, where you really kind decide on your key frames and your in
betweens and your breakdowns. And then the third
and final stage is to do what you would
call a cleanup pass, where you make proper clean
lines and you add color. In this lesson, we're
going to do our cleanup. To do that, I'm going to lower the opacity of my
rough animation. Essentially, because
we've literally figured out our
entire animation, all we need to do from here
is trace over our roughs. So I'm going to add a new track and go in and start to redraw
this. Now, don't worry. I'm going to show you a way
of doing this that it's not so tedious that we have to
redraw each and every frame. We're going to be copying
each drawing across. So what we need to do is
just make sure that we match the timing of
the rough animation. So I flip book, I'm going
to make one drawing. I'm going to use a smooth
brush for the outline. Then once I've got
my outline done, I'm going to go up
to the layers here. Click on new layer, then tap and drag, tap hold on that layer and
drag it underneath the line. And if you want to
be ultra organized and impress your
supervising animator, you can name your layers. So I might rename
this layer as line, and this layer here as color or fill,
something like that. Then I'm going to
choose the fill layer, choose a color, and
just paint it in. Now, tidy it up if you need to because this
drawing is going to be your final design
for the ball to make sure it's as good
as you want it to be. Perfect. Now we've got
our final ball design. Now come back out to the
timeline and just match it up to the individual frames frame by frame throughout
the animation. You can move the
rough track above if it's if it's easier
for you to reference. All you do is just
drag that frame, late, and move on to the next drawing
or the next position. Now, I would recommend
turning off onion skin for this process so that you don't have too many things confusing, between the roughs
and the onion skin. It's just easier to follow
the rough drawings. Now, when it comes
to the stretch pose, what you need to do
is squash the ball, but as I said, make sure that you maintain the same volume. If you're having issues
squashing the ball, make sure that your pivot
point is in the middle. So what you do is tap on
these three dots here. And as you can see, my pivot point is all
the way over here, so we just need to drag it back into the
middle of the ball. And now, if I apply
squash and stretch or the transform parameter,
it's a lot easier. And then obviously rotated to match the
orientation of the arc. Remember, these fast
poses are on ones, so make sure that your frame matches the timing
of the roughs. Then just continue
on with each frame. For the squashed pose, I'll rotate sideways, and I'm
just going to keep going, duplicating, and matching
up those poses and making sure that each
one matches the timing. Oh, okay, perfect. So now let's play it back
and see how it looks. And that looks awesome. I think that looks great. That's a really
nice bouncy bounce. So now we can delete
these rough drawings. I don't need them anymore. But if you wanted
to, you could just, you know, turn off
the visibility. And then I'll go
into my guide group and turn off the arcs. That's a great little animation. If you want, you can
use four fingers to tap on the screen and
enter full screen mode, and you can watch it like that. You can also use your finger
just to scrub through the timeline and
check your drawings. I might have to
fix this one frame because the volume
looks a bit off. I just need to
scale this one up. But I think other than
that, this is perfect. Now I want you to have a go
at this because this is, as I said, a really
important project. It does seem so simple,
but as you can see, we've applied a lot of the
animation principles here. Also, we've used a document
with 24 frames per second, which allowed us to play
around with animating on ones and animating on twos
in the same animation.
13. The Mechanics of a Walk: In this lesson, I want to introduce you to the walk cycle. So a walk cycle in
two D animation is an important project
to do because it really literally sets you
up for character animation, and it gets you used to animating a proper
full character rig. Plus the walk cycle is a very
complex piece of animation. So it's a really good one to know and understand
from the very beginning. In this lesson, let's just take a look at what goes
into making a walk. What I've done
here is I've drawn a very simple stick
figure taking two steps, so one step here
and then another. In the first step
and the second step, you have to have the
exact same poses, but think of them as
being poses for one step, and then different poses
for the next step. Let's look at those poses and see what poses
make up a step. The first one is called
the contact position. This is where both feet
are contacting the ground. You're going to a or always start a walk with two
contact positions, representing the start
and the end of a step. Now, this is a
regular normal walk. With the contact
positions like this, the arms will always
be opposing the legs. If the left leg or the
blue leg is forwards, then the left arm or
the blue arm is back. Now, in between these
two contact positions are three main poses
that you need to have. If the contact positions
are key poses, then these three poses inside of the step are also key poses. They're not in betweens. Those three poses
are the down pose, the up pose, and
the passing pose. So the downpose is always the
second drawing in a step. From the contact position, what happens is the foot moves down to being flat
on the ground, and because this happens, it causes the whole
character to move down. Another way to think of the
downpose is to think of it as an anticipation before the
character propels forwards, but it's definitely a little bit lower down than
your starting pose. And on this pose, it's also important to note that this is where the arms are at
their widest in the swing. From the down pose, the
next important key pose is the passing pose. This is where the
leg straightens up. The arms now start to swing
back towards the body. It's a little bit slightly higher than the first
contact position. After the passing pose, the character goes into
what's called the up pose. This is the highest
pose in the cycle. This is where the position
of the character moves from being flat footed on the ground
to being up on the toes, a little bit like
this, and this is what makes the whole pose
a little bit higher. Then finally, from the up pose, the character then moves into the second
contact position. With all of these poses, you've got a structure of
a normal regular step. A step always has a contact
pose, oppose going down, oppose passing, and oppose
going up to the highest point, and then coming back and landing down in the
second contact pose. From here, if you wanted to, this is where you could now add some in between drawings in to slow down the walk or
smooth out some of the poses. Personally, I chose
to draw an in between between
the down pose and the passing and one drawing between the up pose
and the contact position. That's where I felt the walk needed to just slow
down a little bit, so that's where I
added two in betweens. Then you essentially do the exact same thing
on the other side. So by the time that
you get to the end, you now have a complete
cycle made up of two steps. With these two steps, you can now start to build
up a longer animation just by copying those two
steps over and over again. If you wanted to, you
could just simply copy this group over and shift the animation
itself to match up. That's how you would animate a character walking off screen. But now let's look
at this together, Let's move through this
animation step by step. No pun intended. Let's
meet in the next lesson, and we're going to animate
a looping walk cycle.
