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Animating Characters in Toon Boom Animate

Animating Characters in Toon Boom Animate

with Tony Ross

 


This course is an introduction to creating and animating cutout characters in Toon Boom Animate. Author Tony Ross shows how to use the Toon Boom toolset to create cutout characters, and explains how to leverage a few rules of traditional animation to help bring the characters to life. He shows how to create mouth shapes for dialogue, add realistic eye movement, and animate a full cycle. The final chapter shows how to create foreground and backgrounds for your character and export a simple, animated scene.
Topics include:
  • Working with the timeline
  • Customizing your workspace
  • Importing images to use as the basis for an animation
  • Understanding how pen pressure affects brush strokes
  • Adding color with swatches
  • Creating multiple versions of a single character
  • Drawing the head and body
  • Creating phonemes for lip sync
  • Rigging your character
  • Using motion keyframes
  • Creating pegs
  • Animating the legs and arms
  • Importing and editing sound
  • Using squash and stretch and other animation principles
  • Saving your character as a template

show more

author
Tony Ross
subject
3D + Animation, Character Animation
software
Animate 2
level
Beginner
duration
5h 39m
released
Dec 17, 2012

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Introduction
Welcome
00:04Hey, this is Tony Ross, and welcome to Animating Characters in Toon Boom Animate.
00:09In this course I'll show you how to create and animate your own characters.
00:13The focus of this course is on cutout or limited animation and my goal is to get you animating quickly.
00:19We'll start by covering the differences between cutout and full animation.
00:23Then we'll draw the pieces of our character inside Animate and then connect them to form our figure.
00:28Once we have the character together, we'll explore how to use Toon Boom's tools to make
00:32it move in a convincing way. Building a walk cycle is one of the toughest things to do
00:37convincingly, but I'll show you a few shortcuts to make the walk look realistic.
00:42After we have the character moving, we'll add sound and voice and even insert it into a background.
00:48We'll also go over traditional principles of animation such as squash, stretch, anticipation,
00:54and follow through, and how to apply these principles in Animate to push the illusion
00:58of life in your characters.
01:00So welcome, and let's get started animating our characters in Toon Boom Animate.
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Using the exercise files
00:00Before we get started, I would like to show you how to use the exercise files that are
00:04included with this course.
00:05Once you download the exercise files, you will see that you will have separate folders
00:10for each of the chapters in this course.
00:12Inside the chapter folders are individual folders for each of the movies in the chapter,
00:17and inside those folders, we have the individual Toon Boom Animate files.
00:22If you don't have access to the exercise files, you can follow along from scratch or use your own assets.
00:28So let's get started animating a character.
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1. Introducing Toon Boom Animate
Exploring the interface
00:00Learning the Toon Boom Animate Interface can seem challenging initially.
00:03However, provided you understand a few simple rules, the interface can quickly be mastered.
00:08When you first open Animate, you'll notice that there are several windows here.
00:11In the Animate world we call these views.
00:14The first view, this large area here is referred to as a Camera view.
00:18You can tell this by the blue label here that's marked Camera, and you know this is actually
00:23active right now because there is a thin red line around the entire area.
00:30To the right of this is our Color view, and you can add and change swatches here. Right beneath.
00:36this is the Tool properties view as well as the Library view.
00:43And at the bottom of the screen is the Timeline view.
00:46To make any of these views active, you need simply just to click on them.
00:49But wouldn't it be cool if you could just roll your cursor into a view, and that view became active?
00:55Well, let's go ahead and do that.
00:57We're going to first go under Animate, come down to Preferences and under General, you're
01:03going to go to your options and click Focus on Mouse Enter.
01:08Now, basically, anytime your mouse rolls over into a different view, that view will become active.
01:14So we'll go ahead and click OK.
01:16Now, if we move our mouse in the Camera view, that is active.
01:22If you move it to the Time Line view, now the Time Line view is active.
01:26To show you the difference, I'm going to simply zoom in on our timeline by holding down Command
01:31and pressing the Plus Sign, and that zooms in, Minus is going to zoom out.
01:38And if I move my cursor into the Camera view and do Command+Plus, we can zoom in on our
01:43Camera view as well as zoom out by hitting Command+Minus.
01:46So remember, where you click and how many times you click is crucial.
01:51And when in doubt, check your preferences for Custom Settings.
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Using the drawing and animate modes
00:00With any project in Toon Boom, there are two modes: Drawing and Animate.
00:04To put it simply, when you need to draw something, stay in the Drawing mode.
00:08If you need to animate, use the Animate mode.
00:12We have a very simple animation here of Bob's head going from one side of the screen to
00:17the other. And to show you exactly what's happening on all the other frames while we're on this
00:22first frame, I'm going to go ahead and turn on our Onionskin.
00:25Now in the lesson Best Practices for Onionskin, we're going to get a little more in detail on this.
00:30But basically, Onionskin is the equivalent of a light table, and it allows us to see
00:36not only the current frame that we're on but several other frames.
00:39So what I'm going to show is if we use our Select tool, and I click and drag and select
00:47all of Bob's head here, if I decide to move this, all of the other frames are moving along with that.
00:57In addition to this, we're in Drawing mode and the Select tool allows us to click on
01:03just individual pieces of Bob's head here and even if we decided to move part of it,
01:13it affects all of the other frames. We're going to undo that.
01:17Now, the tool that seems to work almost identical to this is the Transform tool.
01:23So if I click on the Transform tool, you can't select these parts individually, but I can
01:29actually just start moving Bob's head up and down and all of the other frames are following along with that.
01:36Now, here's where the difference is.
01:39If we turn on the Animate button, any move that I do with Bob's head at this point using
01:45the Transform tool will be animated.
01:48So if I click and drag this down, we now see that this is going to animate from a different position.
01:55It's not just moving all of them as a group.
01:58It moves the individual frame so it now animates to a different position if we decide to scrub this.
02:06So again, if we turn off the Animate button, we're affecting all of the frames.
02:13We turn on the Animate button, we're animating from one spot to another.
02:22It's a good practice to monitor whether or not Animate mode is turned on as moving drawings
02:27in Animate mode versus moving them in Drawing mode creates vastly different results.
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Best practices for using Onion Skin
00:00The Onionskin tool in Toon Boom Animate is the equivalent to the light table in traditional animation.
00:05It's used so animators can reference before and/or after the current frame they're working on.
00:10The advantages of using Onionskin in Animate is you can reference several frames of drawings
00:15at the same time and even on multiple layers.
00:18So what I have here is a simple raw animation of this little fist being thrown down a bit,
00:25and we had this just broken up over several keys.
00:29Now, what I want to show you is how the Onionskin works.
00:34To do this, we're going to turn on our Onionskin, and this is right at the base of our tools
00:38and we'll do Show Onionskin.
00:40We see what is our current frame is the actual color of our drawing.
00:46The previous frame is actually shown in red.
00:49So what we're looking at, at this point is frame 1, which is right here.
00:56I'm going to my playhead back to the middle here.
00:59So this is frame 1.
01:01So any previous frames are actually shown in red and any frames that are ahead of the
01:07current frame are shown in green. There are two different green drawings here.
01:13One is a little more opaque and one's a little faded out.
01:17So the way this works, the darker green is the keyframe that is closest to our current playhead.
01:26If we click at the very end here, we'll see three different drawings.
01:33If we look at our timeline, we have three different keyframes.
01:36So this is how the Onionskin works.
01:39But in addition to this, let's say if we want to just concentrate on what the fist was doing,
01:44we can turn off the different layers of our Onionskin by simply clicking on the Remove
01:49from Onionskin icons, and now we click once here.
01:58We only have the fist that's showing, or we can have the lower arm or add all three pieces.
02:09In addition to this, we can set the in and out points for our Onionskin, so the bracket
02:14on the left is where you would start your Onionskin.
