Transcripts
1. Introduction: You ever wanted to create
your own Toti animation, but wasn't sure how to get from a drawing to something
that actually moves? Welcome to the Toon Boom
Harmony for beginners course. My name is Lydia Rogers and I am an animation artist
for over eight years. I've experience working in
digital art and animation. I work with the same
timing, drawing, and animation principles that we've learned
throughout the course. I'll guide you through
the process step by step so you can understand not just what buttons to press, but why we make certain
decisions in animation. We're going to start
right at the beginning, so you don't need
any previous tune Boom harmony
experience to follow. We'll set up our project and get familiar with the
Harmony interface. Then we'll to the fundamentals
of animation itself. You'll learn how
frames, exposure, and keyframes work
and we'll look at the two most
important concepts of animation, timing and spacing. Will be putting those
fundamentals in practice straightaway
by creating a bouncing all animation. From there, we'll move
on to our main project, creating a hand drawn
character animation. You'll design a simple
character that's practical to animate,
plan an action, draw your keyframes, and
then use breakdowns and in betweens to turn those
poses and smooth movement. We'll also clean up the
drawings, add color, and refine the animation until everything
feels consistent. Finally, we'll add
some finishing. Learn how to use simple
camera movement, import, and sync audio and export your finished animation.
By the end of the course. You won't just know your way
around Toon Boom Harmony. You understand the
basic workflow behind creating a
hand-drawn animation, open up Harmony and
let's get started.
2. Welcome & What You'll Create: Today, we are going to go over what we are going to
learn for this course. We are going to make
two animations, one bouncing ball and
one simple action for character animation. You'll be able to navigate
Toon Boom Harmony, animate, use cameras,
colors, and basic tools. Next, here are the animation previews that we
will be learning, our simple bouncing ball and our simple character animation. What is Toon Boom Harmony? It is a professional two
D animation software that you can use for cartoons, TV, animation, shows,
films, and games. It combines drawing
and animation, also rigging and
composition tools that multiple variety of ways
to animate and create. It is used for TV shows, newbies, games, animation
studios, school projects. It is a industry standard, but also can be used for fun. For this course, we are going to go over the animation workflow. We are going to first start
with concept of animation, bouncing ball or character. We are going to do the keyframes in betweens
cleanup, line art, as well as color, and then
we're going to export at some audio possibly
and camera movements. Let's get started.
3. Creating Your First Harmony Project: Hello, and welcome to creating your first Harmony project. First, I'm going to open up our Harmony dialogue box
here. Double click on it. Awesome. Once I have
this open, firstly, I'm going to name it
my first Harmony. And wherever you'd
like to save it, go ahead and browse
and your file folders. Wherever you select it
will be where you save. Alright, now that I have
the dialog box open, I'm going to name it
my first Harmony. Click Browse to look at your file folders to
see where you save it. We're going to have
everything else default, the camera size, width
height, and frame rate. Once I have all that gone,
I'm going to create scene, it's going to take
a little bit for me, so fast forward to that. Alright now that I
have Harmony open, I'm going to start
setting up a project. Go to this plus button
and press the color card. The color card is going to
be your background color. If there's no color card,
it'll be a transparent. If you want to change the color, double click on the player. And press the color button, go to multiple color wheels. I'd like to set it to
gray for the easier on the eyes and then close that.
Now we have our color card. Now that I have my color layer, I'm going to go over to drawing, double click on the
word drawing and rename it to line for future reference. You can name it
anything you like. Now that I have everything set up for a project,
I'm going to save. If you see up here right
next to your project name, there is an asterix, that
means that it is unsaved. Once I press the save
button right here, save, the asterix disappear. That's how I know you work Thank you for joining me in
lesson number two. Lesson number three,
we're going to understand how to use toolbars, timelines, and get set up for
a project. I see you then.
4. Understanding the Harmony Interface: All right, understanding
the Harmony interface. I got our Harmony
file set up here. I'm going to give you a tour
of where everything is. First, we have our drawing view, which is anything you draw
into the square drawing view. The whole canvas is large, zoom in and out indefinitely, and you can drawee like our camera view is where
the camera sees animation. So I'm going to
press this button here that's a square
or rectangle, and that blocks out
where the camera sees. So that line I drew down here, you don't see it because
the camera doesn't see it. And click it. I'll
be right there. Down here is our timeline
where our layers go and our animation frames
and exposures will be, as well as some tools above
that for that timeline. Next here is our tool bar
where we have all the tools need to set up for animation or make animation
over to the right, we have our node view, which is a quick little
navigation tool you can use to organize our layers and insert special effects
for animation. Mainly, I use it
to help organize layers when things
are pretty crazy. Let's insert another layer another animation
layer called color. All right. Now I have
color line and color card, and they are all here
on the node over here to navigate hold
space to move around. And you can see color layer is right on top of everything. If I hold and drag this, I move the layer
from top to bottom, and it'll move from top to
bottom here on your timeline. Click it and I can hold it back. I can put the color in front of the line and I can put
the line from the color. When you have a lot of layers, this will help visualize
where everything is. Thank you for joining
me. And the next lesson will learn about
drawing and coloring.
