Transcripts
1. Intro: Animation is such
a great art form. You can express what
you feel through the acting and body mechanics power to tell your
story to the world. In some cases, change the
world and people's mind. Remember, is fulfilled or
games, my name is open. You can check me out on
the fitness animated on Instagram or YouTube channel. I've got where I teach
animation and share my fitness journey in my
free time, I like to teach, help students understand the
principles of animation and how to apply them
to your characters using simple methods
and workflows. This course is part
of a series of video games animation
classes I've published. When I started off in animation, I found it quite tough
until I graduated from Animation Mentor and
realized everything was about the bouncing ball
and how we can apply this to our animation in the
most simplest way. Then as I learn more
at my workplace, working with seniors
leads principle animate as an
animation directors, This opened my eyes up even more to the other
animators workflows. And I started incorporating
these skills into my work. The animation community
is very helpful. And during my years
working at anatomy, I have got constructive, critical feedback from
some great professionals and this hasn't made me
grow as an animator. And that's what I
wanna do for you. I want to pass on my 18 plus years of experience
in this wonderful off, or we call it animation. At the end of the
class, you will have a complete understanding of
the principles of animation. So I encourage you to exercise each principle with
your favorite rig, or you can use the leader and
statuary that I'm using to. These principles
have been laid out in bite-size sessions in most simplest ways to get across the essence of each
principle of animation. All it's all now, so grab
your mouse in your house, and let's start animating.
2. Squash and Stretch: All right guys,
welcome to this quick fire principles of animation. We're going to talk
about the squash and stretch as the
first principle. Now very simple enough cost and stretch can be used
for the bouncing ball. It can be useful in the
face, thermally things. And the idea is to add a bit of weight and bit of texture
to the animation. So for example, we've got here a simple little stitch for
majority of these principles just to show you the
principle when it lands, you can see there's a bit of
volume to the head, right? So that's what we use it for. It's more to do with
iden, a bit of weight. And when we do facial animation, when we're stretching the mouth, stretching the head,
It's the same concept. So overall, the
squash and stretch, it just adds that bit of
volume and you can do in the body as well
with breathing. You got controls on legs
that help you breathe. So that's what this
principal mainly is useful. And for the ball typical in a bouncing ball squash stretch, squash down and then stretch up, and then squash
down, stretch up. So really, it's just for adding volume and a
little bit of weight. As you can see if we
had, for example, if I go to the control here. So say if I go to
get the rig up, it's a desktop control,
controls the weight. So say if we go to the
graph editor here, and we'll literally, we
can, what we can do, we can go into the mute this. And now if we check now, you can see it's
very solid, right? There's no volume,
it's very rigid. So when we unmute, if I go here and unmute, you can already feel that
organic weight scale. So that's what you're
trying to do whenever you can add a bit of volume and it flushing
the animation. Now, even in the body, when you have those
muscle systems that some VFX companies have, quite stark Kind of
squash and stretch in the muscle when it's
going forward and back, forward and back,
forward and backward. You're getting that
kind of volume. When you're extending
and contracting. You're getting that volume that this kind of
squash and stretch. You could see it in
that way as well. Very similar thing. So it
just adds that little bit more that you could block
out the whole animation. And at the end you
could start adding a little bit squash and
stretch is to polish it, bring it up a notch, add
a little bit that way. That wouldn't normally be there. Squash and stretch can also be, doesn't necessarily literally
squash and stretch. It can also be like
going down in a pose. So you could, for example,
and when you're going to, when you're going to jump, you could squash like
this where you're in that kind of circular
pose going down. So everything is more
or less squashed. And then the stretch. The stretch could be the character starting
to take off, right? Is taken off. It's called 14 off the ground. That, that is a rectangle. So basically form a circle, you get into a rectangle that can be a
squash and stretch. Principle can be thought
about in many ways, not literally just the
squash and stretch. It could be the actual
shape which is going down and then extending
into a rectangle. And that's what
animation is a contrast from small shapes,
two different shapes. So again, all these
different contrasts, circle, rectangle, triangle, you get all these
different variations which shows the
shapes of each poses. And you're getting that
big contrast between each when you change it
from one pose to another. Simply that's what's
causing stretches. So we'll move on to
the next principle. So I'll see you in
the next video.