14. Animating a Looped Walk Cycle: In this lesson, we're going to animate a looped walk cycle together so we can learn
the basic points of a walk, as I described them in
the previous lesson. Once we've applied those to a simple walk cycle
with a stick figure, we're going to move on and animate a full character rig of a robot and animate a fully finished piece
of character animation. So in a new document, I'm going to first
ground plane as usual. I'm going to extend that out
to the end of the timeline. And then once that's done, I'm going to pull
up the flip book, and I'm going to
start to just draw my stick figure character. So you can take a bit of
time just to get this right. If you want, it took me
a little bit to kind of really get a proper stick
figure character done. What I did was I actually
did a really rough drawing, and then once that was done, I went ahead and I redrew
it just to make sure it's a little bit more clean
and not so rough and messy. The other thing that I'm
doing here is I'm making the opposing legs and
arms a different color. I'm going to make this leg
blue and this arm blue, and that's going to help me identify which leg is in front. Okay, happy with that. Now I'm going to go and center the drawing into
the middle of the screen. This is important because
we're making a looped walk, and I want everything
to be nice and centered and make sure that he's going
to be walking on the spot. Now I'm just going to go
ahead and add a new frame. This second frame is
where I'm going to draw the final pose in one step. In other words, I'm going to draw my second contact position. All you need to do is draw
it in the exact same way, but make sure that
onion skin is turned on because you're essentially just tracing that first drawing. Only this time, swap
the legs and the arms. Now I've got my
two key poses for one step. Let's just recap. The poses that we need
to hit are the contact, the down, the passing pose, and the up pose. We've already got our
two contact positions. We just need these three. Now, if I draw a simple chart, it's going to look
something like this. One contact position
here, one contact here. I'm going to do a down, a passing and an up. So these dots are all the main poses that
I'm going to hit. But then in between the
down and the passing, I'm going to put one in between. And that's represented
by this line and between the passing and or
the up and the next contact, one in between as well. So that's just a
little rough guide if you want to keep that
on screen to reference. Okay. Back in my animation, I'm going to go to
the first drawing, add a new frame, and I'm
going to draw the down pose. First thing that I do is I trace the head and the body because this I want to keep consistent and keep this on model
throughout the animation. I don't want it to change. So just making that exact, then I'll just slightly
ng it down a little bit. You don't want to
overdo it too much. Just make this down pose slightly lower than
the first pose. Now that I have that in place, it's actually easier
to draw the legs. The first front
leg, make sure that the foot is flat
on the ground and also remember it's coming in a little bit towards the
center because we're looping. Don't leave it in the
exact same position. Think of this character as though it's walking
on a treadmill. Next up, draw the arms. They're at their widest
remember in this pose. Now I'm going to go
to the next frame and that's the passing pose. First of all, draw
the head and body and move that up very slightly. And now draw the legs. Again, this leg is
coming in slightly, so it's almost directly
underneath the body, and the other leg
is passing through the arc and swinging forwards. Next pose is the up, and
it's the same drill. Draw the head of the body first and move that into position
where you want it to be. And then draw the legs. Remember, this is
the highest pose, so the leg is going
to be or the foot, I should say, is going
to be on the toes. Once you've got that done, you've basically got
all of your main poses. Now just go back and add
in those two in betweens. I want to add an in between between the down pose
and the passing pose. Just add another frame. If you wanted to, you could
just adjust the onion skin so that it only shows you the previous and the
subsequent frame. You can just focus
on those two frames for your onion skin
and go ahead and literally an in for
the legs by drawing each one in between
what you see and the onion skin and do
exact same with the arms. Now, finally, go to the up pose, add one in between here. Then that's one step
fully animated. If I play it back, it's
obviously super fast, and that's because we
drew everything on ones. What you can do is just
select everything, stretch the frames out to twos, or you could do that
at the very end, doesn't matter, but that's fine. Now I'm going to go ahead
and do the next step. For the next step, what
you're going to do is grab go to the first frame it and paste it at the end so that you've got
that end pose to refer to. Now you know where your
second step is going to. And the process then
is the exact same. Do it the way that we did
it for the first step, making sure that you're tracing the head
and the body first, moving that into the
position that you want and then drawing
the legs and arms, that's the easiest way to do it. And when you've got all of
the main key poses done, go back and add your
two in betweens. Just make sure that
as you're doing this, that all of your drawings
are two frames long since if you're following
me step by step, I moved everything
out to be on twos. Okay, so let's now play back. As I mentioned, you'll notice the animation is a little
bit here at the end. That's because the last frame is the exact same
as the first one. So go ahead now and that. And now you've created
a seamless loop cycle. I'd encourage you to go
through that process a couple of times
just to get familiar with it and to get comfortable
making those poses and looping the walk and making sure that the character
is walking on the spot. But if you're ready, if
you're excited to move ahead, then join me in the next lesson, and we're going to work on doing a character rig of a robot
and walking on the spot. So when you're ready, I'll
see you in the next lesson.
15. Robot Walk Cycle Roughs Part 1: So in this lesson,
we're going to start a project of a robot walk cycle. In a new document, 24
frames per second, I'm just going to start out
with the very first pose, and that's going to be that first contact
position of the walk. So I'm really sketching a very, very rough drawing
for this pose. And then I will go back and
redraw again with less lines. But my first drawing or my first sketch is
always very, very rough. What I want to do here, what I want to work out
is what is the pose going to look like with both legs
in contact with the ground. What you want to do right now is avoid being precise
or being detailed. You just want to try and
loosely jot down a pose. And then afterwards, what we'll do is go back
in and clean it up. So I'm keeping this
design quite simple. The head and torso of the robot and the pelvis is actually
going to be one unit, and I'm going to just
move that around. I'm only really going to
animate the legs and the arms. And to do that, I'm just
keeping it very simple by using round shape for the kneecaps and keeping the limbs or the legs
very stylized and simple, just basic shapes, basically a rectangle and
a elongated triangle. And the exact same for the arms. I'm going to use the
round shape at the elbow. That's going to help me just to swing the arms naturally and loosely without
having to worry too much about being
precise and detailed. So once I've got the
character more or less sorted or figured
out in this pose, I'm going to leave the arms
for a little bit later. And right now I'm going
to go into the timeline, duplicate this drawing, so I've got it on two separate tracks. I've got two drawings
that are the exact same. Um, on each on a separate track. And all I'm going to do is
erase out the upper body on one track and erase out the
legs on the other track. And that way, I have two
tracks in my timeline. One is the legs, and
one is the upper body. And the reason that I do
this is because, as I said, I want to be able to just
copy the upper body along for each new pose and then
just redraw the legs. As you can see, I've got the torso head and
torso on the top track, and I've got the legs on
the track underneath. What I'll do from here is rename the content in my tracks just so that
I don't get confused. You can do this if you like. It's not entirely necessary, but I'm going to just rename
this content as legs. And this top track
is going to be the upper body of the
robot. All right. And then when that's done, I'm going to duplicate that. I'm going to duplicate
the upper body, zoom in a little bit and
simply drag it down. Remember, this is going
to be our down pose. That's the first one
that we want to do. Dragging it down
ever so slightly. Make sure your onion skin
is turned on so you can see exactly where you're going, what your previous frame was or what your subsequent
frames are going to be. You can always adjust
that in the settings. But you need to be able to reference so that you're
staying consistent. Okay. Now I'm going to go
down to the track below, making sure I'm on
the legs, track, and go into flip book, and now I'm going to draw
the pose for the legs. So that makes it really,
really easy to do. All you're really redrawing are going to be the leg poses. And the legs with this character
design are very simple, rectangle shapes, and
a triangle shape. Now, remember the legs
will be moving in. Think of this character as
walking on a treadmill. We want the legs to be moving
in towards the center. Draw the foot flat. Then you can fill in
the rest of the leg, very simple and do the
same for the other leg. The other leg, the foot is
going to come up onto the toe. It will still be in
contact with the ground, but the knee will be bent. If I scrub back and forth, that looks very good, very consistent,
both the upper body and the legs moving nicely. Then go to the upper body again and simply duplicate or
copy that frame over, shift the position slightly. Remember this is now
the passing pose. The upper body is going
to be slightly higher than our first pose. You can adjust
your onion skin if you need to see that
first frame again. Then I'll hop down
to the lower track and dragging up flip book. I can now draw in my legs. Again, foot is flat
on the ground. We haven't gone into the
up position just yet. I'll keep the foot flat, but I'll start to move it so that it's in the center
underneath the body, and then just fill in the
rest of the leg like so. Let's continue on.