5. Drawing & Coloring in Harmony: Drawing and coloring in harmony. First, we're going to start
off with our brush tool. This red tool here with the
brush is the brush tool, and the one below
is the pencil tool. There's a difference
betweens the two of them. Alright. Firstly, let's
start with our brush tool. Here is the brush tool
versus the pencil tool. There is a difference. Pencil. Both have very
similar settings. So over here, tool settings, we have the size. We can drag and drop this size
or we can use the presets, solid brush, you
can also go down to different textures
like a fine pencil. It's lighter than a brush, or we can go to a chisel marker. Any of these options
really worked. Hard shading. These are all options for brushes.
Same with pencil. You can also use
the standard pencil or you can use blobs, or you can use Taper, there's a bunch of
different brushes. Next is our EeraserTol. On the time line, we
click this eraser button here and then you'll have
your tools right here. I pick the large
eraser to get rid of large areas and I will
start erasing this line. If you have a syntague pen
like this with an eraser end, you can always flip over your tool and you can erase with the back.
It'll automatic. So it already set it up for you. Otherwise, you go to the tool here and then erase manually. Next is our selection tool. The black arrow here, I double click that and
I use the Select. We have select by Color cutter. These are all
different settings. The first one is
the select major. If I circle here, I
select the whole line. I can rotate it, I can
stretch it, squash it, can make it bigger, smaller,
all sorts of things. Next one is cutter. Use this to cut
part of the line. I take this and I can cut it off from this. Now
it's a separate thing. It doesn't take the whole
thing, it selects parts of it. Below it is our contour editor. This one edits the
lines that you draw. I'm going to zoom in,
press my contour editor, and I'm going to
drag a line over it. You see all these
different dots, I can drag in contour the line or I can
adjust the line if it's something to be skinnier
or thicker in some areas. You can do this
too with this one, it'll be very small, so you
have to zoom all the in. But I can thicken this
line. Similar for this one. Very handy for animation. Next, we have the
center line editor. This one edits the
center of the line. Next is the contour tool, and this is where the brush
and pencil differ the most. The brush, when I use the
contour, has all the dots. I can edit on the
outside of the line. In pencil, I drag this over and it is the
center of the line. So what that means is that
when I edit this line, I can edit the outside
I tried some angles. For this one, I can
edit the line itself, not the thickness or thinness. I'm going to select all
this and delete it, so I can show you an example of how we can use contour editing and
coloring in the end. I'm going to take a solid
brush, plain brush, I'm going to make a circle
and then I'm going to take another brush and
make another circle. This one has a much more
textured line. Same with pencil. When working with
Bush and Pencil tool, we got a reminder that they
are vector, so I zoom in, I press the letter
K, which means I can see the line outline
for Brush tool, and I can see the
outline for pencil tool. On Brush tool, the blue lines
are all the way connected, which means that's a
fully closed circle. In pencil, you have these
yellow dots right here, which means that the
circle is not connected. There's a big gap. I can fix that by taking this, dragging it so that the lines intersect so that it
is a closed circle. That comes very handy
when coloring because otherwise the color would spill out and there
wouldn't be anywhere to go. Now that you know how to use
your brush and pencil tool, let's go over how to color it. I'm going to go over to my
color tab and you can see all these default colors
here, got red, green. If you want to
change the colors, double click the color icon. And I'll change it to a yellow or something, yellow orange. Now your red, red, you can rename it to
yellow is yellow. I take the color and I use
the paint bucket tool. The thing about the
paint bucket tool is that it works on one layer. If I go into a different layer, there's nothing for
the paint bucket tool to use or to color. So it's going to work on
the same layer as the line. Going to click brush
right in the middle here. I'm going to click that and
we'll click this and this. Now, they're all
filled in with yellow. If you see right here, zooming into this right here, you can see that
the color didn't fill all the way to the texture. That's something important when you're thinking about using a brush and pencil tool
is that for animation, the brush tool uses
the contour lines. So the color is going to
this line right here, which is past the texture, which means that you can see the texture and the
color is fully colored. Over here, I look at my contour and the color
goes to this line. I can expand that a little bit, but it'll edit the line as well. So it's not ideal for animation. But if you're using
it for anything else, just keep that in mind that the texture won't work out
as well as with a pencil. Now that we know how to
use the basic tools, I will see you in Chapter two, where we learn how to
use the animation tools. I'll see you then.