3. Anticipation: All right guys, welcome
to this lesson. This is going to be
the anticipation. Now the anticipation
is really important. The anticipation is basically when a baseball
player does a pitch, your wind up right? Now if you didn't wind up, you don't let the audience
know what's going to happen. They can't read the scene. The same thing is with
this example here. When the character
is jumping up, the anticipation
is it comes down first and then jumps way. So that's the anticipation, the whole impose here. And then jumping up, you know, the character is going to
do sum, is gonna do a jump. He's getting prepared
for something. So anticipation also making
the character think. It's already thinking, or
I'm gonna do this first. So the audience knows are described as getting
prepared for something. Whereas if you didn't have it, so say if we started dare
say if we did this at 15, is just a pop going up. Which in video games you
do for gameplay purposes. You don't really have
an anticipation, you haven't anticipation pose. But this is like it's
just like a hop up. There's no time to read what the character is thinking.
It's just hopping up. Whereas if you put
the anticipation in, the audience has a little bit of time to know what the character
is going to be doing. Examples I'm giving just
to very rough examples. And I've animated
is very quickly just to show you examples. But that's all it is, is
like the thought process. So the audience can register what the character
is going to do next. So it's kind of preparing
for your making. The character thing is
preparing for his next move. When is an anticipation, then doesn't reaction,
and it comes back down. And then the next
pose, little antiques. Antiques before the text has all these little pre
antics that you can do as well when we were
taught in training. So there's all these little
subtle anticipation is that we may not even
see an animation that are there when
we watch films. So that's, that's all
they preparing you for the full process for the next action that the
character is gonna do. And it's preparing
the audience has also they can read everything clearly because
it's all about what the character is thinking about, guys, I hope that's a
little bit of insight. Let's move on to
the next principle. And I'll see you
in the next video.
4. Staging: Hey guys, welcome back
to this next lesson. This is the staging principle of the animation video
we're going to talk about. So what is staging? Staging is, okay, what is the most important
thing in the scene? What is really driving the scene is a
presentation of The idea. Is that whether the idea
is an action person, that expression, you know, you've got to think what is the most important thing that's happening in this
scene right now? And how clear can I present it? That's a form of stadiums LinkedIn leaks into the
other principles which is posing or solid drawings in the traditional sense,
which we'll go over. But mainly this is
the main thing. Trying to direct the
audience's attention and make it clear, that's
what you're trying to do. Okay? So that's more, in a nutshell, what this
principle is about. Very simple, very
straightforward. Just keep everything as clear as possible so the
audience can read it. Classic example or
uses a rabbit out of the heart if you're gonna
present it like this. And this is the rabbit in the camera is not
gonna be clear. Perfect, presented like
this, is clear, right? Because the negative space,
everything is clear. But like this. Same pose,
but it's not clear. That's the best way
I can describe it. So it's keeping everything as simple and clear as possible. Alright guys, are
seen in next lesson for the next principle.
5. Follow Through And Overlap: Welcome to the next lesson.
Follow through an overlap. There's the next
principle. So let's play this animation and
talk through it. As you can see, the main
action has stopped, which is the hips and the
ears are following through. So that's what we're, that's what the fall of foods
when the main action, which is the hips, it stops, then it is, or any
other thing they might have, like a belt. It could be your bandana,
could be a scarf. These are the kinds of
things that carry on and this is what a drag
principle comes in. And the secondary motion. So the main, so basically
it's when the main action stops and everything
else follows after. So even the head, the
head, the hip stop, then the head comes,
then there is come. And it's all happening
at different times. Often as students, we
tend to pose everything. I've fallen victim this
one, our first animation, we would animate everything
so it stops at the same time. That doesn't make your
animation feel organic. It just makes it
feel very robotic. So when you break
down the animation and add the secondary motion, this will make your
animation look looser, more organic, more natural. And this is what
we're trying to get. This isn't a nutshell. Very simple principle. Main action comes first, other parts of the body. Secondary action that
ketchup they come after. Okay guys, so I'll see
you in the next video.
