Transcripts
1. Intro: Hello, I'm David Miller, a Los Angeles multimedia artist, and I want to welcome
you to this course on Animating and
Procreate Dreams. It's a standalone app from
the makers of Procreate. You can import all your
specialized tools, palettes, and artwork from
the original procreate. Create animations as
a mix of frame bay, frame performance capture and key framing export
full prores films. Placing a fully functional
animation studio in the portability of your ipad, along with the organic interface one gets from drawing
with the Apple pencil. I personally fell in love with Procreate dreams
at first sight, and have had a blast creating far more naturalistic
looking animations while in location near the ocean
where I live in cafes. Anywhere I find myself, there's a slight learning
curve, of course, as the program
itself is noticeably absent of menus and
obvious controls. But that's what this
course is all about. I'll do a sample project, then we'll break down
some larger projects, and I'll showcase all the
three forms of animation. I have so much fun
using this program. I hope my enthusiasm rubs off on you. So
let's dive right in.
2. Workspace, Menus and Gestures: So when you open
Procreate Dreams, you see this library and
there is an upper right icon, the plus. You tap that. And it lets you pick what kind
of project you want to do. Know that whatever you choose, you can always change
the pixel dimensions. Also, you can tap this icon,
the upper right corner, even if it starts with a
particular frames per second, even if it starts with
a particular duration, you can always change
this after the fact. I usually start
with 12.10 seconds because I've been doing
frame by frame animations. And that is very difficult
to draw, you know, 30, 50, 60 frames in a
second of animation. If I did 60 hand drawn frames and it was a
ten second animation, that'd be 600 frames. So not just 600
individual drawings, but 600 drawings of whatever is in the
foreground background. I mean, you can duplicate stuff, but regardless, you
can always change it. After the fact,
we'll go ahead and start with a four
K white screen. And so we have our stage area, which is this white zone, and also anything beyond it. I'm just going to do a little drawing outside
of the white zone to give you an idea of why you have stuff outside
of your main stage. The reason for that
is you might want things to travel in
and out of your frame. So even if you do frame
by frame drawings, you're going to do a lot outside
of this white work area. So in the time code,
if you tap that, you see these options. Show onion skin, edit onion
skin and background color. Background color, pretty
self explanatory onion skin. If you've ever done
frame by frame animation or done a flip book or
anything of that nature, it's just the drawing
that you previously did. So you can sort of continue on from that
previous drawing. We'll get into that in a moment. When we get into
the full flip book, when you tap the name
of your animation, this is where you can
reset properties. So you can change the
frame per second, you can change the duration, you can change the
pixel dimensions. The share area is where
you can export your video, and if you wanted to
set your video options, it's under custom settings. The very last option, export it as pros
for highest quality, you have the option to export at various pixel
dimensions as well. Under preferences you'll see how many undo steps you
have to undo an action. There is no reverse icon that you have in
regular procreate. So if I were to draw
something and then go, oops, I don't like
that double tap. That's your undue, it's back out to your procreate
Dreams library. It's this icon to the
left of the title. And now we're back
to where we started. This bit below, we have
our timeline, a playhead. It has 10 seconds. If we want to zoom in,
it's a pinch zoom. If we want to get a closer view of this track that I'm working on,
it's three fingers. Move it up. If you want
to shrink it down, it's three fingers.
Move it down.
3. Importing Art, Brushes and Color Palettes: So if you're an experienced user of the original procreate, you've probably built
up a lot of artwork, color palettes, tools that
you like to use there. And if you haven't done this, just know that in the
original procreate, you can save custom
color palettes. Of course, you have
your artworks, but you can also
purchase brushes on the open market and
import those into procreate. And then the issue is that none of those are present
in procreate dreams, but you can bring them
into procreate dreams. The way to get these
other assets from original procreate
into procreate dreams is to use split view. Now there are three dots at the top of your
Procreate Dreams menu. You can use that for split view. Alternately, you can into the view of your ipad
where you see most of your apps and then position
them as a side view. At this stage, you're
now able to drag and drop anything from regular procreate into
procreate dreams. I'll take my monkey
character, bring him over. I'll see it says Importing
untitled artwork. Then we have these red areas where I can scale things down. If I open up an
artwork and drag it over enough where I can see my color palettes
and my brushes, select brushes, I have mine organized by ones that I've
purchased towards the top, and then the stock brushes
towards the bottom. But I brought all my
favorite ones into a primordial
creative brush pack, and that's the name
of my company. These are the brushes
that I use on a regular basis
for all my works. And I try and keep them
very consistent because I want to have a
consistent look between my comics and my
animations and so forth. I've already imported this
one into Procreate Dreams, so I'm just going to
go ahead and grab this one that says
Gibley Art Set. What Gibley Art set is, are flora and fauna brushes
that evoke studio Gibley, Bring it over to
procreate dreams, let it go, imported the art set. Same with color palettes, primargical creative color
palette that I normally use. I have these risograph style color palettes
that I purchased. I'll go ahead and grab one
of those, drag it over, and then if I'm done with messing around in
original procreate, I can just swipe that
off to the side. Now, when I go into
my drawing menus, I have my imported art sets towards the bottom
of the palettes. There isn't a re order for
these yet in Procreate dreams, I imagine that'll be one
of the future features because it's something that's easily doable in
regular procreate. Just know that your
imported stuff is going to be way
at the bottom. This one that says
imported without being primarily
creative or Gibliartet. This is when I was importing
brushes one at a time, and that was a pain. Then I realized I could take the entire brush set
and move it over, and life got a little
bit simpler after that. Same with my color palettes, the imported ones are towards
the bottom of the list. Importing artwork from
regular procreate over to Procreate Dreams, I think is a good way to do
your workflow because you have other tools in regular procreate
that you just simply don't have in procreate dreams. For example, the liquefied tool, which is what I did to
this drawing of Mr. Burns. Any of these tools,
these adjustments are not available in
procreate dreams. The hue, saturation, brightness,
color balance curves, You do have a bit of a Gauschin blur that's
about it from this list. If you wanted to make use of any of these in your animations, what you'd have to do is create various layers in regular procreate that
have those effects. And then you would
bring those into procreate dreams and
fully animate them there.