6. Understanding Frames, Exposures & Keyframes: All right, understanding frames,
exposures and keyframes. Firstly, we are going
to talk about frames. Welcome to lesson number five. Understanding exposures
and keyframes. Now in harmony, creating frames are something important
you have to remember. If I'm drawing this circle, and I'm going to copy and paste this frame to
make a duplicate. I press Control C, Control V. That circle is going to be
in this location right here. So if I take this frame and I move it to the other
side of the canvas, the first frame will also move. I go back to my first frame. They're in the same place.
So that won't work. In order to move
your second frame, without moving the first one, you'll have to create a
duplicate of that layer. To make a duplicate of that frame without
moving the first one, you're going to use
this button right here. For this one, I'm
going to press a five to extend that frame. I'm going to click the second
one right here, press this. This line means that
this frame right here is now separate from the frame that you
just duplicated. I'm going to get
rid of this one. Now I have two
separate two frames. If I move the second
one over here, it will now move from
point A to point B. Whenever you're
animating, if you ever copy and paste
the same frame, just make sure you make
a duplicate of it so that it won't move the
first frame initially. Now that you made one
frame to extend it, you're going to press
the F five button, which will extend that frame
to ten on your timeline. Let's talk about keyframes. Keyframes are the positions
that the animation or the subject of the
animation is going to move in the most
important parts. Let's say I want this circle to travel from point A to point B. I'm going to copy this
copy and paste this frame. And I'm going to press the plus button and extend the exposure, press this button
to duplicate it, press the minus button
to subtract that, and now I have a new frame that's different
from the first one. I'm going to select the second frame and move it all
the way over here. Now the first one is going
from point A to point B. Those are the key spots
it's going to end up. To make the animation
make more sense, we're going to put one
more circle in between. I'm going to do
the same technique plus and I'm going to take this and move
it to the middle. Now you have three circles moving from point A to point B. Now to see all those
pictures in action, you're going to want to
turn on the onion layers. Onion layers, make sure
you see before and after versions of your
animation so you know what's going from point
A to point B. All right. Now, let's expose
these first frames. So now that it is they're
all extended to things. And so we're going to look
at the playback controls, the play buttons right here. You're if you want to
loop the animation, you're going to make
sure you select this button that loops it. This first play button is
to play it on the screen. The second play button is going
to render your animation. This helps when you have
effet or anything you apply to it that you can't see without rending the
entire animation. But for quick playback, we use the first button
just a playback. Thank you for joining me
on how to learn how to use keyframes and make
frames exposures. I will see you in the
next lesson where we learn about the
principles of animation.
7. Understanding Timing & Spacing: Alright. Welcome to
lesson number six. We're going to go over the
12 principles of animation. I have this hand
dandy quick guide of how all of them look and act. Firstly, we have
squash and stretch. When you squash and
stretch an object, it gives the illusion of weight. Timing and motion is when fewer drawings makes
the action look snappier and more drawings makes the action slower
and looks smoother. Anticipation is the wind
up before an action. Staging is where the object is, making it presentable in a way that's clear
to the audience. Next, we have followed through
and overlapping action. The looser parts
of the body will continue to move out to
the character stops, and eventually catches
up. Think like hair, tail, just like
in the animation. Straight ahead and post to pose action is when you
straight ahead animate, you go frame by frame one,
two, three, four, five, and when you keyframe,
you're planning out the full movement
before it happens. Slow in and out is when the slow in and out is
when more drawings at the beginning and end
of the sequence to show acceleration or
deceleration in the action. Arcs give the animation better flow and more
organic movement. Finally, we have
exaggeration that makes actions more extreme and
increase excitement. Secondary action is
another action that's happening in the scene that
completes the main action. Sold drawing is to make
sure you understand the three dimensional form when creating objects
or characters. A appeal is giving them the character personality to make them feel real
and interesting. Now that we've gone over the
12 principles of animation, the ones we're going
to use for our next project are squash and stretch, timing and motion, pose to pose action, slow
in and slow out. I will see you in
the next lesson where we plan out
our first project.