6. Arcs: Hi guys, Welcome back. This is the next
principle of animation, which is very important. We'll use the same
jump animation. So let's check this
jump animation out. What do I mean by arcs? So we're looking at, when we look at arcs,
we're looking at. So for example, I have a
located based on the nodes. So this tracks the head. So what I do is I go
to animation here, visualization and create
editable motion trail. And then what I'll do, I'll show it in
air motion trail. And you can see the
arc of the head. We're going to get nice curves. Let's get smooth curves. And the same thing the other controls you look at for this. Our hips will do the
same thing here. And arms rest is
really important. So rest, arms and ankles. These are the main
things we look at. And as you can see,
the arcs here. The row like nice, nice curves. And thus what you want, you want to see these nice curves. So what we'll do, let me just come in here and
delete some of these curves. Okay, so that's one example. We've got the hips. There. We go to
motion trail hips. And we can see it's got
a nice curve going up. That's what we want. Often. As students. Again, we can end
up doing jaggedy. Okay, Let's pick this. We can do like we end
up doing like jaggedy, like jaggedy opposes like that. Not really having
smooth organic lines. So we want to make sure, if we want to make
sure everything is going in a nice curves. And these curves could be small, could be big. Like this. There can be very
subtle, very small ones. But really we just
want to keep these moving in nice arcs. And it doesn't have to just
not necessarily be like this. It could be like
all over the place, like we have with the nose. So if we put the nose again
and do editable motion trail, you can see in this arc is going all over the place right? Going down and then
coming up, down and up. And following a nice arc. So that's when we come
to the polish phase where we're thinking about
these while we're animating, but we're also in
the polish phase. This is where we really go in and fine tune all the oxygen, track them as fine as we can. So thus, overall, arcs are there to make your
movements organic. You're always got them
in the back your mind, you're always thinking about
the trajectory of the hips, of the risks of the
head, of the feet. You know, which way
are they going? And not just
necessarily the arcs of each individual wrist, hips, and legs and knows, but also the overall
arc of the body. How's it getting from
one pose to another? Is there a flow in the body? Is the flow is a nice arc. The character is
anticipated into, stretching into and going
into the next key pose. These are really
important arcs as well. So there's two types of arcs that you have
to think about. All right guys, I'll see you in the next principle.
The next video.
7. Secondary Action: Okay guys, this is one of
my favorite principles because it kind of adds
a bit more character. For example, the main action here is the secondary action. So the main action there is
a character is looking away as if he's just looking at something or maybe even
talking to someone, but he's bouncing a
ball at the same time. So the Belsen of the board is the secondary action,
thus what it is. So the secondary
action is something, is an action that supports
the primary accent. But it could be a character
chatting while the cutting away with carrots
or vegetables or something. But it's kind of backing up the main action, primary action. It could be low, it could
be a character talking. And the second reaction
can be as course, cigarette in his hand
and he's smoking. Got it out there while he's chatting in it might
be fidgeting with it, or fidgeting with a coin. That's another secondary
action that might be there is always a classic
like in this example, it's an opportunity to give your character a little bit of personality as well,
show a bit of that. So quite simply that the secondary motion
in I'm trying to keep this principle
is simple to just get these examples as simple as possible without
over complicating it. So in a nutshell, that is the secondary
action, secondary motion. All right, guys, I'll see
you in the next video.
8. Exaggeration: Hey guys, welcome to
the next principle. This is exaggeration. This is also a really good one. Let us play through the simple
animation that I've done. Examples I'm giving
for these animations. But as you can see, the exaggeration is right there where what
you're basically doing is you're, you got oppose. What I've done. Say
this is the pose, this is the actual
follow-up prose, right? It's going to settle
into what have I done? I've exaggerated the
in-between there, so I've just added a little
stretch coming back down. Sometimes you want to
push these exaggerated a bit more because you can
always turn him down. Always try and push
your poses more than you initially think that
when you get feedback, you, they live in a
society that works. Oh, it's a bit too much, then at least you can
do is turn it down. Same thing as timing, right? You think you're doing
something quicker, do it a bit quicker. Because the animation you're
trying to get your iron. And sometimes when
you first start, animation can really slow. And really liked
so slow-mo style. So, but let's stick
to this principle. So exaggeration, so
basically what you're doing, you just exaggerating
the pose, more action. And this could be enacting
the full process, right? You're, you're getting
that anger, that buildup, you're exaggerating
that anger or sadness, whatever it is, it can relate to everything
exaggerating the emotion, which you are doing
here really as well. You know that anger and scaring. So that is the
exaggeration pose. You know, you're just
exaggerating this, making it bigger
than what it is. And then turning it back down. Alright guys, that's a simple in a nutshell explanation
of this principle. I'll see you in the next video.