4. The Flipbook and Frame By Frame Animation: Play icon is pretty
self explanatory. The recorded icon
is for performance, and we will get to that
in a future lesson. This grouping icon only means something if we have multiple things we want to
group together. So we'll get to
that momentarily. So this squiggly line icon is the one that we're going
to focus on right now. And there's three ways to
animate and procreate dreams. You can mix these
three together. You can do all just
one, just another. But to begin with, I think it's best to
learn the flip book, which is not what you see here. It's when you're in the
squiggly line drawing menu and you drag down that, you're now really
in the flip book. I'm, I'm going to tap my
timeline in the lower left, show onion skin, because this is where we're going
to figure out what an onion skin actually is. Whatever brush you want to use, you do a drawing,
tap the next icon, it's gone purple on me because
that's my previous frame. And much like flip books that you might have
worked on as a child, you now have a sequence of frame by frame drawings. Now this is very rudimentary. I just started with a single thick black line
that I moved around. And they are individual frames. When you want to back out to your main stage and
all your tracks, you hit done in the upper right corner and
you can see your animation. Aren't we proud of
ourselves for that? To get back to the flip book, the squiggly line drag down. You have the option of extending these frames through tap. And now it's created
another frame in between. The purple is my onion
skin of what came before, and my yellow is
what's the next frame. So if I wanted to
create something that was like in between of the two, I could do so. Done back out. Now there's new intervals. Back to the flip book. In the upper right corner, we have all of our brushes. We have a smudge tool, we have our erasers,
and we have layers. Now, this first layer is
always going to be the bottom. And there's no way for me
to do the black drawing and then position that one on top and draw
color underneath it when you're planning
out your animations. And I'm going to go ahead
and clear this frame. My advice is, do as
much of your animation, your animatic, your
basic layouts, your scribbles on
this bottom layer. Knowing that you're going to add color and effects and ink
lines if you want them, you're going to add
all that stuff on the upper layers which
you can reposition. Keep in mind that animating frame by frame does not always mean literal things
happening on the screen. Frame by frame could
be textures looping, it could be background details, it could be energy waves, it could be effects. It could be words, it could be mouth shapes that I have
on my other characters. There's a lot you can do with
frame by frame animation that isn't standard
obvious cartooning.