02:18The bracket on the right, we can stop the Onionskin.
02:23So you can have it as many or as few frames as needed.
02:30Onionskin can be used to help animate something as simple as a bouncing ball to something
02:35as complex as a multilayered scene.
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Timeline basics
00:00The Timeline is used to set up animations, drawings, sequences, and organizing hierarchies in groups of animations.
00:06Now, I want to take a moment to talk about the timeline, but I'm also going to introduce
00:11you to a few terms that we're going to cover more in detail later, but I'll bring those
00:15up exactly when we get to them.
00:17Now, when you look at our timeline here, one of the first thing I want to show you is when
00:21you working in a timeline sometimes you may want to see what's happening a little closer.
00:26So you can zoom in.
00:27So I'm simply going to do Command+Equals to zoom in, Command+Minus to zoom out.
00:35That's Ctrl+Equals to zoom in on PC, Ctrl+Minus to zoom out.
00:40Now, we have several layers set up here.
00:42We have the upper arm, we have the lower arm, and as well as the hand.
00:47If you notice, they kind of step into each other.
00:50This is a hierarchy that we've set up just to help with our animation, and we'll go over
00:56that more in detail in the chapter Layers and Hierarchies.
01:00But for each one of these layers, if you notice this little eye icon right here, you can actually
01:05turn off and on the visibility of each layer.
01:11In addition to this, you could also lock each layer needed.
01:19One of the other items is the ability to turn on and off Onionskin on each individual layer.
01:25Now, let's zoom in on our timeline, and let's talk about some of the shapes here.
01:30For each on of these squares or rectangles, these are keyframes.
01:35Keyframes can either be motion keyframes or stop-motion keyframes.
01:40What you are seeing right here, this arrow, represents a motion keyframe.
01:45If you noticed right here at frame 10, we have a keyframe, but then we have no arrows directly behind it.
01:53This is referred to as a stop-motion keyframe where we're not allowing the computer to do
01:58any of the animation for us.
02:00Now, we're going to more detail on this in the lesson Motion Key frames Versus Stop-Motion Key frames.
02:05Now, right now we have our animation playing after frame 20, but the actual scene goes
02:12all the way to frame 60. Now, this is how much the exposure we have.
02:17And we can change the length of this by simply clicking this Right Bracket and pulling this
02:23in, and now our sequence is only 20 frames long.
02:29In addition to this--let's bring this back up to 60-- we have in and out points to set for work areas.
02:38So if our animation was supposed to be going all the way to frame 60, but we're just working
02:44on the first 20 frames.
02:46I can click and drag this little black triangle here, and this sets a outpoint for where the
02:53playhead will stop.
02:55So if I play this right now, it stops right at frame 20 or if I want to make it even shorter
03:03I can click again and then adjust where the out point would be, that allows me just to
03:09work into a small area.
03:10There's even an endpoint here, so we click at the very beginning.
03:17There's a second black triangle here.
03:19So, if we start playing our animation, it starts from where we set the endpoint, and
03:25it stops at where we set the outpoint.
03:29Now, I want to talk about creating layers for a moment.
03:32There are two ways you can add your drawing or peg layers and the first one is this plus sign.
03:37So you can come down, and you can add a drawing layer, or we're going to skip down,
03:42and we can add a peg layer.
03:43Now, for the most part, a quick way of doing this is simply adding a drawing layer with
03:49this icon and then right next to it is adding the peg layer.
03:53Now, drawing layers our pretty much--
03:56anytime you want to actually add another element to your character, for instance, if you're
04:01going to add the torso, we could simply add another drawing layer, and we would start
04:07drawing that particular shape on this layer. Peg layers are a little different.
04:14Peg layers are used if you want to actually set up any type of animations.
04:18So you can attach this entire to arm to a peg layer.
04:22Now, we're going to go over that more in detail on the lesson Creating Pegs.
04:26The majority of you animation will depend on drawings in the camera view.
04:30At least half your time will be spent on the timeline testing, timing, animating, and organizing your drawings.
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Essential shortcut keys
00:00Learning shortcut keys is a very valuable skill in any graphics program and Toon Boom Animate is no different.
00:06In addition to the universal basic commands cut, copy, and paste, let's go over a few times
00:12in shortcut keys for Animate.
00:14One of the first things you want to check is go to Animate, come down to Preferences,
00:20and you want to select shortcuts.
00:23Right now, the shortcuts are set to Adobe Flash, meaning that if you're more familiar
00:27with the shortcuts in Adobe Flash, these are the shortcuts that are going to be used for Toon Boom Animate.
00:33For example, if I open up the general shortcuts and scroll all the way down here to the bottom
00:41to zoom in and zoom out, which are Command+Minus to zoom out, Command+Equals to zoom in.
00:50In contrast, if we go to the Toon Boom Animate shortcuts, to zoom in is simply pressing and
00:55holding the number two, zooming out is pressing and holding the number one.
00:59We're going to go back to the Adobe Flash shortcuts for now, and we'll click OK.
01:05There are several F keys that you are going to be using throughout this course, and I
01:10want to show you a couple of those now.
01:11We just have one frame of our little character's head here, and this is Stick Dude Bob.
01:18So his head is just sitting here on one frame.
01:20If you want to extend frames, for instance, let's extend this to frame 10.
01:24I'll simply select frame 10, and I'll use my function key F5.
01:28So F5 would be extending the exposure.
01:32If we wanted to add a keyframe, as in changing what's happening with a drawing, whether its
01:37position, scale, or skew, we then use the function key F6.
01:42If you want to get rid of the keyframe, you can select that keyframe and press Shift+F6.
01:50In addition to this, there are shortcuts for working with drawings.
01:53For instance, if we actually select any part of this drawing right now--they're all separate
01:59pieces--but we can group these simply by clicking and selecting all of it and pressing Command+G, Ctrl+G on PC.
02:06Now, if I deselect this and click it once again, all of these are grouped together.
02:11To ungroup this drawing, you would do Command+Shift+G.
02:14Now, all the pieces are separate again.
02:20One of the coolest shortcuts when it comes to drawing in Animate is simply being able to rotate the canvas.
02:29Simple hold down your Command and your Option keys, and you can click and rotate your drawings
02:37so you can start working on different aspects of them.
02:45To get it back normal, you just simply do the Shift+X.
02:48There are few additional shortcut keys we'll cover in later chapters but the ones we just
02:52covered are the ones you should get most comfortable using.
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Customizing the workspace for animation
00:00Toon Boom Animate has several has several predesigned workspaces to choose from, and
00:04you can find them under Windows > Workspace and then go to Workspace.
00:09Or, you can actually go to the Workspace toolbar, which is in the upper right-hand corner, and
00:13you can choose from Default, Hand Drawn Animation, Compositing, or Animating.
00:18We're going to go and build our own custom workspace, and we're going to that based of the default workspace.
00:24So I'm going to go up to our Workspace Toolbar, and I'm going to select the Workspace Manager.
00:32Once we are here, I'm going to go and select default, and we're going to go ahead and duplicate
00:37this workspace by clicking on the little plus button here, and now we have Default 2, and
00:42we're going to rename this, and we're going to call this Cutout.
00:47All right, now I'm going to add this workspace to our main little Workspace Toolbar here by clicking this arrow.
00:55And looks like Default is still there, but we just click once, and it updates, so we click OK.
01:00And the next thing we'll do, I'm going to go up here to our Workspace Toolbar and select
01:04Cutout, and we're going to start arranging how we want to set up our views here.
01:12The first thing we want to do is move our Timeline view and what I'm going to do, first,
01:17click on our Timeline tab, and I'm going to drag this over straight under our Camera view and let go.
01:24Now, it's actually just under the Camera view, so it's no longer on this side.
01:29We can adjust how much space the timeline is taking, and we once we move that up and
01:34down, it's going to do adjust the size of the Camera view.
01:38All right, the next thing we're going to start doing is adding in a few toolbars.