8. Project 1: Animating a Bouncing Ball: Mm. Hello. We're going to plan our first
project a bouncing ball. So first to set up everything,
I have three layers. I have a layer that
I called floor, timeline layer, and then the
bouncing ball animation. First, make a layer
called floor. Take your pencil tool, hold Shift and drag the line. Shift makes the line straight. So we want the floor
straight so we know our balls bouncing
on an even surface. Next, make a layer
called timeline. This is how we are going to plan our keyframes and in
betweens when we animate. All right, on the
timeline layer, I'm going to draw
one straight line going all the way down
right about here. I'm going to draw
indens from here here at the end to
T that line off. This is our point A and this is our point B where our
balls going to bounce. Draw one more line right in
the middle between the two, cutting into half, and that's where our second
keyframe is going to go. Let's go to our
bouncing ball layer, and we are going to use the circle tool to simplify
things. All right. I'm going to click and
drag to make a circle, hold shift so that it remains the same circle,
perfect rounded circle. I'm going to select
that circle and put that bullet point
in the middle where that line is. That
is our first ball. First keyframe. I'm going to duplicate
that layer and then make sure that I make that frame a different
drawing from the first one, select that circle, click Hold
Shift and drag it all the way to the bottom of
where that timeline is. So now we have this
keyframe and this keyframe. I'm going to go to
the first keyframe and duplicate that as well, and then I'm going
to select that, drag it to the middle. So now we have three
keyframes to easily navigate the keyframes
through your keyboard, you're going to go
to the arrow buttons that look like this and this on your keyboard
and you press those and it'll navigate flip through
your keyframes pretty easily. I already have my
onion skin on so I can see all three of my keyframes. Right now, all three
of these are in a sequence going down to bottom. I'm going to use
the plus button to extend these frames to four. This one, all three of these
frames extend to four. I'm going to press
the plus button to extend all these frames to be four frames long. Now we're going to enter
our squash and stretch. I'm going to the third
frame, and I'm going to press this button here
to duplicate that. So now there's exposed
to two frames. Take the last frame,
select that circle, and we're going to squash
and stretch it a little bit so that it remains where it
should be kind of guestimate. So this last frame
is when it squashes. You want to stretch
this middle frame. I know how it works. So now
you have a squash circle. I'm going to the middle frame, duplicating that again and
take the second one to last going to select shift, drag it down right in between, and then I'm going to stretch that circle to make it
look like it's going fast. Okay, let's go
right between that. Okay, now when I play
back the animation, your ball is going to
squash and stretch. For our animation, we're
going to do some in betweens. Let's go back to
our timing chart, and let's add line
right here, right here. We're going to
slow that descent, and then we're going to do
the same on the other side. Half, half that we're going to slow our accent
from our ball bounce. So it's going to slowly drop, bounce, slowly go back
up, and bounce again. Let's go back to
our ball animation. And let's go to the
bottom of our timeline. We're going to look at
this line right here. So now that we have
our keyframes, we're going to do
our in between. We're going to take this
current frame right here, which is on this line, we're going to duplicate that
select the tool and drag it down to the next line in
the time chart right here. Now we have our ball still falling and it's
going to hit the ground, squash and then
go right back up. Once the ball hits the ground, we're going to do the
same stretch ball, copy and paste that
this over here, duplicate that to make
sure it's a new picture, and we're going to move that all the way to this mid
line right here. This is where the ball is
stretching back up to the sky. And then duplicate that as well and move the next frame
to the one next to it. Then find a perfect salt circle, copy that and paste
it next to it, make that a new frame, and take that and drag it
all the way to to this line. Now that is the last frame
for our in betweens. For the first
frame, I'm going to subtract it to two frames. Let's play back and
see how we did. The balls squash and stretch. Turn off our time line so
we can see the ball better. Great. So now we have our ball all the
way at the top, falling, stretching, squashing, and
then bouncing back up, and then all the way
back to the beginning. Now we got a rough
keyframes in betweens. If we want to make this
animation smoother, we would add more frames
on the slow ins and outs. Let's go back to our time
chart and add one more line at the top and one more
line at the bottom here. Even slow out that
incent into descent. Let's go back to our animation and let's add those frames in. We're going to add
one at the top here to this line and then we're going to do
the same at the very end. And make sure it's this
frame before the last one. Now that we have our slow ends it slow, it's a little more. Let's see how it
turned out. Now let's go back to animation,
add those keyframes. I'm going to make another frame right
after the first one, move that down to this line, and then do the same
on the other end. And move this to the same line. Now, see how we did
back in the play. Now the ball hovers a
little more on the bounce. I see that's a pretty
good bouncing ball. Alright, now that we
have our bouncing ball, if you want to take
it a step further, we can colour that ball. You're going to take our
paint pucket tool and go frame by frame and
paint the ball. There we go. And then turn off under and skin and
then play it again. There's a good bouncing
ball, I'd say. Thank you for joining me
in lesson number seven. I'd have to set up your
project for bouncing ball. Go ahead and do yours.
I'll see you next time.
9. Designing a Simple Character for Animation: Hello, and welcome to designing a simple character
for animation. I here, I have examples
of South animation. We have Winnie the Pooh
and Homer from Simpsons. These are classic examples of simplistic characters that
you had used for animation. And when I be my simplest, let's break it down. I
have two characters here. This is Jake the
Dog from Adventure Time and Humongosurs
from Ben ten. The difference
between these two is Jake has a lot of
simple circle shapes. Well, this guy has a lot of different details
that you would not like to animate.