5. Preparing Art For Procreate Dreams: There's all kinds of
workflows to creating an animation and you're going to find the one that
works the best for you. For me, I think creating my basic artwork in
regular procreate, importing that into
procreate dreams, and then adding all
the motion effects and seeing what else needs to move around is the best way to do it. Simply because,
as I said before, there were extra tools in regular procreate and I'm more familiar in
drawing with it. I have more space to work in. When you create your artwork
in regular procreate, you have to think about
what do you want to have move and what do you
want to have Stable, I'm going to do a
very basic face. I might want the eyes to move, so I'll put that on
a different layer. If we were doing
this in Photoshop, it'd be easy to
break up in post. But that is a thing that's a little more difficult
to do in procreate. Best to think of these
things ahead of time. And if you aren't sure, make them on different
layers anyways, because you can always
combine them down and flat, the hair is going to
get its own layer. If I have a bit of hair that's
going to dangle in front, that's going to get
its own layer to the parts of the face that
aren't going to move, like the nose or the ears. I'm going to go ahead and keep on the original face layer. Depending if this was an animation where
the person talked, I would draw the
different mouth shapes. Mouth shapes are
something that I animated a lot because I use Adobe
Character Animator, that's a motion capture
software and it reads audio and matches the
various mouth shapes. But in preparation for a
lot of my own animations, I've just created like a
universal set of mouth shapes. If you don't know what
I'm talking about, you can look up the word
phonemes or vizmes. But generally there's
like a neutral, a smile, like the letter involves people biting
their bottom lip. The letter L in the, putting their
tongue behind their teeth and so on and so forth. Those are things
that I've created. I already have a mouth
set, and I can always import that into any animation, whether it's a three
quarter view of a face, a side view of a face,
so on and so forth. So we have these bits here. If I was to add
extra hair details, I'll put them on their own layer and then of course, any color. Now personally, I don't take the effort to
rename all my layers. That would be the
smart thing to do. I can usually see pretty well on the screen
what they are. But things like
the hair details, I'm going to group those which
is a little right swipe. And then group if you
make a mistake and group something extra
like I did this face, you can go ahead and bounce
that out of the group. If you forget something, go ahead and add it to the group. Groups I do name because
they tend to be a little more complicated to see exactly
what's going on in them. If it was things that I drew on several layers and wanted
to totally combine, I would flatten all
the artwork down. That makes life so much
easier in procreate dreams, whatever you're
working with is flat. But because it's a hair
group and I want to move these individual
pieces on their own, I'm going to keep them separate. The only other thing
that I think I want to add to this
is a little bit of a color fill behind everything because currently
there's no color, and when you turn off
the background color, it's just line work. I tend to use this really
messy method of coloring. I don't know why it
appeals to me to have these Jackson Pollock dots that bounce outside
of the artwork. Most of the animation
that I love personally is very stylized stuff like spider verse or films
like Boy in the World, The girl without hands. These are not very standard
styles of animating. I think having some
unusual choices, very distinctive choices in what you do is pretty important. Be different. If I
worked for Disney, the color of this
hair is going to be an example of artwork that
I do need to flatten. If I was to paint the color on the same layer as this
painting over it, I need to paint it on
a different layer. But once it's animated, I'll want these things
to work in unison. This hair blows or warps, then the color needs
to warp along with it. Also, I need to do color
on individual layers because this little bit
that's dangling over is going to move
independently on its own to color needs to go gesture this one then this group
is dangling hair bit. This is an example of something
that I would flatten. And now it's one piece, this layer that accompanies that portion of the hair group. Those did not want
this in the group, pull it out. There we go. And I can see when
I move these off, that there's portions of the
head that I forgot to color. It's important to get everything behind the hair because at
some point in the animation, the hair may move out of
place and then he's got part of his cranium
that's exposed. Here we go, color
to the clothing. And then I am
coloring over lines. But that's just a matter
of re ordering everything. Uh, if the shirt goes
behind the jacket, then it down here, these are all parts
of the clothes group. Those. If they aren't going
to be moving or animated, then I'll flatten that
one down as well. Take procreate dreams. I might use this
guy for a social media explainer type video. Go ahead and create social
video, Import the artwork. We'll worry about the
mouse and the audio later, but as we can see, he's
imported as a single track.
6. Turning Artwork Into Tracks: Okay, so I have my
character imported and I'm thinking of making
some sort of Instagram, real Tiktok, Youtube short, some kind of short form video where this guy talks
about something. I'll draw some mouths
onto him when I need to. But first I want to
talk about tracks. Tracks are these areas down below that have
all your information. It could be your visual. In this case it says drawing. It could be audio which is not under the
list of the tracks, but it is something you
can import with files. You could be text me. If I go into text, I
could actually type out something to appear
on the screen and animate that text as well. It could be a video track, it could be a photo, it
could just be a blank track. It could be another drawing. Same as pretty much any
other video editor, motion graphics editor
that you'll ever see. There's a timeline. It
corresponds to seconds. We have a playhead, which I'm
moving around right here. The playhead has some
options within it where you can do
animations and effects. You can do them live, meaning
that there's a recording. And I'm going to go ahead
and just show you move and scale being recorded
with the record button. So I move this thing around, we go back to the
beginning of our track, we see the movement
taking place. The other choices you
have involved warping, distorting, changing
the opacity, Meaning that you can start
to see through things. You can take opacity
down to zero all the way we'll start our
playhead beginning. You can see that this character fades in the duration of the
opacity that I just did. If you don't want it
to be a performance, if you don't want it
to be an animation, you just want it to happen
naturally on the screen. Don't have the record
icon pick now, any effect that you apply
like move or scale. It's always like that. It's not a animation that takes
place across the time line. Also within the playhead are the few filters
that you have, the blurring, sharpening noise, and HSB is hue saturation
and brightness. This is where you can do
some slight filtering. Anyway, if you don't like any of these changes, any
of these effects, you tap the icon, hold it, then you can either delete the key frame or delete
the effect entirely.