Come out of flip book, go through the same drill, go up to the top track, duplicate the upper body. Come out of draw mode and shift the upper body
just slightly higher, but we want this to
be slightly higher. And then I'll come back down to the lower track and
draw in the legs. This the robot is on
the toes of the foot. We have a little bit of creative
leeway with the design. But that's what's so good about doing animation
like this by hand, frame by frame, instead of animating a very static
object and just moving it. Because when you're
redrawing frames, you can make these small
tiny adjustments as you go. And I think this is what makes the whole animation
feel much more organic. And then that back leg is
now swinging way forward so that it comes in we need it
to meet this position here. That's our next contact pose. Then once you have
that, you need to just draw the next
contact position where this leg is
all the way back and the front leg is now in
contact with the ground. That's the second
contact position. Then once you've done that,
you have a full step.
16. Robot Walk Cycle Roughs Part 2: Next up, we're going to go
and do the second step. Now remember, because
this is a looped cycle, you want that last
pose to hook up with the first pose in order for
it to loop back on itself. Therefore, you need to copy this pose and paste it ahead
in the timeline like this. Copy the upper body over and
then copy the legs over. This will now give
you a reference or something in your onion skin to look at so that you know where you need
to go with your drawings. Then go back to
the previous pose. Now, because we need to
draw our poses in between, what you're going to do
is on the upper body, tap on hold and duplicate that frame
just like we did before. But then on the lower
track, on the legs, tap hold and duplicate, but then go ahead and
delete that because now you've got a blank
space in which to draw. So go to the upper body and now move it down into the
position that you want. Once you've done that, come
back down to the timeline, and in the blank space, now you can redraw the
legs for the down pose. Remember now that we're
on the second step, so it's the same
poses as before, but the legs are switched. Again, all of this
is the same process, copying the position of the upper body across
to the next frame, moving it into the
pose that you want, and then coming down
to redraw the legs. Because you have the
last contact position at the end of your animation, you are really just inserting a frame in
order to draw the legs. Do that by duplicating the leg
pose and then deleting it. And then you've got a blank
space for your drawing. All right. Now, if I
play everything back, if I scrub or
scroll the timeline over to the edge here so I
can loop it as I play it. If I scrub through, you can
see the legs are working. I'm going to hit play
and it looks good to me. This is obviously very
fast because it's on ones. I haven't adjusted it yet, but I think everything
is working fine. Hit timeline edit,
group everything, where I can see the frames, and I'm going to just
drag everything out by one frame so that now every drawing is
hell for two frames. Okay. All right. Let's play it back now
at a normal speed. This end frame, I'm going to delete,
because as you can see, it's the exact same
as the first one, and that's why it looks a
little bit jittery at the end. Let's go to the
very beginning and play, and that's smooth. That's very, very
even, really nice. I'm happy enough
with that. I think this character is
walking perfectly. The last thing I'm going
to do is draw in the arms. I want the arms to be
swinging normally, like he's just strolling along through his
robot landscape. But I think in terms of the
legs and the upper body, everything is working perfectly. Next up, I will put
in the arm swing. And for that, I'm
going to do it on a separate track just as before. And I'll probably I think
I'll choose a different color just so that I can see
everything a bit clearer. I'm going to choose
blue for the arms. And for this, I'm just going
to do one frame at a time. After each drawing, make sure that you
extend your drawing out to two frames so that it matches the rest
of the animation. So I'm going to go ahead and just fly through
these very quickly. It's the exact same
process as before. Use your onion skin to make
sure that your drawings are nice and evenly spaced and that they're staying
in a consistent arc. Okay. So now I think I'm nearly done
with my rough animation. I'm gonna play this back and see how it looks with
the arms and everything. And that's pretty cool.
I think that's great. I do think the arm facing us, the robot's right arm is
a little bit too long. I kind of overshot the
scale or the volume there. But I'm going to fix that
up when I go to clean up. But as far as the animation
goes, this is perfect. It's done. I've figured
everything out, and I've made this robot walk. So in the next lesson, join me, and I'm going to start
painting up the character and bringing this to a n
cleaned up finished animation.