Over and over again. The point is that
we want to keep things simple so that we can draw these frames
over and over again without spending too
much time on one. I break down the shapes here, a lot of circles here, and then lots of things to
keep track of here. So we don't want to do that. We want to keep things simple. All I have pulled
up Jake the dog, which is our reference
picture for today. He is made up of mainly circles, big circle, small circle. So this bean shape that we can manipulate into
any pose we want. Right now, he's standing. This two eyeballs with his
arms like that. If I wanted to make
him pose differently, I'd do the same principle. The two beans, two circles
to make that bean shape. G I say I want him to pose
like this. He's waving to you. He can do many things
with position. Let's see, he's lying flat down. And we want to make
sure we want to keep these proportions
very consistent. So how this is equal
sizing right here. If I were to draw him taller, it would mess up with
his even proportions. These are longer than this. These are pretty equidistant. I want to make sure we
keep those proportions correct so that when we animate, he looks the same shape, it doesn't change too much. Now that we have a
sketch of Jake, the dog, I can use make another layer
to do some clean line art. I named this layer
line with this sketch. Now, I take my pencil and
make a new layered line, and I start to outline. If you need the layer below
it to be a lighter opacity, you can click this button right here and then drag this over. It's a lot lighter
so that when I can see the lines a lot
better when I outline it. Okay. The line R is hard or so it's
important to keep a low, steady pace. I just a smile. And if you need to fudge
some lines a little bit, you can use your contour
editor so you can make things rounder,
a little cleaner. There we go. They're his Okay, so I got a
pretty basic outline of my sketch underneath. So I turn off that sketch layer, I got this clean line art. There are some things
you can probably fix, like gaps and and maybe
some lines if I wanted to. But those are details for when. So there is your clean outline. You can adjust it
with the contour tool or redace and readjust things. But for now, now you know
how to use the pencil tool and sketch and over that
sketch, clean line art. Thank you for joining me in creating this simple character. I will see you next time
where we plan our animation.
10. Planning the Character Animation: Hello. So I'm doing
throw animation today, and we're going to
look at our diagram here that animates or
illustrates a throwing action. We have our first keyframe
and our last keyframe, which is the wind up and
to the follow through. So from start to finish, the middle is where the
middle action goes. So I'm going to start
throwing the ball, throw the ball, and then
let go of the ball. Alright let's start by
drawing the c keyframe. Okay, one keyframe, and
then press next button, turn on your unskin layer on and then draw that
last pose right here. All right, you can
use your select tool to adjust and move
wherever you like. So now we have two keyframes. Wind up, throw. Wind up, throw. Now, let's draw one more in between for it's going to be
the actual throwing action. So remember our arcs. We want to have this
animation move smoothly. So we're going to
have this head go slightly upwards because at
the peak of their action. When we're connecting
the footing, this is where the foot
is going to land. So it's going to stay in the same area and the other foot is let
go off the ground. All right, so now we have
rough keyframes from wind up, throw acceleration to throw
adjust size if you need to so now we have this
basic keyframe movement. But when we play it
back, it'll be fast and so are the main poses, once you play it
back, it's going to look here and snappy and jerky. But once we add in betweens, such as these actions in
between the main actions, that's when you start getting
the animation aspect. So I'm going to add a frame in between the first two and
draw this pose right here, head roughly in the center, and body as well. Body roughly in the
center and then the legs. That's where we step
out in our arm. I So we got in between and then the throw. So now I'm going to do
in between right after the throw right in between, and then have the arm
Cascade right in the middle. Have this leg be
planted on the ground. So with that, this leg moves up, it's a sense of balance and
it's not sliding all around. Alright, so those
are quick and dirty keyframes for our action. I will see you in the next
video where we actually flesh out the character in their
movement. I'll see you then.
11. Animating the Key Poses: Hello, and welcome to Lesson
animating the keyframes. Well, we are going to draw. Our keyframes, I'm going
to use Jake and throwing. Yeah, I'm going to start
with the first pose. I All right, now I have that first
frame sketched out. I'm going to go the next
frame, turn my onion skin on. I'm going to have him wind
up to this first key hose. It's going to throw the mug. Now Jake is winding up. I can probably
exaggerate this a little more bend down a little more. So this is our anticipation, our wind up to being thrown. Wind up. And then I'm going
to draw the throw part. Okay, now we have end pose. M just a size a bit. We keep the proportions
pretty similar. You can overlap in them
his head matches his body. I really exaggerate. Right now, we got three
key poses starting, stand, wind up, toss. Now let's do our in
between frame for that. Okay, now I got the
in between frame. I adjust things a little bit. Okay, so it looks like
he's throwing it. Okay, so now we
got our keyframes. So now that we got
our keyframes. We're gonna do one
last frame where he follows after he throws
it, and he settles. So he's gonna settle
into this pose a bit. After he does it add his
other arm back here, so it's clear where
his other arm is. And then when his arm settles, Sarms gonna go past his tail. All right. Let us spend all these exposures to three so we can play
back the keyframes. If you need it slower, you can always extend it to. Extend to, like,
let's say, seven. We need the slowness to see
all your little details. Just get rid of that, so
it's less distracting. Alright, so now we got
Jake throwing mug. And then settling. Thank you for joining me
where we made our keyframes. I will see you next
time in Lesson 11 where we do a breakdowns
and in betweens.