7. Live Performance Animation With Effects: So right now I have one
track which is my character. I'm going to go ahead
and scale him by tapping him and moving these red
transform thoughts around. I need to have access
to more tracks because I want at least
his hair to move around. I'm going to hold my content, convert layers to tracks. And then now it says
group twirl down on the group twirl
down on the hair. And now I can see the tracks
I have within the hair. One of these layer
six is totally blank. Just something that
was a leftover when I was making my
art and procreate. So I'm going to go ahead and
hold this and delete content and delete the track layer 12 is my little
dang bit of hair. Now this dang bit of hair, I was to select a track,
pick it up and move it. You can see it for what it is. If this is going to move
at all in my animation, if it's going to have
some physics to it, like gravity or
wind affecting it, the movement needs
to be really subtle. Also, I was to show
you what Warp does. I don't want it to look stupid. I think that's what would
happen if I did warp. I'm just going to
gently rotate this, delete these key frames of Warp. I think all it's called for
is just a subtle rotation. The way that you rotate things for animation is you
tap the corner icon. You see this little gray. You just move that
corner grave bit around. I think that's good enough. Note that the anchor point is
the center of my animation. The anchor point
is that plus icon, if I go too far, it's
going to look really bad. I here and there, animation does not have to be wild and crazy all the time, but I think things need to move on the
screen at all times. I think if you just leave a drawing not moving or you only have a small
part moving like a mouth, but the rest of the
head stays still. It's not really interesting
to look at that's like Diana Barbara animation
of the 1960s. It's just so cheap
and it's unnecessary. We can very easily do subtle
animation record icon. And I'm going to pull out so I can see any seconds I'm working with about 5 seconds for
the purposes of this video. Just going to subtly rotate it. Now that works for that
small bit of hair, the hair on top of the
head, different story. I move my play head to the
beginning of the track. Select the layer that has
the rest of my hair in it, which is layer 11. Again, you can
simplify your life quite a bit if you
name your layers in procreate prior to bringing it over to
procreate dreams, tap the clapboard move. I think Warp is
going to work well. You'll notice I have four points to this hair that should
be moving around. Don't worry if you can only
animate a small portion. If you can only warp
one side of the hair. Because you can always restart the playhead and animate
the other side of the hair. And it'll do recordings of both. I'll go ahead and grab this upper right corner and I'm just going to
subtly move it around. This is what does he changes the mesh and I've got to 9
seconds start my playhead. See the subtle
warping of the hair. Really nice. Restart
my play head. Now I'm going to get to
the left side of his face. I'm going to grab
the bottom from the right corner and just
warp it around a little bit. Here, a little bit there.
Restart my play head. Now the hair looks like it's got a little gentle
breeze going in it.
8. Lip Sync With Audio: In this final bit, I'm going to open the flip book. Within my group,
of my character. Which means that I'm going to be drawing within the shell. And each frame is not going to be a frame
by frame animation. It's just going to be the
mouth shapes that I need. This will translate to frames of those mouth shapes
on my main timeline. And then I can stretch
and place those with whatever dialogue I end up
putting in the character. Whatever audio I
end up dropping in. I'll put the correct
mouth shape to go with the correct syllable where
you'd find these mouth shapes. If you were looking
for reference, you can Google
phoneme or vizeme, or cartoon mouth shape. And you'll find those Each main letter group though it
has a particular mouth shape. As I mentioned
before, if you say L, you are putting your tongue
behind your top teeth. So that's pretty
easy to illustrate. If you're doing an
F, at some point your top teeth are
biting your bottom lip. You can draw whatever
mouse shapes you need, however many you need, and if you want them to be multiple frame
movement, for example, when someone says it's
literal shape on their face. But there's always going
to be some transition from sort of long, straight horizontal
line, that is our regular mouth into the O. So if you do two frames
of motion for that, it's going to look smoother
and a little nicer. I do try and take extra
time on my mouth shapes, maybe even more
time than I'm doing in this particular tutorial. Because these are things that are going to
be animated a lot. If you're doing some sort of dialogue heavy
animation illustration, you don't want to skimp on the time that you spend
on doing mouth shapes. And if you add extra details
like the little divot above the upper lip or little
shading on the bottom lip, Shading in the
corners of the mouth makes the animation look more
polished and professional. I don't know about drawing every single tooth on a person. I think sometimes
that looks silly. It actually makes people's teeth look worse than if you
just do sort of like the white line indicating
upper teeth, bottom teeth. It's up to you and a lot of
my own personal drawings, I'll put all the
taste buds on tongues and maybe even like
fingerprints on fingers. And in one sense, that
looks a little freaky when you see that as an
animated character. So I'm not going
to do that level of detail with
these mouth shapes. I'm just going to do very
basic ones so we can have our frames and we back out into the group
of our character. Check the mouse, make sure that they're all the
right orientation, that they're in the
right position. We'll do some adjustments using the transform tool
on each frame. We'll scale them as needed, rotate them as needed, place them further
up in the face or further down depending on how much I messed up when I
did my flip book drawings. And now that I have
my mouth shapes, I'm going to import
my audio with this plus icon fine files and I've already air
dropped my dialogue, which is the very intro of this particular
tutorial onto my ipad. So it's called hello dot wave. I'll add my wave file
in and I can see the waveform which is the
visual representation of audio. I know my syllables, first word is hello.