01:43I'm going to Windows, come down to Toolbars, and I'm going to add Advanced Animation.
01:50It's actually sitting about right here. I want to move this.
01:53So I'm going to click directly on these two lines here and drag this over.
01:59So our Advanced Animation, we have things like translate, rotate, scale, and skew, and
02:07we're going to add a few more toolbars.
02:09So go to Windows > Toolbars and come down to Camera view.
02:16We now have the ability to turn on our grid, as well as we can control Onionskin, keyframes,
02:22Stop-Motion Key frames, as well as motion keyframes.
02:27And we're going to add one last toolbar, so we'll go to Toolbars, come down to Timeline view.
02:33Now, for Timeline, we can again show the Onionskin as well as the Sound Waveforms, Import Images as well as Scans.
02:42As you get more comfortable in Animate, you'll customize your own workspace to better fit your needs.
02:49For the rest of this course we'll use our Customized Cutout Workspace.
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2. Importing Images
Importing bitmaps
00:00In Animate, you can import bitmaps for various uses.
00:03For example, you can import a background or object, parts of a character, scans for tracing,
00:09and even textures to be used as paint fills.
00:11What we're going to do at this point is we're going to import a chair, and this is a Bitmap
00:16we're bringing in and our character could walk around, sit in it, or even use it to actually
00:22knock someone over the head, fun stuff.
00:23So we're gong to go ahead and click on import drawings, and we're browsing, and we're going
00:30to find chair_transparent.psd, and then we'll click on open.
00:36Now, we're asking this to go ahead and create a layer and by default, it's saying Create
00:41a Single Layer Named.
00:43I'm going to pretty much come in and give it the exact same name as the file, and we
00:48could even select that it automatically does the layers based on the file names.
00:53But for simplicity, what I want to do right now is just call this a chair.
00:58We're not going to add it to the existing file, it's already creating a new layer, and
01:01we don't want to vectorize this.
01:03We're not going to create a symbol at this point.
01:06For the alignment, this is how this is actually just going to sit here.
01:12We just want it to go by default and just leave this on fit.
01:16For the transparency, if you know that you're going to be working with a white background,
01:21you want to leave it premultiplied with white or if you know it's going to be a black background,
01:26you're going to do premultiplied with black.
01:30So basically, what we're bringing in right now, the file we're bringing in has no background,
01:35all these white areas is actually transparent.
01:37What I want to do is set this right now to straight, and it's going really have a nice,
01:43clean crisp line around there.
01:45In that way, we can actually set it to any background without seeing any artifacts or
01:49aliasing around the edges. All right, so I'm going to ahead and click on OK.
01:54Now, because we're bringing in a Photoshop document, it is a multilayer document.
01:59So what it is asking at this point, do we want to composite the image or do we actually
02:06want to do all layer images.
02:07This is if you're actually bring in several layers, let's say we have built a character
02:12in Photoshop or perhaps this chair has a different layer for the front arms versus the back arms of a chair.
02:18So we're just going to leave this one composite at this point and again we're going to set
02:23the transparency to straight, and we'll click OK.
02:27So now, we have brought in our Bitmap. It is ready to interact with our animation.
02:36So we've covered the basics of importing Bitmaps, and we'll do some more advanced things like
02:40importing backgrounds and foregrounds when we talk about animating the scene.
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Importing Illustrator and SWF files
00:00There may be times when you need to import either Adobe Illustrator files or SWF to your
00:05Library, which is an easy task provided you follow this simple process.
00:10So let's go up to our menu, and we'll come down to Import, and we see Images, Movie,
00:16Sound--wait a minute--
00:18you know SWF and Illustrator files is kind of grayed out.
00:22Don't freak out, it's not a bug, and it's not like you have to get a more pro version of the software.
00:28You just have to change this one little thing. So let's do that.
00:32What I'm going to do is go over to our Library view.
00:35So I'm going to click on our Library tab here.
00:38What you will notice is you'll see Symbols, and you'll also see Animate Library, and it
00:43has this little lock on it.
00:45What you want to do is right click and select Right to Modify.
00:51Once you've done that, now let's go back to the file, and we'll come down to Import.
00:57There's SWF Illustrator Files to Library.
01:00So let's go and select that, and we're going to bring in our logo dude.
01:07We'll simply click on open, and you've got dialog boxes that's starting to import.
01:13Now, it's going to ask you for the names of the template, which is going to give the name
01:18of the template based on the file name, which our file name was logo_dude.
01:23The .tbl is basically the template that it's adding to our Library.
01:27I'm going to just go and leave this alone for now and just simply click OK.
01:31Now, the next thing we're going to do-- there is absolutely nothing on our screen.
01:38Let's change that. We'll come over to our Library,
01:41we'll click the Template, and simply drag this over to our timeline and let go.
01:47You're going to get a dialog box. This is very important.
01:50This is saying, The following colors were not found.
01:54Do you want to performed color recovery? You would almost always say yes. I can't think
02:00of an example of when you would say no.
02:02Now, what this is let's say that we are bringing in logo_dude.
02:07So this is for this large company that it's very important that we keep their corporate colors intact.
02:13So, what we want to do is just go ahead and tell it to add all these colors in.
02:18These are already set up in the Illustrator, and it's going to now add these colors automatically to our palette.
02:24So I'm going to simply click on yes, and now we have our logo inside of Animate.
02:34If we select our dropper tool and start seeing exactly where all the different colors are
02:41as there are a lot.
02:42What we did was we've brought in a little more of a complex type of Illustrator file.
02:47This is one of the 3D extrudes that was done and so it brought in every last shade.
02:53So you're going to see a lot of different colors here.
02:57These are all the colors that are automatically imported, and we've matched them up perfectly.
03:02So importing Illustrator and SWF files will come in handy especially if you have files
03:07predesigned in this format.
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Autotracing imported images
00:00One of the strengths of Animate is the ability to trace or vectorize imported bitmaps.
00:05For example, if you have scanned, traditional hand-drawn animation, you can import it into
00:10Animate, and it will convert the bitmap to a vector.
00:13To do this, we're going to go to File, come down to Import, and I want to select Images,
00:18and I'm going to Browse, find my file. This is stick_dude_ben.
00:26Just in case you're wondering, Ben is stick dude Bob's cousin.
00:30Now let's look at our layer options. We have, yes, we want to Create Layers.
00:34By default it's saying Create Single Layer Named, and what it's going to do is match the name of
00:42our JPEG, which stick dude Ben works for me, and if you notice we did the underscores because
00:47you can't really have spaces in your layer names, and so I'm going to leave that there.
00:51Do I want to add it to the existing layer?
00:53No. Do I want to vectorize imported items? Yes, I do.
00:57This is where we are automatically scanning this, so I'll select this.
01:02At this point I can make a symbol from this or leave it as a drawing layer.
01:07I'm going to leave this unchecked, just keep it as a drawing.
01:11Now on our vectorization, what I want to do is take a look at the very first thing is
01:16just turn on Auto Apply now. If you notice there's a little shift there.
01:24What just happened is you're looking at what this would look like if it's scanned in as
01:31a color photograph so this is now vector but we want this to be black and white so I'm
01:36going to simply click Black and White, and we have a black image. Okay.
01:42Well, that's not what we are wanting. Well, don't panic.
01:45Let me show you how to adjust this.
01:47The first thing we're going to take a look at is Threshold.
01:50Now for me, I normally started about 50 so let's type in 50 and see what happens.
01:55All right, so that looks pretty good.
01:59Now what I'm doing here is I'm clicking on the little side scroller, and now every time
02:04I click on this it actually, I get to see what the original drawing looks like.
02:09All right, now Expand.
02:12What if we had a really, really thin line that we had scanned in?
02:17Now, ours is a pretty decent thick line but I want to show you this.
02:21What happens if we start expanding? How does this vectorize? That's what happens.