9. Solid Drawing: Hey guys, welcome to the next
lesson, the next principle, and this is solid drawing, which is basically solid
posing in 3D as well. So basically, you, The
main thing about this is you want to know exactly what the
character is expressing. One is in a silhouette
straight away here. This is a scary pose, right? And the nails kind of give that off and does what you're doing. And the mouth that makes a big difference but
in certain areas. So that's all we're
doing. That's all it is. A solid, very clear
drawing or pose. That's all this principle is. And we make sure it
reads the character, make sure it reads
in a silhouette. Make sure it reads
in all angles. And that's how you know, you've got a good solid posts. Guys. I'll see you in
the next principle.
10. Appeal: Hey, that's what our next
principle is, a pill. Now, when we're
thinking about a pill, it's more to do with what has the character left you
with that's memorable. And have they, have they left an acting scene that
was memorable to align that deacetylase meant was that person that
is appealing to you. There's all these was the
character didn't have empathy. These are the type
of things that really will appeal
to the audience. So this is what you're trying to get into in your performances. Was it more memorable
when you look at it, when you see the actin,
when you see the animation, I do feel a bit of empathy. You feel like I know what
that person is going through, what that character
is going through. That's what creates
a strong appeal. So that's what we're going to think about when you're
doing your animation. And to do that, how
do you do that? Well, a lot of
animations teachers would tell me you got to
draw things from real life. Just as actors do, they draw
emotions from your life. That's why as animators
were told to go out, experienced life,
observed people, look at them, and then
put that back into your work because that's what's going to make
your work originally. So that's the only
real strong advice I got and that I
can share with you. Just live a bit. Put that in your work as well. We'll make your
animations unique rather than doing all the cliche
stuff that is out there. I go. So that's simple analysis
of this principle. Let's move on to the next one.
11. Timing: All right guys, for
the next principle is timing. So let's check this out. So timing represents
the amount of drawings in one frame when you think
of it in a traditional sense, and also in computer animation. But as you can see here, there's two different
types of timing. The one on the left is 20
frames, same animation. The one on the
right is 40 frames. So it's slower. That's all it is. The more you stretch it out on the timeframe,
the more slower. Timing can also affect the character's mood,
personality, reaction. So all of these
things are taken into account when you're
animating as well. So in a nutshell, this
is what timing goes. Basically keyframing
one keyframe on 01, on ten or 20. And then you can either
stretched out on the keyboard. So like here you can see, if I stop this. You can see here this is bounce, bounce
key-frame, key-frame, key-frame, whereas this one is key-frame, key-frame at 2040. So it's just going slower. And this is on a cycle,
basically, it's bouncing. It just affecting the speed. That can play a lot into adding. Showing the weight
of a character. Very important. Always, always for why
wasn't weight part of one of the principles
of animation, which I will add to
the end of this video. Because I feel like
wait is very important, even though it's
tied into timing. I think weight is a very
important principle. But in a nutshell, that's all it is what you are doing
this for example, if I get this and I
stretch it out to 40, you can see it's slowing down. Obviously a cycle there. But it's slowing down is just playing around
with the timing here. By moving certain
objects like here. Notice it pops up quicker now. Or I could have it at the end. We're slow at the start, then pops down quicker. Just playing around with timing
like that in a nutshell. All right guys. I'll see you in the next video.
12. Slow In Slow Out: Hey guys, Welcome
to this lesson. Slow in, slow out principle, which basically is imagine
these two spheres as poses. And if I play them, they've
got the same animation. But one is easing
in and one is easy. Now, you can see the
difference right? On the top one. The first
pose isn't as favored. Sorry, the first one
is favored. Excuse me. Yeah, because look is easing in. So you want the audience
to read that more. The second one is more direct
and it eases in at the end. So think of these as poses. So what you're doing,
each character for one person is
holding that poems, that last puzzle and this one is kind of easing into
that last pose more. So there's more drawings there. The first one, if
you look at it, it's easing in first so that
you can read the pose more. And then it's going to next one. Then it's up to you later
on whether you want to hold that pose for short or
framers were longer. And a bit more of
an ease in coming in and then coming out
of the pose is in. You could, you could come
and ease in and ease out. So that's to do with the timing. We want to ease in and ease out completely up to you how
you want to do that. But that in a nutshell, is slow in and slow out. So you just, depending
on your scene, do you want the character
to quickly hit that pose and then work it and then quickly come out of
it and then work it. So that's all you didn't
exchanging poses, timing. Quickly come out, quickly go in, that you could come out of
this pose and then the arm can follow through and then set two. And then as a settling your work in that pose into the next one. So I hope you found that useful and I will see
you in the next video.