That's two syllables. And of my mouse
shapes, I have an E, so I have an L sound
and I have an Sound. So even though hello
is two syllables, I think I need all three of those particular shapes
to illustrate hello. This is the part where I have to start repositioning things, duplicating as needed,
and spacing them out. I'm going to put E L for my. Hello. Hello? Hello. Oh, I'm Davi Miller. The number of mouse
shapes you'd want to use for any dialogue can depend on how fast the
character is talking and how accurate
you want it to be. If you were thinking that this is a lot of work and
you don't want to do this, then I would make some more
generic mouse shapes and then just utilize them
sparingly as needed. But if you're going
to do something that's very dialogue heavy and talk and you want your character
to be more expressive, then a higher level of detail
is needed in your projects, I would have more
expressive stuff going on, like a variety of eyebrows, maybe some wrinkles on the face, More blinks, more things to
happen with the character. This is something
that I learned when creating motion
capture characters in Adobe character Animator. That the more animations that you give a
character you design, the more lively they are and the more easy it is to get
into watching them. I think that's why a lot of people have a hard time watching the old Hannah Barbara
stuff because they are not very lively,
they're very static. Same with a lot of
the older anime, some of the older cheaper
stuff that characters just don't emote and they don't
move around that much. And compared to something like a Studio Gibley film where
characters are very emotive, environments have
emotion to them, Everything just
kind of like works towards a vibe and a feeling. And you can get so into it, you got to realize that you're
competing on some level with other things vying
for people's attention. And the more basic and
boring your stuff is, the less likely it's going
to get any eyeballs. Less likely you are to
communicate your message. So now that I've completed
everything within my shell and I have my character saying exactly what I want them to say, I can go out to my main group of my character and start doing some performance capture that emphasizes what the character
is saying and doing. So if they are doing something
that has extra emphasis, I may have their head rotate towards the
audience a little bit. I might scale them up as they are emphasizing a point
just for that moment. You'll make life a lot easier
for yourself if you do all the animations
within a shell, within the main group before do your outer performance
capture animation. Because if you do the outer
performance capture animation that contains
everything, the hair, the face, the mouth
shapes stuff is going to be moving around
when you're trying to make it move
within the shell. It's just not worth your time to try and deal with
that aggravation. I say do everything inside. Now you know what's
going on and you can do performance as if you
were an actor on a stage.
9. Tracks And Groups In Depth: Now we're going to
take a moment to try and understand tracks
a little bit better. If you have worked in any
other sort of video editor, you probably have an
idea of what tracks are. This is your visual elements, which could be video
photo, drawing, frames of drawing that
add up to be animation, a color background, a texture,
anything that's visual. And then you have the
audio elements which are music, dialogue,
sound effects. Procreate Dreams does not distinguish between
visual and audio. If you want to add visual
layers including text, that's pretty easy
to understand when you use the plus icon
for a new track. If you want to add an audio
layer isn't labeled as audio, but you can search file
and then whatever you have on your mobile device or your Dropbox or however
you interface with Procreate Dreams is accessible to you and you can
place that in there. My personal workflow is I do
most of my audio editing, if not all, in Adobe
Edition, in Adobe Premiere, I just find it's a lot easier to do it there and then focus on creating my animation scenes. In Procreate dreams, there's
nothing that says you have to do everything start to
finish within one application. Tracks are probably the thing that will trip up most people, because as you add tracks and you group them
into smaller segments, you end up having blank tracks. You end up having
weird orders to them. Because the more tracks you
add, the smaller it looks. If you're not used
to zooming in with the three fingers gesture
or swiping left to right, if you have something that's
like a longer animation, something that's
longer than 10 seconds and it can get quite confusing. I've found so far in
my animations that I have to keep up with cleaning up tracks that ended up empty because I bounced
everything down to a single track instead of the three or four that it was
originally occupying. The way that you
combine tracks is through this icon right
underneath your stage. When you have this
grouping icon selected, you can swipe around assets in your timeline and they'll be highlighted red
when they're selected. Then you hold with
your apple pencil in the middle of one and
you're able to group them. You can re, organize tracks however you like them
to be organized. Whatever is on top is whatever is going to be
visually forefront. This is not a three D program. You can't position things in a lower track but set
them in the foreground. Everything is a top
down hierarchy. In one case, if I was
animating the sun, but I had layers of
cliffs, clouds, oceans. The sun needs to be the back
layer because of course, the sun would be
behind the clouds. Here are the most
common things I think people will want to
do with their tracks. Number one is to clip it. If you needed to get one
of the ends shortened, you can grab the end of it
with your Apple pencil, shove it around that way, or go into the playhead menu. Find edit, and you'll see split. And now you have two separate clips that
you can move around on their own tracks or
delete as needed. Reordering is holding the apple pencil
directly on the track, and then you can move it to a different track or position it in a different
place in the timeline. You can also duplicate a track
or layers within a track. If I wanted to have
a second comet passed through the starfield, I would move my playhead to my comet layer hold