17. Robot Walk Clean Up and Color: In this lesson, I'm
going to show you how I approach painting up and cleaning up this animation to be a fully finished
character walking. So I've got everything
in a group, and I'm going to go to the
beginning of that group, and I'm going to apply an
opacity filter so that it's reduced down and it's a
little bit more faded out. And then I'm going to go to
the track above that group and repaint So for example, the first thing is
that I want to have a nice bruh, a clean brush, not something that's
super textured, you know, something that has
got a nice clean line for the outline of my artwork. And then I'm just going to
go in and try and trace over my drawing using as
few lines as possible. Okay. So I'm drawing the
torso first, the upper body. This is something that much like we did in the
rough drawing, it's just going to be
copied and pasted over. I don't have to draw this again. Then once I'm happy
with the linework, I'm going to go up to my
layers and add a new layer. This layer here is
where my linework is. If you want, you can tap
on that and rename it linework just to make sure that everything is
organized and neat. Then underneath that
and the layer below, I'm going to add my color. I'll rename that to base layer. The reason I'm calling it base layers because I'm also going to add some painterly
effects onto this design. I want to have a little
bit of a textured look. I don't want it to be
completely flat color. But I'll first of all put down a flat color and then build
up some texture on top of it. I'll show you exactly
how I do that. The way I do that
is I simply outline the shapes again with
color and then I'm going to drop using the
color picker inside of procreate dreams inside
of procreate dreams, I'm going to drop the
color into the middle. Now I've got my line,
I've got my base color, I'm going to add another layer. Where I'm going to
paint on textures. But on this layer, I'm
going to tap and hold, and I'm going to convert
this to a clipping mask. What a clipping mask
does is it clips itself to the pixels
on the layer below so that anything you paint on this clipping mask
layer will only show up within the boundaries of the layer that's below it. So I'm going to
rename that texture, and I'm going to show you
exactly what I mean by that. So go ahead and
from your brushes, choose something that has
a nice texture to it, and then go to your
color and choose a darker tone than
your base color. You can adjust the saturation
if you want as well, but just make sure it's
a slightly darker tone, and then start painting
over the base color. As you can see, this darker tone is only going to be seen
on top of that base layer. Even though I'm painting outside just to get a nice painterly
brush effect going, none of those other marks are going to show
up because it's a clipping mask that is
clipped to the base layer. Then what I'm going
to do is choose a brighter color than my base color. It's
as simple as that. You choose a darker color
for your shadows and then a lighter color
just to give it a bit of a highlight effect. You can mix up your
texture brushes. You can use a different
texture brush, if you like, or just experiment with
different brushes. It's not going to
be hugely obvious. It's just to give that effect of a painterly feel
so that it's not just a simple flat
color that might look a little bit boring or
a little bit too cartoony. We want to give it a
bit more dimension. So that's how I do
my painting process. And now my entire upper torso fourths robot
character is done. And I'm going to use
these exact colors for the legs and the arms. What I like to do
is create reference for my painting process from this first painting
that I've done here. I'm just literally going to just quickly make a
little swatch beside my character here so
that I can reference each of these colors and
I'll keep them consistent. That orange there
is my base color. This is my highlight color, and this is my shadow color. And I might even just put in my line work
color. To reference that. I sometimes find with
Procreate dreams that using the color picker swatches
can be a little bit tricky. It sometimes doesn't quite
pick up the exact color. Having these swatches beside my workspace is going
to help me I'm just going to continue to
select from them instead of selecting from
the color menu. Now, let's move ahead
and do the legs. And the legs I'm going to
do in the same process. First of all, draw them
with my line color. Just following the
rough drawing exactly. Then when I've got
them drawn in, I'm going to go up to my layers. I'm going to add another layer
underneath the linework. I call that base and fill that with the
base orange color. Once I've got the base
orange color filled in, I'm going to create
another layer, turn it into a
clipping mask and add some textured highlights and
textured shadows on top. So that's my first pose done. I'm going to drag it out to two frames because remember
we're animating on twos. Then go ahead in the timeline, duplicate my torso layer. All I need to do is match it up to the rough
drawing underneath. So if I o in really close, you can see, there's
my rough drawing. I'll just move the
torso for that frame, and now I'm going to go
ahead and draw the legs. So the beauty of this method is that once you've got your
rough animation done, which you sort of, you know, almost create
without any pressure really because it's rough. But very often, your
rough animation ends up being exactly spot on and
exactly what you needed to be. Then when you go into clean up and make everything
look perfect, super clean and add color
and paint and all of that, you're not actually animating. You're simply following the
underlying rough animation. So in animation terms, this phase called cleanup was
usually traditionally given to a different artist than
the person who animated it. And I suppose this is
what's so awesome about procreate dreams is that you now get to do
everything in one go. You don't have to rely on a separate program
or a separate app or a separate person to do any of the other
parts of the animation. You have got control over the rough animation,
the tie down, the final cleaned up linework, and you've even got control yourself over the color
and painting process. It just really takes
a little bit of patience getting used
to the level of work that's involved because
it is a little bit time consuming to go through each of these things frame by frame. But it is so rewarding and
so satisfying to have gotten through an entire animation yourself that you did by
hand every single frame. That's what I really want you to come away with
from this class is that This process
it's pretty unique, and not a lot of people
know how to do this. There's an awful lot of apps and AI solutions out there that will animate something very,
very generically. But there's no
animation out there that can match what
you can animate. That's why, becoming an
animator is so powerful because you be able to have
complete control over your characters
and your stories. And so I hope that you can find this process a
little bit interesting, and you don't mind the time it takes to paint everything up. It really actually
doesn't take that long. I think the total time
for me to do this was maybe a couple of hours of
work from start to finish, including the rough drawings. The last thing I'll say
is that the beauty of this process is that once you've created a
looked animation, then you can really
start to have fun with how you present that looked animation
within a scene. And obviously, I'm going to
be showing you that later on. We're going to add
this animation to a background and
really bring it to life and give this character a setting and a world
that it can live in. But before we do that, we have to get through
this process. So I really hope that you're still with me and
you've gotten this far. And if you have that is awesome. All that's left to do
is to do the arm swing. Now, for the arm swing, we're going to approach it very or slightly differently
than we did with the legs. And the reason being is
because I wanted to give you another alternative
or another option to how you would
animate something over, you know, ten or 12 frames. So when you're ready, meet
me in the next lesson.