12. Adding Breakdowns & In-Betweens: Welcome back. We're
going to do our in betweens and our breakdowns. I have our keyframes that we made in the previous
lesson right here. Jake is throwing his mug. We are going to
start with having all these frames exposed to
four, so it's even number. I'm going to press this button here to make a new frame
right after the first frame, and this will be in between
first and second frame. If you're like me and you like a little more
transparency onion skins, you can go to Windows onion skin and it'll pop up a
window maybe off screen right here and I'll show you this is
the opacity slider. You slide up for more opacity, the slide down for less opacity. I can see them betweens
I turned it down and I just click out
of it. There we go. Now let's do our in betweens. We're winding up to do
this bending down action. We're going to draw Jake's head right in between where
this action is happening. And check we go to draw this leg right
in between here, right in middle bending. Pick this leg up. Potentially move it a
little more this way. Curve this arm this direction where the other armors going. And my previous frame is red, and my next frame is green, so I want from red to green. Space needs to be
a little bigger. So let's flip through
the frames to see if that looks correct. I'd say potentially this
arm needs to be a little longer because we're
going to follow this here to here arc, and his arm needs to be a little longer so that it connects
better to the arc. Let's extend it right there. So now his arm swings
a little better. I feel like I need
to pix the mug. It's a little off
centered. There we go. Then I can even, honestly, take this and angle it. So it's more like he's flicking his wrist. Fix this one, too. There we go. Now,
we got our wind up and our next in between. Alright, our next in
betweens is going to refer to the char right here between this
one and this one. It's gonna be this
position right here. The wind up. It's a
draw right in between. Our mug is going to be up here. Face is gonna be
right in the middle. He's turning his whole body. I'm going to angle his
jowls a little bit he's he's twisting
his body really fast, which means his loose jowls are going to lag
behind a little bit. And his ear are gonna pop out. I want his leg to almost contact the ground he's about to
step into this footing area. And then his other foot. See, this is where I need to fix the spacing a bit because it's a little hard to
fit in in between. I So it's kind of he's
hopping a little bit. Let's give him a little
hop, see how that looks. Sometimes I play it back
to see if it works. I know. It looks a
little weird because he's kind of slipping
on his own foot here. Perhaps I need to keep his foot on the
ground a little bit, or It's a bit of an
odd pose. Here we go. Okay, so when you're
doing actions, keeping the feet grounded makes the movement look a
lot more grounded. So if the feet
slipping everywhere, the movement is a little wrong because, like, you're
slipping on ice. So now that I have
this position, his foot is still
planted on the ground, and he's hopping from 1 ft
to the other and landing. There we go. Okay, so now we
have a little bit. So in betweens of
these two frames, we will also be doing this keyframe between this
position and this position. So it's where he's most where
he's at his peak throw. So he's the most exaggerated. His leg is going to be right in the air right between
all this. Tail two. Okay. Ear is going to fly in
the same direction. If you want to give him
more of a whip action because your arms bending
backwards and whipping. You can go simple because he's
like this to this to this, or you can go like
this and then and then see which will work better. I think we're going
to go straight up. Okay, and then let's see
where Jake's other arm is. Can get better silhouette. Alright, now that we got that in between. Let's see how it looks. There we go. Next in between,
we're going to make a new frame here and
turn on our keyframes. He's winding up and throwing. This is his furthest point, but we're going to push
him a little farther so it's like he's leaning
forward as he is throwing. So we're gonna
make a frame here. And instead of in between
between the green and red, we're going to go
further outside the red. He's leaning forward after throwing it so far,
including his leg. Can bend his leg a
little further down here to show that
he's still moving. Me connected back here a bit. He's bending his knee rather
than moving his whole leg. Then his arm is gonna go
all the way down here. Just let go of the cub. And his arms back here is going to go
up a little bit, too. See his face is kind of
hidden behind his arm a bit. Let's make sure we get
the mug in there too. Okay. Reminder to save your work. Okay, and last in betweens when we're
settling the action. So it's pretty
similar disposition. Just gonna keep him
up a little more. He's finally settled
after throwing his mug. It's been a hepatitis here, too. I But, okay, we have our keys and
breakdowns in betweens. Now we got a rough animation. Make sure all the volumes and everything he has his
ears, eyes, mouth, everything right here,
the legs to be in front. Just checking up on those things before the final preview. Everything's kind
of the same shy. This eye is a little bigger
than the other eyes. We'll shrink it down a bit. If you want to
prolong the throw so that you can actually see how everything is starting
and finishing, you can extend the beginning and end so that the animation will actually stop
once it throws. You actually see how it looks. A Alright, so this is part of
timing and spacing. So everything is now on twos. So it's a consistent exposure. If you want to
kind of exaggerate some bits without adding any
extra frames in the middle, you can prolong this frame, for example, you're
like, winding up, and then you can do
one, expose one frame. And then once he
throws and bends down, you can expand by one frame, and it changes the timing slightly. So now it's a little
bit more weight and expectations to it. So it's something you can
do potentially to improve the timing and spacing so that
everything is super fast, maybe want to make these
shorter so that the motions in between are faster and snappier can subtract
some frames there too. So now the wind up is
a little snappier. And potentially, if you want
to make the throws faster, too, we could subtract
these middle frames. Play around with
the timing however, your animation looks
the best, you think. I'll go this, for example. Alright, thank you
for joining me for in betweens and exposures. Next, we'll learn
how to clean up that animation and then
finish coloring it. And then I'll see you then.