02:28So I'm going to leave mine on zero, and we've got this zoomed in so we can see all the different
02:34things that will happen, smoothing.
02:36Let's set that to zero, and you'll notice how bumpy these lines are getting right now.
02:44So click it, this back up to--let's try three, five.
02:50Let's just go really ridiculous for a moment. Let's take it to 34.
02:54All right, in some areas it looks okay but in some areas we are losing a lot of our detail.
03:02Let's do 15 instead. Okay.
03:06Now it looks pretty good, and the face is holding up pretty well.
03:11So once you're happy with that, let's go ahead and click OK. So there is our vectorized image.
03:18Now if you're looking at my image, and you're thinking, okay, well this looks really, really
03:22smooth. One of the things I have turned on, and we'll talk about this in Workspace Management.
03:27We can go to Animate, go to Preferences, go to OpenGL, and you will look for Real-Time Antialiasing.
03:35If I turn this off, click OK, this is what you might be seeing but this is not bitmapped.
03:43This is just drawn this way or rendered this way so you can move through animating a lot
03:49quicker, and it's not going to be labor intensive on your CPU or your computer.
03:54Following these simple steps, you can vectorize backgrounds and objects as well.
03:59You can even vectorize photographs if necessary.
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3. Drawing in Toon Boom Animate
Exploring pen pressure and the Brush tool
00:00There are several ways of making marks or drawing in Animate.
00:03One of my favorites is using the Brush tool.
00:05It gives you the ability to create beautiful strokes with varying thick and thin lines,
00:10and you can push this even further when using a stylus.
00:12All right, so what I want to first do is go ahead and select our Brush tool then we're
00:16going to look over here in our Tool properties.
00:18There are several different settings on that, these are presets.
00:22So you have different size of brushes and next to this pretty much we have the shape
00:27which the default is a circle but you can also do squares even stars and different little angles here.
00:34We're going to keep that a circle for right now.
00:37This first number here is basically saying what is the smallest width we're going to
00:41have for our brush and the second number is what the largest width is that bottom here
00:46just gives you a preview of what is possible.
00:48This number here is basically telling you how much correction is being given to the line you're drawing.
00:53It's normally by default on zero, and I think it's a good place to stay there then
00:57the Contour Optimization is just how the lines are going to conform when they're being drawn.
01:03Now to go ahead and start drawing, we're going to do a clean up drawing of this blue line
01:08here, so I want to lock this first layer, and we're going to add a new layer, and I'm
01:13just going to call this layer clean.
01:19Let's select that first frame, and I want to make sure that my brush is set to black,
01:27and I'm going to start just going and cleaning up this line here just nice in drawing over here.
01:33I'm doing varying amounts of pressure on my pen so you can see the nice thick and thin that's happening.
01:47This is just varying the weight of the pressure on our stylus.
01:55Now I want to show you also that this is possible to emulate the same thing but using a mouse instead.
02:02So instead of the circle shape, I'm going to select one of the angled line shapes.
02:10This is going to be drawn with the mouse.
02:12So I'll show you that it is still possible to get a nice thin and thick line there so I'm going to draw.
02:24So you can still get a nice thin and thick line going even if you're using a mouse but
02:31my preference is probably still working with the stylus. The way it usually goes, at least
02:37with my experience, is if you're drawing with the mouse you're going one particular speed,
02:41and if you start using a stylus you can actually go a little bit faster.
02:46Now if you're actually drawing directly on a screen using a product like a Cintiq or
02:50something like that, it's usually even faster, but you can try it out on your own.
02:54So whether you're using a mouse or a stylus, the Brush tool can give a really nice pen
02:58and ink fill to your animations.
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Where is the Pen tool?
00:00If you're familiar with other graphics programs like Illustrator, Photoshop, or Flash you might
00:05prefer to work with the Pen tool.
00:07By now, if you've looked around the animate tools, you might be wondering, hey, where
00:11is the Pen tool? In Toon Boom programs, that's called the Polyline tool, but it works pretty much the same.
00:17What we're going to do now is come down, and we're going to lock our Sketch layer.
00:22We're going to add a Drawing layer and make this our clean layer.
00:26Just title it clean, and let's go to our tools and under our shape tools we have Line,
00:34Rectangle, Ellipse, and there's Polyline.
00:38So select the Polyline tool and making sure that it have black set up as my fill, and
00:45you also have the different widths you can actually work on your stroke with.
00:52So we're going to use a larger one here.
00:54So I'm just going to simply click, have an anchor point and about the knuckle, I'm going to click and drag.
01:04So that actually brings out direction handles, and you can get a little Bezier curve there.
01:09At the tip of the thumb, I'll do the same thing, I'll click and drag.
01:16Start dragging this here and to end this, I will simply click just once.
01:25I'm just going to hold my command key, and that's control on PC, and that ends that
01:31selection, and I can start again and start building our curves for the second finger here.
01:40All right, and we can just keep going at this.
01:47Let's say if I'm not actually happy with how bumpy that looks, you can adjust that by going
01:52to your Contour Editor tool, and I'm going to come here and select one of our anchor points.
01:59Click directly on that, and this is where I can start messing with the direction handles
02:05here to clean up that line, that's pretty much it.
02:11As long as you keep your anchor points to a minimum, you should be able to create some
02:15beautiful paths using the Polyline tool.
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Shape tool basics
00:00In addition to the Polyline tool, there are several other Shape tools you can use
00:04to build characters in Animate.
00:06So we are going to go ahead and move down to our Shape tools here, and we have the
00:10Line tool, the Rectangle tool, as well as the Ellipse tool.
00:14Let's go ahead and start with the Line tool, and we'll make sure we're working on our clean
00:19layer, and we have our Sketch layer locked.
00:20What I want to do, I'm going to simply zoom in here.
00:24Let's do Command+Equals, and that's Ctrl+Equals on PC.
00:30I just want to simply click and drag out an extra little line here, and if you're noticing,
00:36we've got a nice thick line.
00:38You can control how thick the lines are by coming over here to your Tool properties.
00:43Right now, we'll just have it set up in Pencil 6 which is pretty much about 25 pixel width
00:53and what we're going to do next is just keep on dragging out these nice paths here, and
00:59this looks very angular but we're going to fix that in a moment.
01:03I'm going to grab my Spacebar and just move our camera viewer in a little bit.
01:15Now that we have this basic angular looking shape here, we're going to smooth out our torso.
01:20We're going to go to our Contour Editor tool.
01:25If you move right at the points here, this is like you would select the anchor point,
01:30but we want to alter the path instead. So I'm going to come here in the middle.
01:34I'm going to click and drag, and if you look carefully, I hope you can see it, there are
01:39thin little blue line there.
01:41It's letting you know exactly how this curve is going to look.
01:44All right, and we'll continue to do that on each one of this, and let's bend this curve
01:52out a little and a little bit of a back side there and just a little curve there.
02:01Now this little part here looks like its overlapping.
02:04I'm going to select this, and if you'll look, we have not only anchor points, we have our
02:09direction handles as well.
02:12So I'm going to simply move our anchor point just to widen it up a little bit, and if I
02:16wanted too, I can start pulling the direction handles and alter our Bezier curve a little more.
02:22So, I think this little guy right here needs a little bit of bending.
02:28So, we've taken a very, very straight and stiff lines and giving them a lot more smoothness there.
02:38The next I'm going to show you. Let's go to our Rectangle tool. Let's work on the thigh.
02:42So we're going to select the Rectangle tool, and we are still set up the Pencil 6 for our thickness.
02:49I'm just going to click and drag out a rectangle here, and we're going to go back to our Contour Editor.
02:56This time we're going to go right here to where the knee is because it's not a perfect little
03:02rectangle, it's actually going to be coming down at the angle here, so I'm going to click
03:06this anchor point and pull it down.
03:10Now let's go to this path. I'm going to bend this up a little bit.