18. Robot Walk Cycle Arm Swing: So in this lesson, I'm
going to just finish off the animation by
animating the arm swing. Now, I wanted to
show you a second or an alternative way of animating the limbs other than the
way we did the legs. So when we animated the legs, we literally every frame and did our in
betweens all by hand. In this lesson,
I'm going to show you a second way of animating, and we're going to
do that on the arms. What we're going to do is just like we did with the
torso upper body, we're going to draw the arm
sections one at a time. Copy each frame
across and rotate it. So I'll show you
exactly how to do that. To go into flip book mode, the first thing I'm
going to do is just draw my upper arm, let's say. Because I've kept this design very stylized and
very, very simple. We literally using just a
round shape for the joints, which is nice because
it makes it easy to animate them rotating around
a central pivot point. Simply draw this
very simple shape, like so, with the line color. And just like we did, every
other part of the robot, we'll just paint and add a little texture on top of
that in the exact same ways we did before using different layers for the base
color and for the textures. Once that's done, that's
in its first position, according to our rough drawing. That's our first frame. We need to make this drawing two frames long. I'll
just drag it out. There's my first
p for the upper. Then I'm going to
duplicate that pose. Well duplicate that drawing. Zoom in, and then for
the dam position, I need to shift
it down slightly, so I'm going to match it up
with my underneath drawing. If you want to, you can
turn off the visibility of the robot upper body
because it might make it a bit easier just to see the
rough drawing underneath. Then what you're going
to do is come out of draw mode and click
on these three dots. Again, if you don't
see your pivot point, you might need to
zoom all the way out But see if you can find
your stray pivot point. I don't know why it goes
straight at the beginning, but there's mine over there. And what I'm going to
do is drag it so that it is lined up with
the top shoulder. Let's call it a shoulder or the top rotation
point of the arm. And that matches up the down position as I've drawn
it in my rough animation. And then from here on, I'm
going to do the same process. I'm going to duplicate
that exact drawing. And for the next pose, I'm going to go ahead and
shift it into position, line it up exactly with
the underneath drawing, make sure that the shoulder or that round rotation joint
is in the right place, and then I can grab it and
rotate it into position. So this might be an easier way for you to animate rather than redrawing every
frame exactly over and over again if you
wanted to do that, and you still get to retain that hand drawn look because well, you've drawn the first frame. So it's up to you you could even do the legs in
this way as well. I personally found it
a bit easier to just draw the legs for each
frame or each position. But if you wanted to keep everything completely
consistent, then you could do this
method on the legs as well. But it's a very useful
way to animate, and it's just about, making sure that you
can line the frames. If you copy a frame over, just making sure you can line it up with the previous frame or the underneath drawing
so that it isn't floating around and
losing its spot. You have to keep it
very consistent, and that takes a little
bit of practice. And then the only thing
that you need to do is do the exact same
for the lower arm. So once I've got all of my upper arm positions
done, and that's sorted, I'm going to then
go back and work on the positions
of the lower arm. And in this case, I like this a lot
because honestly, I would probably
if I was to draw the arms for each frame
throughout the animation, I would probably definitely
end up going off model and maybe making the hand a bit weird
and a few frames, and you know, maybe making the length of
the arm too long. Because as you could see, in my rough animation, that's
exactly what I did. I made the length of my arm
way too long in my roughs. So for me, something
like the arms, if they change shape, or if they change volume, or if the hand changes, it might jump out quite a
lot in the final product. So for something like this, this method works amazingly. You're just copying the
exact same drawing onto each frame and putting
it into place properly. As I said, the only
thing you have to really keep an eye on is the fact that are you
lining it up correctly into the same pivot
point as you know, into the pivot point that
it needs to be? Okay. So I'm going to fly through
the rest of the arm swings. The only other point I want
to make is when you get to the position of the
arms crossing the body, It can look very weird. The poses can look
really strange, and you might think that
you're doing it wrong. All I'll say is, no,
no, don't worry. Those poses do look really
odd in a walk cycle, especially with a
character like this. So don't worry, if once you get through it and make sure
your poses are correct, you can play it back,
and you'll see. Alright, so here
I am at the end. I've done all my arms. I've done the legs, and
I've got a robot walking, and it's done, and I think
that that works perfectly. It's a little bit robotic, I know, but obviously that's
what we wanted to aim for. But it's a very nice, consistent and
natural looking walk. I can't believe that we got
to the end of the sup cycle. I hope you're still with me. I hope you're enjoying
this process. And if you've gotten this far, congratulations, that's amazing. What we're going to
do next is we're going to group this entire
walk into one group, and we're going to add
it into a background. When you're ready, meet
me in the next lesson, and I'll show you how to fully bring this simple animation to completion and set this
robot character in its own world to create
a fully finished scene. When you're ready, meet
me in the next lesson. P.
19. Adding Background Art to Your Animation: In this lesson, I'm
going to show you how to add a background
to the animation. I'm also going to show you
how you can mask out some of the background to
make it look like your character is walking behind elements within
the background. But before I do any of that, I want to tidy up my timeline, and this is a good practice
for any creative to do is to try and keep your files organized because in animation, things can get out
of hand really quickly with lots of layers. And lots of tracks. You want to be able to always
keep on top of things. That's all that I'm
going to do now is just group
everything together. I'm also going to name my groups, which
you can do as well. There's a very handy
thing that you can do is to color code your tracks. So if you wind up with a lot of animation, you
might want to do this, give each of your tracks
a different color, so that when you're all
the way zoomed out, or you're trying to scroll
through all of your content and identify where a certain section of
your animation is, the color code will help a lot. So yeah, that's
what I've done now. I've got everything
nicely organized, the arms are on a
separate layer. The legs or a separate
track, I should say, the legs are on a
separate track, and the torso is as well. That makes it incredibly easy
and straightforward if I ever need to go back into my animation and
change something up. I'll be able to find
it very quickly. I'm now ready to
add my background. To add a background or to add an image or anything
into your document, it's super simple in
Procreate dreams. Come over to the Plus button, tap on that and from here, just choose photos so that you can add from your
own photo library. Now, hopefully you've downloaded this background image
if you haven't, Simply go over to
the projects and resources tab on a
desktop or laptop and find this file that I've left for you and
download it and then use Airdrop to get the
image over to your iPad. So once you've brought it into your procreate dreams file, you'll see that it
comes in a little bit. It's not quite the same
proportions, but that's fine. All you have to do is just grab the corners
and scale it up. Okay? So scale it up like that. And then because my
animation is in one group, I can now move my entire
animation around, so I'll just maybe grab
it and move it over here. So the next thing
we're going to do is duplicate the group so that we have enough animation to last the duration
of our document, which is about 5 seconds. Tap on the group, click duplicate and duplicate
again. All right. So for hit play, our
animation is looping, but he's walking on the spot because that's how we
animated this character. What I'm going to do is click
on the Tline Edit button. I'm going to select
everything and group this all as one group. Now I've got my groups
within one group, and now I can
animate this group. Basically, I'm going to
go to the beginning, tap on the playhead over here and apply a move
and scale keyframe. Let's see, I'm going to drag the character way off to
the left because I want this character to be
walking on screen and essentially he's going
to come from over here. Now, I know at the moment he's
on top of the background, and that's a bit weird, but I'm going to show
you how to fix that. Let's go to the end
first and create a moving scale at
the end keyframe, and then just drag the character across the screen like so. Perfect. Now, effectively, the
robot will be walking from one side of the screen
to the other like essentially crossing
across this entire scene. Lovely. Perfect. Now what
I want to do is make it look like he's walking behind this element
here in the foreground. This is going to look really
effective once we do it, and it's always
really nice to have these foreground elements in the background just to
give that sense of depth. What you're going to do is add a new track above the animation, and then on that track, go into draw mode, pull up flip book. What I like to do
is choose quite a bright or stand out color. I'm going to go with
red or something. I'm going to now trace over the elements that I
want to be masked out. Anything above the robots
height doesn't really matter. It's really more so this
element in here that I need to, I need to take care with. So I'm tracing around
the outer edge of this element very carefully
and coloring it in as I go. So all of these
little areas here are where we'll see a
glimpse of the robot. What the mask is doing
is that it's going to only show the robot
in those red areas. So that's why it's almost worth it to paint
up the whole screen, but you don't have to, but certainly around
this object here. So once you've got everything
painted in, like that, what you're going to do is come back over to the frame
on your timeline. Choose filled duration
so that that mask essentially is filled out to the duration of the timeline, and then tap on hold and choose mask from
the drop down menu. Then from there, I want you
to choose the layer mask. Remember, we use
clipping mask before in when we painted the
robot to add textures. Well, in this instance, we're going to use layer
mask to ensure that we mask out the layer
of animation below us. Once you do that,
you'll see that the content changes
in your timeline. And if you scrub through, you'll see that the
robot disappears completely once he goes behind the elements
that we mask out. Okay. Let's zoom out and let's hip play and
see how that looks. There you go. That is very
effective. I really like that. That works, and then
he walks off screen, and yep, that's it. So have a go at doing this, import the background
into your animation, create a new layer
above your animation and add a layer mask so that it looks like your character is embedded within
this background scene.