track options duplicate. Now I have a second
iteration of this which I can now move around by selecting that track and also having it
outside of my group. One of the things
you can do with the visual elements of tracks is change their opacity and how they interact with the
tracks below them. This is very familiar to people who have used Photoshop or regular procreate and work with the blending modes
or clipping masks. Blending modes, you'll find
ones that work best for you. The ones that I use most
frequently are multiply, overlay, and soft light or add. When I am working
with light sources, soft light and ad are the
ones that I use the most. When you're creating
a clipping mask, it is going to stay within
whatever boundaries are set by the underlying track
or the underlying drawing. This is really useful in
one of my future projects. In this course, I'll show you
how I use the clipping mask to layer looping textures
on top of my character. If you want to turn off a track, you can toggle its visibility. In the very beginning
of the track, there is a check box. This allows you to turn
something on and off. And sometimes if you end up
with a track that looks like it's empty and you forget if there's an element
somewhere in there, go ahead and toggle off its visibility and see if
it makes a difference. When you rewatch the animation, you've created empty tracks. If you have no purpose for them, go ahead and dispose of them. And something that's unique
to procreate Dreams, your playhead is
something you can bounce around on
all your tracks. This playhead you can move
around with your Apple pencil. When you do your playback, you'll only see the amount of your timeline that is
currently on your screen. So if you have zoomed in to like a three second chunk of
a ten second animation, and you're doing your playback, it's only going to
show those 3 seconds. If you want to see
the entire animation, you need to pinch zoom out and then you'll
be able to see everything.
10. Looping Animations: Looping is a technique that I use quite a bit in my animation. I see no issues with having looped animations
go over and over. Of course, if you're animating something
that's mechanical like an egg beater or a
car tire or something. It makes perfect
sense to see it cycle over and over with
the same animation until you need a change. For things that
are more organic, like the ocean or a character's
hair waving in the wind, it might make less sense to have loops that go
over and over and over. When I make my loops, I will throw a few
monkey wrenches in them just to make them feel more
broken up and organic. And what I mean by this
is if I were to draw four frames of the ocean
surf coming in and out. And I decided I
wanted to loop this for the 20 seconds of
animation. I need an ocean. If you did the math at
12 frames per second, you're going to see the
same animation three times every second
for 20 seconds. Which means you'd see the
same animation 60 times. And that would get
very irritating to throw monkey wrenches. And I'll have
layers to my loops. Perhaps the ocean is
a bit of water color, a bit of sea salt. Maybe I'll hold on
the watercolor frames twice every two frames will be the same exact
watercolor illustration. Maybe I'll put the sea salts
moving around every frame. Maybe I'll create the
top of the surf and then slightly warp it or push it around with
a smudging tool. And that will last
for three frames. Then once I have
these frames set up, maybe I'll start duplicating frames and moving
them around randomly, or changing their
position a little bit. Suddenly your four
frames worth of drawing, or your eight frames or
however many you have, has a little more variety to it. And it becomes a little
more interesting to look at and doesn't feel so
stuck in one place. Another way to manipulate
your loops and have them become interesting is once
you have created your loops, you can group them together until they're part
of a larger group. And then use the performance
animation feature of Procreate Dreams
to warp distort, move them around, scale
them, so on and so forth. So they look like
they're still moving. It's just maybe the loop
itself isn't changing, but its position on the
screen has changed. Has altered and has a little
bit of liveliness to it. At some point you're
going to find yourself re using animation that you've
already done and that's okay. I'm here to tell you
that every major studio you can name including Disney, including Looney Tunes,
Warner Brothers, all that kind of stuff
has used Loop Animation. It isn't just the
cheap people like Hanna Barbera or cheap
anime studios that re, use the same things
over and over and over.
11. Keyframe Animation: We have discussed frame by frame animation
using the flip book. We've discussed
performance animation by using the Record button
and moving things around. The third way to animate in procreate dreams is key framing. Key framing is something people using after effects
are super familiar with. I find it pretty
simple to understand. And using procreate dreams, it simply involves
turning on effect. I'll hit my little
platboard here. I'm going to have this
cliff move forward, as if we're zooming in
on the cliff as if we had a camera click, move, move and scale. And now you see my effect is
turned on below my track. And I'm going to leave
it where it's at, because I want the cliff
to start this size. But further down the line, let's say 12 seconds, I want it to be much
closer to the camera. Now that I've moved my playhead, I move it down to the
effect where I see my moving scale tool
stretch it out and I'll push it over there. I've set a key frame. If I back up to my
original position, push play, you'll see as if the camera zoomed
in on the cliff. If I want to do
something in between, I'll go ahead and
move my effect there. Maybe I want to do a little
rotation as if the camera is kind of a handheld thing. Turn on the rotate
by clicking corner, giving a little rotation. Then I'll rotate it back. Let's see what that looks like. It's okay. You know,
nothing special. One of those things that's
like an additional flourish that distracts from what
I want to have happen. So I'll go ahead and delete
those key frames now. It's just the straight
scaling and moving. You'll notice that it starts
slow from the beginning, speeds up in the middle, and then slows down.