13. Pose To Pose And Straight Ahead: Welcome guys to
the next principle is straight ahead
and pose to pose. Now, I will try and
explain this in the simplest way and why
the hybrid method works. Okay guys, so this is an
example of post to post. The top one is pose to pose. The bottom one is
straight ahead. Timings are the same 20 frames. So let's check this out. The
difference is pose to pose. You can really plan
out on one pose. I want the character hair on pause ten or what the pose here. And impose 20 I
wanted to pose here. Now the straight ahead method, you can see there's more
keys and it's more smoother. So what essentially this means is you have more control
as you're going. So instead of going
from pose one in postpones and impose
them and impose 20. Your work in every,
say, three frames. So first pose I want like this. Second pose I want here, food pose I want here. And then the fourth pose here, which essentially is
kind of pose to pose, but you've got more control. You can plan your
straight ahead animation. You can kind of go with
the flow more, right? So you're doing like frame one, frame two, or maybe frame one, frame, free frame for. Whereas pose to pose
is very regimented. I want this at this frame, this frame, this
frame, this frame. Then you go back in to like
the in-betweens and then you might start
playing around with the poses there,
seeing what works. Whereas straight ahead animation is kind of where you're
going in a flow. Frame, one, frame to frame free. It's not strictly
like this frame. It's going to be disposed. Then. You're not putting all
those coupons and you also put into breakdowns as
you're doing the key poses. But the best method I found
was the hybrid methods. So you do a bit of both. So you're trying to get those poses and
where you want them, then you're bringing in those breakdowns as well as
you're doing the animation. So I would normally work where
I might pose a character, I might put my key poses
and first I pose to pose. There are come in. And then I'll start adding
the breakdowns. Then I might move my keys a bit. My key poses where they, so I can get the timing right. So this is one way
you can work as well. But I've found that the
hybrid method works, which is basically king
every three frames for me. Anyway, some people like pose to pose and
then coming back, putting the breakdowns in. But I prefer it where I'm doing straight ahead every three
frames or every four frames. Then I might come in-between those three or four frames and then work on the in-between. So I might work, for example, here is every three
frames, right? So I might even say, I might even stretch this out. Snap, Yeah, alright,
from here to here, the middle, I might want the character to
come down a bit. So I might add
that. Here. I might want the character
to be up a bit. I might add that. Then here I might want the code
could be up a bit here. So it's a method that
you have to decide. But the main difference is we pose to pose you
just regimented. You're putting a pose here basically and then
oppose her. Oppose it. If we look at the top one and which straight
ahead you're going with the flow you're doing. All right, frame of
mind is like this. Frame to this frame
free. I want like this. Then maybe I want to dispose
to hit this frame at ten, or maybe I can move it
to fire pit earlier. It's up to you. So it all depends on how
you want to do it. Pose to pose. You can
do it then breakdown and the breakdown.
Straight ahead. Just going with the flow, just going as you're animating one frame to this
frame for like this. So they're the main differences, but the best method I found
is the hybrid method. You use both, which
is basically king, basically working straight ahead key and every three
frames, every four frames. And then playing around with the timing to get
to how you want it. Alright guys, I will see
you in the next lesson.