13. Cleaning Up & Refining the Animation: Hello. I'm going to clean
and refine our animation. So I have here the
empty keyframes. I'm going to take my pen tool. I'm going to use you can
use any line you want. You can use use a charcoal
pen if you wanted to. I'm going to use just
the standard pen. Tedious. So first things
first for the line art, you want to make sure
you're on the linear layer. This is the color
layer. We'll be using that later.
The line art layer. We are going to make a
line and then press K. You have the strokes available. Down here is a handy button
that you can toggle. You want to make
sure this button is toggled because that
helps you close the gaps. This circle doesn't
have the gaps closed. You can see by the yellow dots, but if I go close enough, you can see that there's a gap, but it automatically
closed for me. So it's a certain distance where that's useful. All
right. Let's start. I'm going to start
with the nose. You can see my lines
are connected. I'm going to turn it off because it's a
little detracting. I'm going to use my select tool. Angle things. I'm going to fill on that
because that is a solid nose. D line and I'm going to use my contour tools to help guide these lines
where I want them to be. The handy thing is that
when you have vector lines, you can erase them using
the T and cutting tool. So I make a big circle
for the eye right here, adjust it with my. My contour tool. And I can cut these lines off. Do the same with the other eye. Use my select tool, move things around when I need to take your time into step two. Don't need to rush anything, especially it's
gonna look clear, but you also don't need to spend too much time on one frame because if you
imagine one frames going to go by 0.5 seconds. So you're not even going
to see all the details or mistakes that
you've ever made. I Okay, so now that I have a basic
outline of my keyframe. I go ahead and connect it
to the rusty animation. Now that I have my
basic keyframe, I'm going to connect it
to the rusty animation. I went ahead and did the other keyframes as well, clean it up. But what you're going to want
to focus on is consistency, consistency, size, and
the circle of the eyes. I want to make sure
that's correct. I want to make sure that
the feet are planted. Make sure that everything is consistent cleaned and
consistently paste out. All right. Now to color. For coloring, we're
on our line layer. We want to pick the select
tool, press this button. I'll apply to all frames. I want to highlight
the entire thing, which will highlight
the entire animation, and we want to press
this button here, convert to color art layer. What that does is that takes that line that we
have right here. And converts to color layer, which means now
we're able to see the line strokes for
the color so that now we can color on
a separate layer without worrying about
using the same layer. Another thing, same thing, highlight the entire animation. Go to drawing,
cleanup, close gaps. We want to make these
are the gaps that prevent the paint bucket tool from filling because
it's vectors. So anything that we missed, we're going to close
gaps for that animation. So now, in our color layer, we can start coloring. Turn off apply off frames. You can pick the
paint bucket tool. We're going to start with
Jake's regular color. I'm going to just paint bucket all the spots that are yellow, move to the next frame,
paint all those spots too. Next frame. On this layer, there's something that we miss. I'm going to press the K
button to see where we missed. I think it's down here.
Yep. So now we can go back to drag a line there, close that gap, and then we can paint bucket
the yellow again. So that's why we close the gaps in case
there's something we missed. That's how you fix it. I'm going to keep coloring
each frame All right, now we got Jake's base color. I'm going to go back around, pick the white
color for his eyes. Che select paint unpainted, which means if I paint
over this character, it won't replace the
yellow with white. So paint what is not painted. And then finally, I'm
going to paint the mug. Okay, now we have our
fully colored animation fully cleaned and
colored animation. Let's play it back. Very nice. Thank you for joining me
in cleaning and coloring. I will see you next
time when we add some final touches.
Alright. Bye bye.
14. Adding Simple Camera Movement: All right. Welcome
to lesson number 13. We're going to add some simple camera move into our animation. Firstly, let us make
a camera layer. So click the layer, press the plus
button camera layer. And now you have a
camera down here. Once I make my camera layer, I'm going to find
it in my node view. I'm going to insert
a parent peg. Parent peg is a remote control that links it directly
to the camera. So when everything you edit on this layer, it
edits the camera. So we're going to go
on the camera layer. We're going to make a keyframe, a keyframe for the camera, this button right here.