That's called easing. Easing is something
that when you hold, you can see this all expanded. You have a choice that says
set easing for position which is left and right and y position which is up and down. And you find the easing when you hold with your Apple pencil. Easing simply explained, there's velocity when things move from key frame to keyframe. I actually like to have
a good ease in and out because I like to
see velocity change. It's its own form of animation. When everything just moves
super smoothly with linear, side to side, up and down, without any change in velocity. It's very boring to look at. It's mechanical and that might be the reason why you
do something like that. But for naturalistic animation, I like to leave the easing in. That's really all there is
to keep framing though. It is something that is a little easier to control than the performance animation. If I were to start
performance animation and then try and move these
things around the same time, it can get jaggedy and it might look a
little out of control. If that's what you're
going for, then fine. But you can see how many
key frames are added when I did my performance animation versus just setting the two, the start and the stop point. All three of these types of
animation work together. Ultimately, there will be times you want to do the flip book, you'll want to do
frame by frame. There are times that you'll want to do performance capturing. There are times that
you'll want to just set one or two keyframes. You'll pick up over time what the best tool is for your goal.
12. Project Breakdown 1 - Animatic to Finish: I want to open up some bigger projects that I worked on just to
show you what went into them and maybe give some
rationale for why I made my choices and see if those choices help you out in
your own creative projects. This particular one has a Sphinx character that's
flying through the clouds. It looks kind of like how
to train your dragon, kind of toothless character. It's actually taken from
Gerremel del Toro's Pinocchio. I began this one
in the flip book. I did these very quick
gestural drawings because in the olden days, this is really how animation
was done frame by frame. But also with these
super quick animatics, usually by the directors. People like Chuck Jones
and Fritz Freeling would do the key frames. And I'm talking about the
legitimate key frames, not the modern digital
animation term key frames. But they would do
the key moments of the cartoons they
were working on. And then they had their
subordinates do the in between bits where character
moves from space to space. Just copying the style
of the head animator. This particular flip book
really is just scribbles, but it was important scribbles. It was getting out the
timing of my piece, and it was getting out
the basics of where arms, legs, head wings would be. And it was so helpful
to work this way. It's not a way that
I particularly am used to working
because I like the fact that procreate can go straight to inks and then I can back up and erase
when I make a mistake. So this, in a way, felt like it was very time
consuming and lengthy. It certainly wasn't
time consuming, put my scribbles down. In fact, it actually was
kind of a confidence booster because I could start
to visualize what was happening and I think my animation was a lot more
fluid working this way rather than when
I'm trying to do my good drawing. Good
drawings, I should say. My professional drawings with the ink outlines and
the color in it. In this case, it was a very
fluid set of scribbles. And since you can't move the bottom layer of your
flip book layers anyways, you might as well make
it a scribble pad. You can easily turn off this visibility once you
start adding your color and your ink outline layers
and your effects and all the other things
that you want to pile on top of your character. So my next step is to
create two new layers. I know the very top
layer is going to be my ink outline on my
character, my black details. And then this layer
that's empty that doesn't have the scribble or my ink outlines on it is
going to be a color. I might create other
layers in between. Any thing above your
bottom background layer, you can create new
layers, reorganize them. Ultimately, what ended
up happening was I had a top layer that
was the ink details. I had a next layer which had
motion lines for the wings. I had another layer
which was color. And then my bottom layer
which was my sketch scribble. I just turned that off. I
just turned off the opacity, the visibility of those. They still remained,
but they're turned off. And I had a fluid character
that as I grouped the frames, I did incisions in certain
parts of the group and looped those segments that I thought
could be stretched out or it made sense
that the character would glide a little bit longer, which was my original intent
when I did these drawings. It's just when you do your flip book drawings and then you go
back and watch it. Very frequently
you'll see this stuff moves way faster than
I intended it to move. And that's okay, because in your flip book you can
add additional frames. You'll see the onion skin, purple being your
previous frame and yellow being the next frame. And you can make your in
between animations accordingly. You're almost
always going to get a very fast animation
when you do a flip book. And then you'll go back
and look at it and say, oh man, that thing went
just way too fast. That character walked way too fast towards the sea.
Got to slow it down. And unfortunately, procreate
dreams does not have a speed duration sort
of manipulation tool, but you can always add frames in this frame
by frame tool.