03:15Go to the back of the thigh, I'm going to curve this out and curve the bottom of the thigh as well.
03:22Let's fix his knees a little bit.
03:24Again, it looks a little sharp right here, so we can select right at the anchor point
03:31and alter this just a little. So that's how we have turned out.
03:38Now this started from a rectangle, so we've got this beautifully curved thigh here.
03:43The last but not the least, let's work on the head.
03:45So we're going to go and grab the Ellipse tool.
03:49I'm going to click and drag out a nice, little circle, that's too perfect of a circle.
03:54Well, let's go back to the Contour Editor again, and we'll come here and start pulling
03:59in part of this path and pull out a little bit here just to make it a little more organic.
04:10The last but not the least, I'm going to go ahead and grab my Select tool and click on the head.
04:16I'm going to push this in just a little.
04:21All right, so we've taken these basic shapes and started using the Contour Editor and just
04:29changed the direction of those.
04:31There's nothing in here that looks exactly like the Line or the Ellipse or the Rectangle,
04:37but we've start building the body of our character.
04:40So remember if drawing freehand in a computer is not your thing, a simple and helpful alternative
04:46is using a modifying shape to create it with the Shape Tools.
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Understanding colors and swatches
00:00Imagine just finishing an animation that took several weeks to do only to realize that you've
00:06used the wrong color for the main character's cape, which is in 80% of the animation.
00:12Well, in Animate we can update colors, swatches, and even textures using the color view.
00:19So we have Super Bob here in his awesome magenta. Or is it fuchsia?
00:25Anyway, his cape is at the wrong color, so what we want to go ahead and do is change
00:30that but let's find out exactly what color is this initially.
00:34I want to go and select my Dropper tool.
00:39All right, and let's go and just click once on the cape.
00:43We're looking at right here is called something like Colour 10.
00:48Now each time you create a file in Animate, it's going to have all of the default colors
00:54and they all have really awesome names like Colour 79 and Colour 84.
01:00Well, let's go ahead and add our own custom palette, and we can give each one of these
01:04colors a unique name. So let's go up to our color view here.
01:09We're going to the view menu then click and come down on Palettes, and we're going to select New.
01:14What we're going to do is go ahead and give this a name, let's call it super_bob, and we'll click OK.
01:22Right now, we have this default color, which is just black.
01:26What I want to do is figure out again.
01:28I want to look at this color a little more in depth, let's click here.
01:33This is the default color, Colour 10. Well, let's find out what its values are.
01:38We'll simply double-click on the swatch.
01:40We're looking at a value of Red 255, Green 0, and Blue at 255 all right.
01:49So we'll close this out.
01:51I'm going to expand this little area to show our palette list so I'll click this button here.
01:57We'll click on our Super Bob palette so we only have one color, we'll add another color.
02:03Let's click once then we're going to double-click here, and we're going go give it a name and we'll call it cape.
02:13We'll start with our original color.
02:14We'll make this Red is 255, Green is 0, and Blue is 255, close this out. All right.
02:24Now, let's say we are going to change this color.
02:30We'll simply double-click on cape.
02:32Let's make it more red and make it a little bit darker, all right, and we'll close this
02:38out but you know that, our color hasn't changed. Well, I'll show you exactly why.
02:44I'm going to start our driver select, so I'm going to click on here, and this is still
02:49color number 10, so everything is not attached to the color.
02:53It is actually attached to the name.
02:56So what we're going to do now is go to our Select tool, and we'll click once to select
03:04this fill, and we'll go to our Super Bob palette and then we'll click cape.
03:11So now it's actually filled with that and look at this little part here and click cape again.
03:16All right, so now we have that done. Let's go ahead and zoom in for a second.
03:23Make sure that we color the rest of his cape. We'll grab our Paint bucket tool, click here.
03:29Looks like we actually filled that with the wrong color, we'll undo that with command
03:33Z, and let's make sure we're selecting the right color again.
03:37We'll click on cape Paint Bucket selected for cape, that's a fill, and we'll fill this one more time.
03:45Looks like it needs a little extra there so what we're going to do is change our options
03:50for our Paint bucket and then we're going to do Close Medium Gap.
03:55I'm going to click again and so that's now filled.
04:00We're going to zoom out, and there Super Bob is in his nice really, really nice burgundy cape.
04:10You know what? We just got a call.
04:12It was supposed to be that fuchsia magenta color.
04:15All right, well let's go ahead and change it.
04:18We'll simply double-click on cape, and if you remember the first color, it was 255 Red, 0 for Green, 255 for Blue.
04:30If you' even look right now the color has already been updated.
04:33You can even start doing things like just clicking around to find exactly where you
04:40want it to be, and it's automatically going to update that.
04:45So I'll take it back to our little fuchsia color.
04:47I want to show you one last little thing here. We've been working in this single color wheel.
04:53We can also work in a multi-wheel so into a multi-wheel mode, simply click this button.
05:00Visually we now have Red, Green, and Blue as well as a Hue, Saturation and Value, and
05:09you can still change the name here. There you have it.
05:14Though I wouldn't advice it, you could even have eight colors in your palette exactly
05:18the same but they can all be changed or updated individually because of the name to the swatches.
05:24So remember always name your swatches as they are catalogued by name and not color.
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Tracing imported images by hand
00:00In addition to being able to draw your animations in Animate, you can also import traditional paper drawn animation.
00:06Once imported, you have the option of tracing your drawings automatically or by hand.
00:11For more information on auto-tracing, view the lesson auto-tracing imported images.
00:16But for now, let's look at tracing images by hand.
00:18I want to go to File, come to Import, and we'll go to Images.
00:25We'll browse, and let's find our character. This is Stick Dude Ben. We have the Layer options here.
00:37If we do want to create a layer, it's saying it's going to create a single layer named,
00:41and it's naming it after the actual file, which in this case, I want to change this.
00:47I want to simply call it sketch.
00:50Other options are creating layers based on filenames, you would do this if you were importing
00:55say a multilayered document.
00:58Adding to the existing layer, we already have a layer that's called Drawing, so we could
01:02add it to that layer but I want to just create a different layer.
01:05Now, the next part is vectorizing, we don't want to do that.
01:09We are creating a symbol for the imported images, we don't need to do that either.
01:13This is not the one we're going to use over, we are just wanting to bring this in to trace it.
01:18There is no transparency.
01:19We just leave this at its default setting, which is premultiplied with white.
01:24We'll just click on OK, so we have our image here.
01:28Now, what I want to do next is lock this layer and then I'm going to select the Drawing layer that we have here.
01:36From drawing, I'm going to change the name to either clean or clean up.
01:40That let's me know that that's the layer that's going to have the really clean line on it.
01:45So select my Brush tool, now if you notice as soon as we did that, it's as if we were
01:50working on a light table and laid a sheet of paper over our original drawing.
01:55So the cool part about this is--I'm going to turn this off for a second, it's going
01:59select--we're hiding a lot of those rough sketches.
02:03There are rough sketch lines there.
02:06So if we're going to paint again, you don't really see those.
02:08The main thing you see are the lines you need to trace, which comes in handy.
02:12So I'm using my Brush tool.
02:13Let's go to our Brush properties and what I can start doing is coming in here and cleaning
02:22up all of my work and just drawing all these lines out by hand.
02:32Now, a lot of these they look a little bit rough, but you can actually work on smoothing out
02:40how your lines look once you're drawing them in, and we talked about that in a lesson optimizing your drawings.
02:53This is basically how you would go about hand-tracing your imported images.
02:58Now, there's another tool you could use, I'm using the Brush tool.
03:04You can also use other tools like the Line tool, therefore we try this.
03:11That line is very thick, let's undo that, Command+Z.
03:14I'm going to go to my Tool properties, I can go to Pencil 1 instead, it's a little thinner.
03:23As well as you can use things like the Polyline tool.