20. Breaking Down a Run Cycle: So now that we've
progressed through the all important
bouncing ball project, we've done the walk cycle, and we've created
an animated scene with our robot character
and background. It's time to move on to the next really
important project, and that's a run cycle. So this is actually very
similar to a walk cycle, but it's actually a lot easier because you can think of it as a shortened version
of the walk cycle. There isn't so many
poses involved. So what I'm going to
do is first break down the run cycle for you much
like I did with the walk. I'll just use a simple
figure running, and I'll show you the key poses, and I'm going to
point out any notes that I think are important. So this is my little
run, and as you can see, it's a fairly simple,
very nice and snappy run. So let's take a
look at the poses. I have the body and
the legs on one track, and I've got the head
on another track. But since we're just looking
at the poses as a whole, I've got them all
grouped out into one. So the first pose is the contact pose
just like in a walk. But in a run, only 1 ft is in contact with
the ground, not both. Then the next pose is
the down position. That's when the character makes full contact
with the ground, the foot comes down
onto the ground, and the whole body
sort of scrunches down into this position
into this pose. After that, we have what's
usually called the kick off. This is where the
character literally springs up from the
crouched position, but just note that the character hasn't quite left
the ground yet, so the foot is still in
contact a little bit here. After that, we've got a
pose that is a bit unusual. This is the pose that this is what makes the
run a run, really. And this is when
we have both feet completely off the ground and
the characters in the air. So let's call this
pose the air pose. And the thing to note
about the air pose is that this is where the
arms are at their widest. If you recall in our walk cycle, we had the arms at the widest swing when the character was in
the down position. But in a run, the arms in the down position
are swinging close into the body in anticipation for that big
kickoff and air pose. Okay. Then after the air Pose, you get straight into the
next contact position. There are really
only three poses in a regular run cycle
and two contacts. So just to sum up, you've
got a contact, down pose, kickoff, air, and your
next contact pose. Now, to make it a cycle, you have to do the
same exact poses again on the other leg. You need your kickoff and your last pose for
the cycle is the air. So that will ensure that it loops back to the very
beginning pose again. It will hook up, and it
will loop seamlessly. Now, I want you to notice that there are no in betweens here. These are all the key
poses, if you like, and that's very different to the walk cycle where
we actually added in a couple of in betweens in between some of these key poses. But here it's just the keys, and it works perfectly
even on twos as a very nice and cartooni
run. So there you go. If you wanted to sort of change things up and
modify this slightly, make your run a little
bit more artiful. What you can do is
experiment by, you know, taking out one of these poses or even adding an in between, say you added an in
between around the air pose so that the characters up in the air just a
little bit longer, that could give a
different feeling to this run altogether. It would make it look a bit
more like a springy jog or, you know, give that kind
of skipping feeling. If you wanted to make
it an even faster run, then what you could do is just take out either the kickoff pose or the air pose and that would make it a much
faster run cycle. We can look at that later when we animate the Ninja character. Let's do that. Let's dive
into the next lesson. Let's start roughing
out our poses, for our run cycle, for the Ninja character. When you're ready, I'll see
you in the next lesson.
21. Ninja Run Cycle Rough Poses: In this project, we're
going to animate a character of a Ninja
running through snowy forest, and we're going to do it in the exact same ways.
We've done it before. We'll start out with
some rough poses just to get the idea of the character in these very
distinct run cycle poses. Then we'll clean up our drawings and we'll add color
to the animation, and then finally, we'll
animate a background. The very first thing that
I always like to do when I start out doing any character
animation whatsoever, I try to thumbnail out
ideas for character poses. And this is an excellent
idea just to warm up as well as to get a feel for the character that you're
about to start animating. It gives you a chance to experiment with what your
poses might look like, gives you some sort of free flowing ideas about how
to pose out your character. And a great way to do this is to draw in sort of almost
like silhouettes. This trains you to understand poses much better if you
see them in a silhouette, because you want your poses
to read very clearly. A lot of beginner
animators make the mistake of not drawing very
clear, distinct poses. And so drawing characters
in silhouette is a great practice to understand
how to push a pose, how to exaggerate it,
and most importantly, to know how to make
it read clearly for whatever the action is that
you're trying to portray. I said, this is just a little
warm up exercise that I do, but I thought it
was important to include this and to let you know that this is really part of the animators process as well. But I'm literally going to
just lower the opacity, bring them over to
the side, and I'm just going to place them
there for reference. And then I'm going
to dive in and start drawing my first pose
in the run cycle. So the first pose is
that contact pose, and I want to have 1 ft on
the ground and 1 ft back. And I would encourage you when
you're doing these poses, especially for a run is
to really, you know, go don't try and make the
poses in a sense small, and I could say, indistinct. You know, you want
your poses to be very bold, almost exaggerated. So if you think that you're sort of drawing an exaggerated pose, Don't worry too much about it. It's actually more than likely going to read perfectly fine in
the final animation. And you'll see that play out in this particular
animation project, the way that the poses, which might seem
hugely exaggerated, are actually quite
fine in the end. That is my rough rough
character design for the first contact position. Next, I'm going to add a new frame or jump onto the next frame
following it directly, and in there, I'm going to draw the second
contact position. It's the same pose more or less, but the legs and the
arms are switched. Now the leg that was
previously backwards, the leg that was previously
forwards is now swung back and the same with
either of the arms. Now, what I'll do is I'll go back in between these two poses. I'll go back to my
very first drawing and add a frame in
between these two poses. Then in here, I'm going to
start drawing the down pose. This is where the character really fully makes
contact with the ground. Now, after the down position, the next pose up is the kickoff. Now the character body is being propelled upwards so that back leg is completely straight, and I'm keeping the body at this distinct angle
and just making the arms swing out and that back legs
start to come forward. One or two points here to
note is that remember, you want to keep your animation. You want to make sure that
the character is going to stay in the same vertical plane. So because he's
running on a spot, again, it's like
he's on a treadmill, the upper body and
the head will be in the exact same position more
or less going up and down, and it's just the legs that are swinging through these arcs. The other thing I want to point out is that I'm
drawing really rough, and I'm not worrying
about whether or not, my lines are going to match up. That comes later. Right now, it's really just about
making the poses work. So that is the air
pose that I've done, and that's pretty
much it, actually, because now I've got all
five of the main poses. I've got my two
contact positions, down position, kickoff and air. So if I scrub through the
timeline, it's looking good. Now I just need to do the
same poses on the other side. So I'll come back
to my first pose. I am going to copy
that because this is where I want my animation
to end up looping back to. So I've got my contact
positions over there. I'm going to then pull up
my flip book and start to just quickly draw in the three
poses on this other leg. Okay. I have now finally got
all of my poses together. So I'm going to go to
that final pose there, which is the last
contact position, and I'm going to delete
that because that's just a duplicate of
the very first pose. If I play through the animation, it's very fast because
I every on ones. So as usual, I'm going
to select all of my drawings in the timeline
using the timeline edit tool. Go down to the first frame, tap and hold on the
edge and drag all of the frames out so that each
drawing is two frames long. Now let's play it back,
and that's great. My ground plane obviously,
I didn't extend that out. So if I extend that
out and play it back, that's looking really good. That's a fairly decent run. So yeah, that works perfectly. So now all I need to
do is just tidy up my linework before moving
into adding color. So when you're ready, I'll
see you in the next lesson.