13. Project Breakdown 2 - Backgrounds and Textures: So once I've grouped my frames
of my Sphinx character. And then as I said, I cut them up and duplicated what I thought
needed duplicating. I went ahead and
grouped those again. So now I have this
one long track that is all the groupings, including parts
that I've cut up, reorganized, copied,
duplicated, so on and so forth. Now this group is everything
that is my character. And now I can use the
performance recording tool, which means I can
scale my character, I can move them around, I can rotate them, and in the course their flight, this made the animation
even more dynamic looking. Even though I didn't do it in sort of the three
dimensional camera style where you could like
pant underneath a body and go and check out
the front of the face. I think that was my
original intent when I was doing my drawings, But ultimately I felt like I really wanted to sort of stick
behind the character. Instead of acting
like a drone camera and flying around and seeing
the character's face. I can do another shot where
I see that character's face. I love doing background
layers in procreate dreams. Backgrounds are usually very
hard for me to illustrate. I think like a lot of people, I'm more drawn to working
with characters and living beings than doing
landscapes and flora and fauna. That stuff just isn't
as exciting for somebody who's into the
emotional weight of stories. But of course your backgrounds can carry emotional weight. And I think people who pay good attention to
their backgrounds and the details of
them, you know, that really enhances
their storytelling and makes their setting have a
lot more very similitude, meaning believability
and reality to them. So thankfully,
procreate allows you to import all sorts of
amazing watercolor, elemental liquid, cloud light, and so on and so forth. So I had an entire day that I spent gathering
these tools. I made my cloud layers. And then because I
did want this to have a little bit of an
Anime manga feel to it, utilize some screen
tone effects, some zoom lines that you'd see in a typical manga or anime. Because this character
is representative of death in Pinocchio, I wanted them to be
zooming towards a light. I created my cloud layers, and as the character zoomed through them, I cut the track, placed a track of clouds above my zooming character and then
had that opacity reduced. Put on some Gauchan blur as
it came towards the camera, as if we were flying
through the cloud as well. Behind the Sphinx faded
in the speed lines. Used the performance capture
aspect of procreate dreams to make this single drawing of speed lines jittery
and rotate around. And then ultimately created some frames of black blobs that grew and grew until my character
in theory entered them. And I might make these
white in the end because if you're headed
towards the after life, it's supposed to
be a white light. That's, that's the basics
of this animation. It took a few days
because mainly I had to repetitively redraw, color each individual
frame on the flip book. But I really enjoyed
the process, honestly. It turned out a
lot better than I imagined it would
in the beginning. I did save myself some time
by creating a texture loop. These are the dots
and the sort of rustic textures that go on
top of my Sphinx character. These were just
four or five frames that I had going in sequence. Grouped them, duplicated until
I could group them again. And then layered them on
top of my Sphinx character. It made the character look
and feel a lot nicer. Even though it isn't sort of
like traditional shading, it isn't consistent shading
or textures over the wings. I know in the film I believe the character has
eyeballs on the wings, much like the death
character boy two. But it is consistent with my
style, my artistic style, which involves a lot of collage elements,
cut up elements, things that filter
in and out aren't necessarily representational
of reality. I was happy with
my texture loop. Without the texture loop, the character did look very, very cartoony in
a very basic way. Yeah, it's up to
you what sort of style you want for
your animation. One of my favorite things about the modern era is that we can apply textures like
construction paper, cardboard, old magazines,
old newspapers, rust debris, Any sort of thing. That just kind of adds
another dimension to our artwork and it takes it beyond the very
flat illustrator. Look. I'm not a big fan of
things that are consistently normal textures and don't have any real world grit
moving around on them. I like things that feel a little more messy and lived in and I feel like that is a result
of coming up in the era, you know, having watched
Star Wars since birth. Where everything has lived in atmosphere to it.
Thanks for watching. Make sure you check out my full 78 minute course on
Procreate Dreams. The link is below. Best of luck to you and all your
creative endeavors.
14. Wrap Up: I want to thank you so much for making it through this
procreate dreams. Of course, hopefully
you've picked up on how to make
use of the program. It only took me a couple days before all the gestures
became natural. I understood where everything
was located and I really was able to just get
going on my projects. In retrospect, I think the decision to hide controls
and get away from sort of like menus and toolbars and all those
things that you see in Photoshop and other kinds of programs is a wise choice. Because whenever I
open Procreate dreams, I actually feel like I'm just
working in a sketchbook and I'm not being distracted
by all this techie stuff. And I've noticed
that my animations, my drawings, have been way more organic as
a result of that. If you have created anything
as a result of this program, I would love to see what
you've made and also send me any questions you
might have about functions, what to
do in the program. I'd be happy to
answer them for you. Once again, I want
to thank you for making it through and
I want to wish you the best of luck in whatever
creative endeavors you find yourself involved in.