03:30Both of these tools are talked about in the chapter Drawing In Animate.
03:34But for the most part, you have several options to use to hand trace your imported drawings
03:38and hand tracing your drawn images is a simple way to get your traditional animations into Animate.
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Optimizing your drawings
00:00Whether you vectorize your imported images or created your drawings in Animate, there
00:04are ways to further modify and optimize your images for your needs.
00:08What we have here is a bitmap of a light bulb that we would just simply come in and traced
00:15using our brush tool, and it's okay, but you know it's looking a little rough around the edges.
00:22It's a light bulb, it should be smooth.
00:24So, what we're going to do is clean up the image a little bit here.
00:27The first thing I'm going to do is lock our JPEG layer, and let's select the drawing layer
00:34here, and I want to zoom in, so let's do Command+Equals, Ctrl+Equals on PC.
00:40I'm holding my spacebar a little bit and move our image.
00:44Let go of the mouse, let go of the keyboard and what I want to do is change the angle
00:50of this little thread here, so I'm going to simply select this little drawing object,
00:55and we'll move the pivot point right to the end, going to rotate that a little bit, and
01:01I'm going to shorten that a little.
01:02So now, it actually lines up a little better with the other threads there and for the rest
01:08of these, I'm going to turn off the visibility of our bulb so we can see what's going on.
01:15I'm going to move this.
01:16I'm just holding on my spacebar so I can zoom around the camera view.
01:21Let go of the mouse. Let go of the keyboard.
01:23I'm going to start cleaning up some of these curved lines here.
01:28I'm going to zoom out, Command+Minus, Ctrl+Minus on PC, and I want to clean this line here
01:33at the bottom, so click on this. I'm going to smooth this out.
01:37Now, we're going to go to Drawing come down to Optimize, go to Smooth or the quick key
01:43for this--and a way I prefer, so you can actually see what's happening--is simply Option+Shift+S
01:50on Mac, Alt+Shift+S on a PC. So let's go ahead and do that.
01:55If you watch how smooth this is going to get, let's do once, and let's do one more so that
02:01line is really a lot smoother where we started off.
02:05Let me show you how to do that again.
02:07I'm going to select this line here, and we'll do Option+Shift+S once, and there's twice, so
02:14it cleaned it up a lot.
02:15Now, the next thing I want to do, we're going to work on this base here.
02:21It's not bad, but there are some little extra pieces that I want to get rid off.
02:26So we'll zoom in, Command+Plus.
02:32At this time, I going to go to my Cutter tool, which is right under the Select tool.
02:37I'm going to go to Cutter.
02:39Let's set this to Lasso, and I want to select this little option here that says Use Mouse Gesture.
02:47Now, it says Use Mouse Gesture, but I have noticed, at least for me, it works best with
02:52a stylus, but I'm going to show you this first with a mouse.
02:55The only thing I'm going to do, this edge here is something I want to get rid off.
02:58What I'm going to do is quickly move my mouse across this area, and it's going to cut off
03:04that one little area, and we're also going to get rid of this little area here, so I'm
03:08going to move my mouse real quick, and it cuts that section, and this looks like an
03:13overlap as well and so that's how the Cutter tool works.
03:19The next thing I want to do, I'm going to zoom out here, Command+Minus, Ctrl+Minus on PC.
03:26So the next thing we're going to do is we're going to flatten some of our strokes here,
03:31and we have this one stroke. Let's go ahead and grab our Select tool.
03:38Now, this stroke here as well as the strokes that's right next to it, and I'm going to zoom in here.
03:44As you can see, this is a little better, and we're going ahead and flatten those, so I
03:50want to go and select both of these.
03:52I want to go to Drawing > Optimize and Flatten or pretty much like our smooth, it's going
04:00to be Option+Shift and the letter F, or that's Alt+Shift+F on a PC. F for flatten that is.
04:10Now, if I select this, these are now--it's not grouped,
04:14this is actually flattened, so it's actually one solid shape.
04:19Zoom out. Speaking of grouping, the last thing I want to do is I want to select all of these
04:27and just make it one large group.
04:30So I'm going to change my Select Tools Options, let's make it a Marquee, click and drag, and
04:38we have all of our pieces selected here. I will group that.
04:42I can do Edit, go all the way down to Group or that's Command+G or Ctrl+G on a PC, and now
04:50if I do select this just click on the screen and click back on it, everything is grouped
04:55together, so we can move our light bulb a little bit better instead of just grabbing
05:03each individual piece.
05:04If you ever need to ungroup that you will simply do Command+Shift and the letter G.
05:10It's Ctrl+Shift+G on PC.
05:12So now, we actually have the individual pieces again.
05:17So from grouping to flattening or smoothing, optimizing your images is just another way
05:22Animate can add polish and finish to your animated creations.
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4. Designing a Cutout Character
Cutout vs. hand-drawn animation
00:00In this chapter, you will start working on designing our character, and you may notice
00:04our lines will look a lot smoother. To change this, we're going to go to Animate > Preferences,
00:13going to go to OpenGL and select Real-Time Antialiasing, click OK.
00:22Now we have very, very smooth lines as opposed to bitmap or pixelated lines.
00:28An example of cutout animation versus full animation could be a character standing up
00:33from a sitting position.
00:35For full animation, each frame of the animation is drawn out.
00:41Let me go ahead and play this here.
00:50All right. In contrast, limited animation is a little bit different in that instead of drawing out
00:58the full character, we're actually drawing out each piece as if it's part of a puppet or a marionette.
01:05So let me show you this here, and we have the foot, thigh, calf, torso, and head.
01:18The puppet is then posed for each frame of animation.
01:27Limited or cutout animation became very popular with the advent of television, because the
01:31need for content was great.
01:32It was no longer just a full animated short right before a mainstream live action movie.
01:39Now, the advantages are, it can be inexpensive, tends to be faster, and there's a recycling
01:46quality to it like using the pieces over and over.
01:49There have been some cartoons that have bragged on the fact that for their first episode, they
01:54used a 100% of their pieces and on the next episode, they had to draw nothing new.
02:00So they just kept using the puppets over and over.
02:03Some of the disadvantages, it can look like there are corners cut, and it can look a little
02:09less alive than traditional or full animation.
02:13But hopefully, we can actually show you, in our chapter, hiding the limitations of limited
02:18animation, how to avoid some of these.
02:21Though it's hay-day is considered to be when TV needed more content.
02:25It could be argued that with the Internet as well as on demand services such as Amazon,
02:30Roku, or YouTube, cutout animation is now on its second genesis.
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Hiding the limitations of limited animation
00:00Another name for cutout animation is limited animation.
00:04This name is from its early beginnings in TV.
00:06However, with respect to character design, limited animation has a long history of using
00:11different tricks and techniques to hide its limitations and push its advantages.
00:15One of these ways is how and where the character is cut up.
00:19For example, a character's body could be held on one cell while the head of the character
00:25was moving or talking on a separate cell. This was true, especially, with the advent of
00:30television, and it's not a coincident that a caveman, a talking bear, and even crime fighting
00:35teenagers, all had items covering their necks.
00:39This was done to hide the separation of the head from the body.
00:42With the aid of a computer, we can push this even further.
00:45I have a picture of a character of Retro Bob here and what I wanted to show you is his
00:51got this little turtleneck/neck brace thing going on but we're covering up exactly where the head is.
01:00So, if I click here, we have the head that have been kind of move back and forth.
01:08In addition to this, we can click on the body and move the body as well as the head back
01:16and forth, and we can next do different drawing substitutions with the mouth.
01:23There, the character is talking.
01:26Now this works not only with our little turtleneck/neck brace but if Retro Bob is wearing a tie, and
01:34I'll show you exactly how this character is broken down.
01:36I'm going to turn off the visibility of our body for a moment and turn off the visibility
01:43of the mouth, and you'll see here, this is where the head is set up and then we have the mouth.