Now we have a keyframe. The red line is the camera view. We're going to want
to make sure that this little stick
figure is yellow, and the cameras yellow
so that when we move the camera,
it'll actually move. So, from point A to point B, this is point A and B, after the animation is done, I want the camera
to be let's say, I want the camera to slide over this way just a little bit. So what that does is
automatically it scrolls for me. And when I play it
back, the camera moves. So I'll probably want to move this keyframe a little
higher so that it moves when the movements start when the character
starts throwing, so but we don't want
it to be too fast. So the shorter the distance
between the camera, Pegs There we go. So let's short distance. Let's go back this way a bit. So that is less distracting
from the animation. So now we got simple
camera movement. If we wanted to add anything
else or zoom in, we could, for example, I can make
another keyframe here, take this, and then zoom
in crazy like that. That'll automatically
do crazy stuff. Wow. Zoom, bow. So that will make
it kind of crazy. I'm going to click this
button, which presents the camera, so Watch. So that's fun. You can do
that, too, if you wanted to. For now, I'm going to undo that because that's a little too
much for this animation. But you can do a
lozoom like that. That is the basics of
the camera movement, and I'll see you next time. We go to add some audio to it.
15. Adding & Syncing Audio: Hello, and welcome
back syncing audio. To insert an audio to animation,
we're going to go file, import, sound, navigate your file system
to find wherever it is, Minds in Download right now. I'm going to add the sound
effect for throwing. Open it. It is going to open right above the very top
of the timeline. If it's not already
checked so make sure these two buttons are checked on so that you can
actually hear the sound. If you can't hear it,
then that's probably why. I'm going to play the sound. Right now, it's not
where I want it to be, but now that we have the audio, I'm going to click and drag, highlight the section,
and I'm going to drag it to where
I want it to be. When he throws it,
probably going to be a little further down. Let's try that. There we go. You can add more audio
if you wanted to. If you add another audio,
it'll be on a different layer. So let's import the second
audio be the same one. You'll have another
layer of audio. So it'll be a different layer. You can add a layer if
you wanted to or music. But for now, that's how
you import a sound. Thank you for joining
me in importing audio sounds into
your animation. Next, we will be exporting
everything. See you then.
16. Exporting Your Finished Animation: Hello, and welcome
to Lesson number 15. We're going to export
our finished animation. First, have your animation up. I'm going to go to
File Export Movie. Right here, we have
video formats, QuickTime, MP four, Windows
Media, we're doing MP four. We're going to browse
where I want to save this. I'm just going to save
it under my downloads. And you can name it or name
it appropriately as well, save that under my downloads. Right here, you can
export all the frames that you have available
or export certain frames. So my animation is
only 34 frames long, so I'm going to go to one to 34. The resolution can be changed. We're going to do the default with and for the color space, we're going to do
the default as well. We're going to press Okay,
and it's going to export. Alrighty. And I'm going
to go to my file and pull that final animation
up, see if it worked. Looks like it did. There we go. Alright, now that you have exported
your animation, now it's time to
start your project. Can't wait to see how it all turns out. Thank
you for joining me.
17. Class Project: Create Your Own Character Animation: Now it's time to take
everything you've learned and create a short character
animation of your own. You don't need to create a complicated character
or a long scene. In fact, keeping things
more simple will give you more time to focus
on the movement itself. Start by designing character
as practical to animate. Next, choose one clear
action or your character. This action doesn't
need to be complex. What's important is that it gives you a chance to practice the animation process that we've used throughout
the course. Before drawing every
frame, plan your movement. Start with the main key poses that communicate
the action clearly. Then add your breakdowns
and in betweens. Use onion skin to help maintain consistent proportions
of smoother movement. Pay attention to timing
and spacing as you work. Once you're happy
with the movement, clean up your drawings
and add color. You can also add
simple camera movement or sound effect if it
suits your animation. Finally, exploit your
finished animation and share in the
project gallery. Don't worry about making
every drawing perfect. Animation is about creating believable movement across
a sequence of drawings. The best way to improve is
to simply keep animating. Have fun with your
character, and I'm looking forward to
see what you create.
18. Congratulations! What's Next?: Congratulations. You reached
the end of the course and created your first
animations in Toon Boom Harmony. If there's one thing
I'd like to encourage you to do after this course, it's to keep your next
few animations simple. Tying out a bouncing ball
with a different weight. Animated character
reacting to something. Create a walk, a jump,
or a simple gesture. Each short exercise gives you an opportunity to
improve your timing, spacing, drawing consistency, and understanding of movement. If you haven't already, make sure to complete
your class project and share your finished
character animation in the project gallery. Love to see how you
taken the workflow from the course and apply it to your own character and movement. If you enjoyed the course, please consider
leaving a review. Your feedback helps
us improve and create better courses
for future students. Thank you so much
for joining and animating along with
me. Happy animating.