14. Weight: Hey guys, welcome back. So this is kind
of a bonus video. As always, it's
been in the back of mind since I've
started animation, and I've always wondered why is weight not one of the
principles of animation? So the title of this video, right, is their 13th principle. Well, I'll let you decide that. But I always, I just wanted
to talk about weight because even though weight
is tied into timing, cue timing plays a big part. Weight is really important. You know what I mean by that is like when a character jumps down from a ledge and it lands, so save it lands on, it's say their lands
on its right leg. Then what happens? The right
leg will take the weight. Right? Or even the left
leg wherever you're doing. It will take the weight. And depending on the character, the size of the character, you will decide
whether the character recovers quickly or
takes a bit of time. Obviously, the more heavier
if it lands on this, right, it's going to take
a bit of time to recover the way it's
going to shift that way. So then the timing
comes into play and then it's going to shift
over to the other side. So this is just the principle which has always been
in the back of my mind. Because I know it's linked
to timing as I've mentioned, but I think it plays
a big part. Posing. Thinking about the character is a big cart as a heavy character, if it is, then it's going
to take more recovery time. He was a lighter character. It's going to take
less recovery time. It'll get back into
position quicker. So these are the top things
that I would think about when I'm thinking about
weight in our question. All these are the main things. Is the character heavy or light? Because that is going to
represent everything. So if you've got big
creature always just going to take more time,
there's more inertia. It's going to take more time to move to a certain position, then follow through,
then come back. So this is just summing up
as a void to put out there. I just had it on my mind, something that's
always on my mind. But are you guys defined
If you think is tied to timing or if it should
be a separate principle. All right guys, I'll see
you in the conclusion.
15. Conclusion: Okay, so now to conclude, what did we learn,
we let the bank at 12 principles of animation, we learnt about
anticipation, a pill, we learned about
arcs, exaggeration, follow-through, overlapping
action, secondary action. We learned about
slow in, slow out, solid drawing,
slowly, solid posing. We learned about squash and
stretch, staging, timing. And the 13th one which I think should also be
included, is the weight. Wait, is like something that makes the
character believable. I always thought it shouldn't be in the principles of animation, but you let me know your
thoughts are guys, don't forget, each lesson has an exercise
for each principle. So use a rig or use a sphere depending on what principle
you're practicing. And just go over it.
Just keep practicing. And just so you
get familiar with each principle, you
can use the rig, Lillian stitch rig or use your own Rick WebView
like that's all folks. You can also apply these principles to the other classes I've
gotten Skillshare. These are very bite-sized in terms of the principles
and me explaining it, they go into more depth in my fundamentals for
beginners and animation. And you can go into that as
well and check them out. But these are just
really bite-sized way of showing the
principles animation so that you can get
it straight away in terms of how it
applies to animation. All right guys, I'll see
you in the next class, which should be coming out soon. There should be a ticket
class that are working on in the video game series. And in the meantime, happy animating, stay healthy.
16. Maya Animation Mastery: Hi, everyone. Congratulations. This
is just something after the conclusion
that I just wanted to put into all my courses. If you're really serious about leveling up
your animations, I have a brand new course
that you can enroll in. It's called Maya
Animation Master. This course, I've redone
it with four K Good Audio, came out in January 2024. And this course is
designed in a way how I would have liked to be taught animation when I started. So It basically gets rid of all the pain pain
pressure points that I had when I
started animation. So I want to get rid of those
frustrations and give you a direct line to what that aha moment was for me when my mentor Steve Gagnon Kai taught
me about animation. Something just clicked, and
I teach that in the course. So if you're interested
in enrolling, you can go to the
Ay page where I'll have a link there called
My Animation Mastery, and you can go
through the webinar. Then the course breakdown.
You can check that out. And then if you decide, you can enroll, if
not, that's fine. There's a private
Facebook group. There's a link in there
about me for that as well. You can join that
where we get feedback, and there's a nice
community there. And also, when you enroll, there's a private
Myers Maya animation Mastery inner circle
group where it's just exclusive for students
where we give feedback. So, have a look at that webinar and let me know your
thoughts as well. If not, you can join the Facebook group to
the private group. Obviously, the inner Coco group is for people who have enrolled, students who have enrolled,
but check it out, and it's just for
leveling up, and really, it's got all the
theory and practical, heavy on the practical
stuff, video game stuff. If you want to learn
about how to get a shot from reference to
blocking to splinding, to polished, show real level. It goes
through all of that. And also, I talk a lot about networking and
how to get jobs and contexts that I have within the industry that I can
ph your work out there so at least it's in the right
hands and people can see and at least consider
you for applications. F of my students who
have already got jobs in the industry going
through the course, so have a look at it. And yeah, let me
know your thoughts. So enjoy your animation journey, stay healthy, and
I'll see you around. I'll be around on the
Internet on YouTube and a giving tutorials as
usual. I'll see you later.