01:53Because these are all separate, we can actually start doing things like having the character
01:59look like it's leaning back and talking, if we add the body to the shot.
02:12These are just ways of pushing that limitation, so you're doing one drawing but you're using
02:16those drawings over and over just by covering up where the seams are.
02:22One thing you want to be careful of is doing things like long holds like if the character is standing too long.
02:26You want to at least do something like adding in blinks or possibly rotate the character
02:32or have the character moving at an angle or something.
02:36Having a long hold unfortunately shows the cheats that you're using.
02:42Another trick is to move a part simultaneously.
02:45So if the character is talking perhaps he's blinking at the same time or his eyes are
02:50raising or looking at a different direction, the way you would do at a natural conversation.
02:56Adding in moments of full animation is another trick to use.
02:59If a character is standing still, if it's a super hero perhaps, there's cycle of a cape
03:05flowing in the wind or possibly the characters hair is flowing in the wind.
03:10See some of these tricks and action, try watching any prime time TV animation and turn the volume
03:16down to zero, and you'll see exactly how much or how little animation is actually occurring.
03:21Let's make them across as a little cheesy but when animating cutout or a limited animation,
03:27you're only as limited as your imagination.
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Creating multiple versions of one character
00:00One way to hide the limitations of cutout animation is to have multiple versions of the same character.
00:06For example, have a version for close-ups like talking and another version for wide or distance shots.
00:12What we have here is Bob, and we have our two versions of Bob. We have close-up Bob,
00:18and we have long distance or wide shot Bob. What I want to show you is for close-up Bob.
00:26We actually have his eyes on their own separate layer, and this is going to allow us to add
00:31things like blinks and have him looking in different directions.
00:34We had the mouth on a separate layer, and we can do things like adding in dialogue by
00:39swapping out drawing substitutions, and we have the head on its own layer and its torso on its own layer.
00:46So there's a lot of detail when we're actually doing close-up shots.
00:50In contrast, for the wider distant shot, we only need the head on a single layer, because
00:58we're not going to be doing a lot of detail work there.
01:00Think about it this way, if we are making a live action movie, for some of the shots,
01:05we would use the real actor.
01:06For the more dangerous shots, we'd use a stuntman and for the really dangerous or impossible
01:13shots, we'd use a CG or a computer-generated stunt man.
01:17In short, use the right puppet for the right job and try to avoid the trap of using just
01:23one version of your cutout character as it can cause your animation to appear cheap, rushed, or well limited.
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Creating symbols
00:00Though it's not necessary to do so, you can also create symbols to build your character.
00:05Now what a symbol is is anytime you need to use something more than once, you can create
00:09a drawing and convert that drawing to a symbol, and that way you can drag it on to your animated
00:15scenes anytime you need it.
00:17Think of things like houses or maybe a car-- something like that if your character drives
00:21to work everyday--but pretty much that's what symbols are for.
00:25Now if you're familiar with using Flash for animation, symbols in Animate are most similar
00:31to the graphic symbol in Flash.
00:33Now, we have several drawings here of Bob's hand.
00:37He's doing a little wave here, and I want to show you a couple of little tricks on how to create a symbol.
00:45The first thing I want to do is make sure I can see my Library view.
00:49We're at Tool properties.
00:50Let's go to library and what I want to do at this time is I'm going to simply go to
00:57my Timeline view and click directly on the layer icon here.
01:02If you notice, I haven't even changed the name to something like Hand, so I'm leaving
01:06this at its default just so I can show you something.
01:08I want to go ahead and click on the icon and drag it straight to the library, and we've
01:15just created a symbol. Now, if you notice it has the name Drawing.
01:20The symbol is going to assume or pretty much grab the exact name of the layer, so our layer
01:26was Drawing, so the symbol is Drawing, but we can rename that.
01:29So I'm going to simply right-click on the symbol in our library here, go to Rename,
01:36and we'll call it Hands and then we'll click OK.
01:41Each time you create a symbol, that symbol has its own separate timeline, so if we double-click
01:48in our library on our symbol we just made, we can now see the Hands timeline.
01:54So I'm looking up here at the Camera view, and we're no longer viewing from the top of
01:58the camera, we're viewing the Hands timeline, and we have all four of the frames here.
02:04Now this is important because I'm going to show you how you can bring over just a few of these.
02:12The other problem with this, if you notice, we have these four frames but we have a lot
02:20of frames after that.
02:25So technically, we only have four drawings here, so we only need these four, so let's
02:30make a little adjustment.
02:33I'm going to shorten the timeline of this particular symbol by grabbing a little bracket
02:43here at the end, and now it just stops at those four frames.
02:48But let's go back to the top, and I'm going to show you a way that you can do that automatically.
02:55We were going to select only a few frames this time, instead of four--if you look at
03:03our timeline here, all these 60 frames--I'm going to select just the three first frames here.
03:11I'm going to click and drag those straight to the library.
03:14It has the name of Drawing again, but we're going to go ahead and since we'll only use
03:18three frames for this, I'm going to rename this Three Hands, so let's go to Rename and Three Hands.
03:27I'm going to click OK.
03:32Now if we double-click on our Three Hands symbol, we have only those three frames selected,
03:38and it is automatically shortened up exactly how long this symbol is.
03:45Now, let's go back to our top and the last thing I want to show you is exactly how do
03:51you use your symbols.
03:53You can drag them back into the timeline by simply clicking and dragging straight over
03:59and to your layers area--not in the timeline because it wouldn't allow you--but right over
04:03here in our layers ands our symbols are now added to our timeline.
04:10That's pretty much how you go about using symbols.
04:12I used to use symbols a lot and symbols were actually added to the Toon Boom pipeline for
04:18animators who are coming from a Flash background.
04:20Once I've gotten used to using Animate, I use drawings a lot more and drawings are especially
04:27powerful when used with drawing substitutions but we'll discuss that more in the drawing substitutions lesson.
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Knowing when to use drawing substitutions
00:00One of my favorite features in Animate is drawing substitutions.
00:03For example, you're not simply limited to drawing a single hand, but with drawing substitutions
00:09you can have additional drawings of the hand positions or gestures on each frame.
00:14So what we have here is Bob's hand and he's doing a little bit of rock, paper, scissors. And what
00:22I want to go ahead and do is create a second layer here, and we're going to set these up
00:28so the work has drawing substitutions.
00:31What I want to do is go ahead and select our first little hand here, the rock, and we'll
00:39copy that, Command+C, Ctrl+C on PC. I'm going to create another drawing layer.
00:46I'm going to simply click and add a drawing layer, and I'm going to change the name of this to Hand.
00:54I'm not even calling it Hands because again, it's going to be the same hand it's just going to change positions.
00:59So select the first frame and paste, Command+V. And what I'm going to do next, I want to show
01:06you in our library--let's go to our Library view--and if you look right here, it shows
01:11the drawing substitution, and it just gives it the number 1 as in frame 1.
01:17Now the next thing I want to do is let's grab our paper position or our pose here, and we'll
01:26copy that, Command+C, Ctrl+C on PC, and I'm going to select the second frame of our Hand layer.
01:35Now there is no drawing in our original layer or in the Hand layer on the second frame,
01:42so what I'm going to do now is paste, Command+V.
01:45So now we have this set up and to make sure this is lining up, I'm going to turn on our
01:53Onionskin on our Hand layer. And if you note, I have this little crosshairs here just drawing
01:58in it, this helps line up things.
02:00So we're going to move our hand over so it lines up with the first frame there, our rock drawing.
02:12If we look right now, the paper hand is now on 2, let's call it 2.
02:20That's the drawing substitution.
02:22So frame 1 on our Hand layer is the rock. That's frame 1.
02:28Frame 2, it's tagged as frame 2, is paper. Let's go ahead and grab the last one.