22. Ninja Run Cycle Tie Down: In this lesson, I really just want to clean
up my line work, which is a very
straightforward process, and you should be well
used to it by now if you've worked through the
other projects in this class, particularly the walk cycle. There's not much change. The only thing I do
change in this pass on my animation is I'm giving a little bit more definition
to the character. So he's wearing a
mask around his head, things like you know, and like boots with laces
on his legs and arms. So I'm just giving those
sort of little details, a bit more definition in this pass before I move
into the color phase. Making sure that
I'm tracing over the existing rough drawings that I worked out in
the previous past. Because those rough drawings worked fine when
I played a back, I know that the run
cycle is working, I know the animation is working. So this is just really all about cleaning up that linework. Because the run is not
that long of an animation, it's just literally
a few frames, this doesn't take
that long at all. It's just a very quick
process of redrawing. All I'm doing is reducing
the opacity down of my roughs underneath and simply redrawing my frames over
on top on a new track. So the one thing that
is important, though, is that I'm I'm separating out the head and the body because I don't want the head
to change whatsoever, I want to keep consistent. So I'm drawing the head on
a track above the body, which will ensure
that every time I make a new frame and
get into the new pose, I just need to copy the head over and move that
head into place, and that that in itself will ensure that then the
animation stays consistent. It looks like it's
staying on model, because, you know,
realistically, the biggest thing that will jump out in any animation
is the head, because that's what
you're looking at the most when you're looking
at character animation. So I always try to
keep that consistent. And if you have a chance to just copy and paste rather
than redrawing it, then you can be pretty
sure that you're not going to mess it up too much. M. Alright, so let's play it back. Think it's working
perfectly fine now. I think I'll just turn off my rough drawing underneath
and play it back now, see if it's a bit clearer. Yeah, that looks really good. We've got a really decent run going and the character
everything is working. Perfectly unmodeled
throughout all of the poses. So fabulous. I'm really
happy with that. All I'm going to do now is add some color and then
we'll get into animating our background pan so
that it looks like it's a proper scene
with the character running through snowy forest. When you're ready, meet
me in the next lesson.
23. Ninja Run Cycle Adding Color: So in this lesson, I'm going to prepare for the next phase. Now, you could go through
the cleanup phase again if you wanted
to do another pass, if you wanted to have
a super clean line. But I'm going to keep my animation intentionally
like a bit sketchy. I wanted to really retain
that hand drawn look and have the animation feel a little bit like it's
been drawn by hand. But it's totally
up to you if you wanted a very
stylized character, a very cartoony version, then you could definitely work through the
cleanup phase once more and bring your line
down to just one solid line. Now, this color pass
that I'm going to do right now is very,
very straightforward. But it is necessary
because at the moment, the only thing that I
have here is linework. And if I wanted to put a background behind
this character, then that would see through, and that would not be right. So I do need to add some color or some sort of
color behind him. Now, there's a couple of ways that you could
have done this. You could have gone through this whole process in
the previous phase during the cleanup
by simply just adding a new layer underneath
your drawing each time. Remember how we did that
with the robot character. But in this lesson,
in this phase, what I'm going to do is just add another track underneath
my line work, and I'm just going
to add a piece of color on that track
for each frame. But to start out, because we've got a white
background here, it's going to be
difficult to paint white on top of that and
see what you're doing. So what you need to do is
simply come down to the corner, tap on the time code
of your document, and here I want you
to just change up the background color change from white to something
with a bit of tone, and that's going to be
much easier to work with. Then go ahead, grab
the white paint, and as you can see, that makes it much easier to see
what you're doing. It's literally just tracing over each frame and making sure that your frame is
two frames long, exactly like we've done in all
of the previous processes. You also want to at this stage, put color in for the face. Since that's going to
be obviously visible. Even though we just
see this tiny part, it's important to do that. I'm only going to draw like an eyebrow like this
to indicate the eyes. I think it will look
weird if there isn't any eyes or if there
aren't any eyes. But I also want to just
make sure that I'm not putting in any detail because this isn't
going to read. That's going to be very
not really discernible, so you don't want something to jump out as being a bit strange. So just keep it simple, just give something to
indicate where the eyes are. You can fly through
that in a few minutes. It's not going to
take long at all. As I said, it might
seem like a bit of an extra step
that we've taken. I would say that you
could possibly do this at the same time as
your cleanup line work, or even at the same time, if you're very good at drawing, you could do this
during your phase. It doesn't really matter. I just wanted to separate
the process out a bit so that you have
an understanding of each of the stages
that are involved. Finally, at the end of
the day, here we are, you should end up with a little character like
this in a perfect, cohesive and lovely run cycle, all painted, all ready to go. That's brilliant. If
you've got this far, that's amazing, well done, we are now ready to
finalize this project and to create a complete
scene around this animation. So when you're ready, meet
me in the next lesson, and we'll finalize
this scene together.
24. How to Animate a Camera Pan: All right. So in this lesson, I'm going to show
you how I would add a background
to this animation, and I'd also add what's
called an overlay. An overlay in animation
terms is an element of background art that is overlaid
on top of the animation, and it gives a sense of depth, gives a sense of the characters being embedded within the scene. And it also gives you the
opportunity or the capability to animate the overlay at a separate speed to the
rest of the background. And I'm going to show you
all of that in this lesson. So, okay, so the first
thing that I want to do is actually jump
over to procreate, because I want to
prep my background before I bring it in
to this document. I want to make sure
that there's parts of my background that are
separate from each other. So let's hop into procreate, and I'm going to open
up this file here. So what I've got here
is a long background. It's not it's double the normal sort of length
of a, a screen size, which is normally 1080
by 1910 80 by 1920, but I've gone ahead and
doubled it so that I have enough of a background
to use for a pan. And then if I open up
my layer stack here, you can see that I even have
trees on separate layers. So these trees that are
in the foreground here, these are on separate layers from the rest of the background. Okay. So that's really all that I wanted to
point out is that if you've got artwork that you wanted to use for
your animation, make sure that you
have prepared it properly within something like procreate so that when you go to import it into
your animation file, you can have different
elements on separate tracks. So I'm going to go ahead
and merge these trees into into one layer
because I don't need them. I don't need three
separate tracks. I just need one track. So I'm going to go merge down, tap and hold on this
tree, merge down. And there you go. I've got my foreground trees and
my background layer. All right, so I have
left this exact file for you to download in the
Projects and Resources tab. So head over you have to be
on a laptop or a desktop, but head over to that tab and you'll be able to
download this file. And then what I would say is open it up first in Procreate, because I'm going to show
you a cool way to bring your layers into
Procreate dreams that will keep them
on separate tracks. There are many ways to bring this artwork into
Procreate dreams. But what I'm going to
do is go into gallery, tap and hold on my file, swipe up, and going
to procreate dreams. And then I'm going
to just simply drag it underneath my
animation and let go. Now, the cool thing about
this is that what you can do is tap and hold on
this entire element. Come up to this option here, which says convert
layers to tracks. Tap on that, and it has now
converted it into a group, which you can now open,
and there you have it, your trees and your background
are on separate tracks. So that's just a really handy
thing to know if you've got a background or artwork that has multiple layers
inside of Procrate. Instead of dragging everything
over one layer at a time to ensure that you've got each of them on
separate tracks, simply bring the
whole project file into Procreate dreams, and then from there
use that option of converting
everything into tracks. Perfect. Next up, I'm going to just orient my animation
and my background. I'm going to on the
background layer, drag this over to the
right so that it's at the edge there and the
same with the trees layer. I'm going to drag that so
it's more or less there. I'm just going to
increase the size slightly so that
there's no gaps. But now my character is on
top of my foreground layer. What I should do really is
ungroup my background art. Tap and hold, and I'm going
to just choose ungroup, and then I'm going
to tap and hold on trees and just drag it
above my animation. Now, the ET track is there
so I can just delete that. That is now very
nice and orderly. Next up, I'm going to
scale down my animation. It's too big. I want
this to look like It's in scale, so I would imagine that makes the
character way too small. Something about round about
there is pretty good. Then you just need
to decide where you want your character
to be placed. If you want them in
the center, That's a, you know, decent enough
place to have the m, or you could just, you know, compose your shot so that the character
is a little bit off center or even compose your shot so that the
characters over to the left, and that might actually
work for the camera pan. But the next thing that we
need to do is make sure that our animation lasts for the length of time that
we want our shot to last. So drag everything out here to 5 seconds
and then duplicate the animation as many times as we need to
to fill up the track. So I'm just tap and
hold and hit duplicate. All right. I'm going to make my animation actually
to 4 seconds. I'm going to delete d. Then come down to the
background layer, go to the very beginning, tap on your playhead and add a move and scale key
frame at the beginning. Go to the end and add your
second movement scale and now move your
background to the left. Let's hit play. That
looks pretty good. Then lastly, I'm going
to go to my trees layer, which is the overlay. I'm going to add a movement
scale at the beginning, and one at the end. Now. Let's see what
that looks like. There you have a
pretty decent run through the snowy forest
with our character, and it looks awesome. But let's do one more thing before we finish
up just to make it look even more cinematic and
atmospheric on our scene. What we're going to do is
come down to our trees. I'm going to because
we've added a move and scale onto our
trees, we can't do. We can't add any more
animation onto that. I want to add a tiny bit
of a motion blur onto my overlay layer because I just to give that
cinematic feeling, I want the foreground elements to be a little bit out of focus. What I'm going to do is add a track above my
foreground layer, above my overlay layer. Then I'm going to
simply jump into my brush mode and make
some mark on that. I'm going to go tap
and hold on the frame, I'm going to choose filteration. All right, then I'm
going to click on the timeline edit button
and group these two tracks. Now that I've got both of
them grouped into one track, I'm actually going to
go back and delete the drawing. Delete content. You can even delete that track. So I've essentially got my
trees on sorry within a group. And that's where I wanted you to get to
so that I can show you how to add a blur on top of your already
existing key frames. So just to recap, my movement scale keyframes are inside on the
content itself. They're moving nicely.
We're working very well. I've then gone ahead
and created a group that encompasses the tracks
with those two keyframes. I'm now going to add a blur
effect onto the group. Tap and hold on
there, tap on filter, tap Gaussian blur, and
drag up the blur amount. Now, you don't have to
drag it up an awful lot. You'll see just at 1%. It's already made a difference. If I drag it up too
much, even at 3%, you totally lose the
lose it completely. So don't lose it. Keep it together, but just
drag it up to about 1%. Let's see what that looks like. That's great. It just gives
it that tiny little bit of blurriness that is enough to make it feel
like it's out of focus. That is the end of our
little animation project, our Ninja run, and I hope
you've enjoyed this lesson. If you have, let me know if you've got any
questions, let me know, and I will look out for you
in the project section, and I can't wait
to see your work.
25. Conclusion: Well, congratulations for making it to the end of the class. I couldn't be prouder of you. If you've made it here
through all of the lessons, I think that in itself
is a huge achievement. If you've gotten through
any of the projects, then you've really knocked
it out of the park. I think learning
animation on your own is a really
challenging process, but I know that your dedication and your commitment to
get through this class, that in itself is a testament
to your work ethic, and I think that
will really stand to you as you build out
your animation career. So remember, I'm
here if you have any questions at all or about any of the
information in the class. Simply add a discussion or tag me if you've
got any questions. I'll also be looking out for you in the projects
and resources to have. And I hope you pose some of your work there so that we can take a look at it and also take a look at other
students work. So thank you so much for
choosing to take this class. I'm really honored to share my perspective with you
on your learning journey, and I hope in some way that the knowledge
I've shared here helps to propel you further in your work and in your career. Good luck, and I'll see
you in the next class.