02:36We'll select scissors, copy that, Command+C, Ctrl+C on PC and select the third frame of our Hand
02:44layer, and we'll paste this, Command+V, and we'll bring that over just so it lines up.
02:55We're going to do two things now just to make sure this is going to look right.
02:59One, I'm going to turn off our initial drawing layer.
03:03Turn off that visibility, and I'm also going to turn off our Onionskin, and I'm going to
03:11just click once in our Camera view to deselect our drawings.
03:17In the timeline, I'm going to scrub back and forth to see if these look like they are in
03:22the right position, and it looks pretty good.
03:27Now, the other way of doing a drawing substitution is you can draw pretty much on an empty layer
03:37then again, we are turning on our Onionskin just so we could see what the previous drawing
03:41was like and adjust that because you'd only need to see the one right before that.
03:47The other way of doing this is duplicating what has already been done so that's what we're about to do.
03:53We're going to take a look at the last frame, our scissors or the peace sign depending on how you look at it.
03:59What we're going to do is select frame 4, and we're going to extend our exposure of
04:06the last frame just by pressing F5.
04:09So if we look at the library, even though this is frame 4, it is only frame 3
04:16or the drawing substitution is number three.
04:19What I'm going to do now is we were going to duplicate this drawing, and once we do
04:25that, it would no longer be drawing three, it will be drawing four.
04:28So I'm going to simply right-click, go to Drawings > Duplicate Drawing, or you can use
04:34a shortcut of Option+Shift and the letter D, or Alt+Shift+D on PC.
04:43So now we're at drawing four and what I want to do is start to alter this, and I want to
04:49turn off our Onionskin for a moment, and I think I'll do a number one sign.
04:54So we're going to get rid of one of these fingers and select this and delete, and let's
05:00grab our Brush tool and what I'm going to do at this point is--make sure I have the right brush here.
05:09I'm just matching up what this is originally drawn with, so I'm using brush number 3
05:14at 3 pixels, and that's smallest up to 12 width largest, so that's actually not bad.
05:24I think I'm going to keep that one, but I'm going to cheat it a little bit though.
05:28So I'm drawing this extra little knuckle there, and I'm going to bring my pivot point down
05:36and make this a little bit taller.
05:41We'll smooth this out a little bit, Option+Shift+S, that's Alt+Shift+S on PC and bitmap two of those. Let's zoom in.
05:49Don't want to spend too much time on this, because this is just to show you how we can
05:56actually swap this out. It looks good.
06:02Let's zoom out, and this looks a little bit too perfect.
06:07It looks like we actually just copied that so we're going to alter this a little bit more.
06:11Let's go to our Selection tool.
06:14Now if we compare this to drawing substitution three, this looks like we just copied it,
06:18so let's alter drawing four a little bit more. I'm going to select the number one finger.
06:23Drag my pivot point down, stretch this out a little bit, and I'll click all of the fingers
06:31here and maybe I'll set that a little and bring our pivot point down here.
06:39I'm going to set that a little bit more, maybe rotate it, maybe back there.
06:47Okay, so now if we compare them, it looks like maybe there is some differences.
06:56So, I think I'm going to do a little bit more here and maybe pull back my thumb.
07:08So just with a few little changes there, it looks like we've drawn a completely new hand
07:13which of course we've done a little bit of cheating there.
07:15So there are drawing substitutions. Okay, this is good but what do you do with them?
07:21What I'm going to show you right now is that you can select each one of these, and this
07:28entire layer of animation, it can be just one of the hands.
07:33So, I'll select frame 2, and if we look at our drawing substitution that's set at
07:39frame 2, I can highlight this and make it frame 1 and do the same thing for the next
07:47frame, I get frame 1 and the last frame we'll do the same thing with frame 1.
07:57So now all four of our frames are only showing the frame 1 drawing substitution.
08:04I'm going to extend this out to about frame 30, and I want to simply do that by extending
08:10our exposure and press F5, and I'm going to show you different ways of using your drawing
08:17substitutions, because quite frankly, you know, if I had to go over here each time,
08:21that could get a little bit old but let's select frame 10 and another way that you can
08:27change your drawing substitutions is on your keyboard using your right and Left Bracket keys.
08:33So your Right Bracket key is going to use the next drawing substitution.
08:38So now that's frame 2.
08:40What I want to show you is on our timeline, we have this thin little line here.
08:49It's not a keyframe.
08:51We're not even animating at this point but with drawing substitutions, it's just that
08:56little thin line that says, hey, you've made a change here. Again, the only thing you
09:02have to do is select a frame and use your right or Left Bracket key.
09:08The right key is going to move forward.
09:10The Left Bracket key is going to move backward, so you can change these. And last but not the
09:19least, instead of just typing it in, you can also click and drag to change your drawing substitutions.
09:29So if I just decide to play this, the hand is actually just doing different things.
09:42So that's how you can use your drawing substitutions.
09:44So you can push this even further by having things like maybe your character is throwing
09:49a baseball, maybe he has a baseball bat, maybe he has a gun, maybe he's just got a kung-fu grip.
09:55The bottom line is, with drawing substitutions, you can create some rather complex animations very simply.
10:01This is especially true with respect to creating eye and mouth animations which we'll cover
10:06in the lesson Drawing the Head.
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Naming drawings
00:00In addition to naming your layers, a good practice is to name your drawings.
00:04Each frame, by default, has its frame number as its name, but you can change the name of
00:09the frames to be more specific.
00:12We have here our rock, paper, scissors example again, and if we look in our drawing substitutions,
00:19the rock is frame 1, paper is frame 2, and our scissors or peace sign is frame 3
00:30and our number one sign is number four. Well, let's go ahead and change that.
00:36What we can do is simply right-click and go to Drawings and come down to Rename Drawing
00:44or the shortcut key to that is Command+Shift+D or Ctrl+Shift+D on the PC.
00:53This is the drawing one, we're going to call it something complicated like, I don't know,
00:57Rock, because we're doing the whole rock, paper, scissors thing.
01:01Anyway, we'll click on OK, and we'll select our next frame, and I'm going to use my shortcut
01:09here, Command+Shift+D, Ctrl+Shift+D on the PC, and this is going to be paper and going to
01:19go to our next frame, Command+Shift+D, and this is going to be our scissors, or we'll just
01:26going to call it peace just to be difficult. We'll click OK.
01:34Our last one we'll do this one more time, and this will be number one.
01:39Now I'm not going to do any spaces, I'm going to do an underscore and the number one, and we'll click OK.
01:48So now if you select this, if we look at our drawing substitutions you're like, okay,
01:52well that went blank. Why is it blank? It's not actually blank.
01:55We'll move that forward, so there's number one, paper, peace, rock.
02:05Now you can also still change these via your keyboard to find the one you want, but it's
02:14now just labeled, so you're going to actually see everything.
02:17I'm going to extend the data view and right now it's showing paper.
02:23I'm going to click here and let you know on this frame we're actually showing peace, but
02:34we can just click and drag back and forth and change our names that way as well.
02:40Not to mention you can just leave this open in that way you will know what you're actually seeing.
02:46This definitely could come in handy when you're doing your phonemes like for lip sync, so
02:50you could have the different names visible for if you're doing an O sound or a V
02:56sound or an M, B, or P.
02:59So naming your layers is a pretty cool way of doing things.
03:02I want to show you one additional trick that I like to do.
03:07I'm going to go to this last frame here, and I'm going to go to Drawings and say, Create an Empty Drawing.
03:16Now, it's saying an empty drawing, but it just showed up as number one here.
03:22What I want to do is delete this little hand here.
03:27So we'll delete that, and this is still called number one, but the thing that I typically
03:33will do when I have an empty drawing, I like to use it as a blank frame that I can use
03:39over and over so I'm going to name this, Command+Shift+D.
03:44I'm going to call this EMPTY and click OK. Now occasionally, that does come in handy.
03:55Let's say if we're doing something and my character's hand gets chopped off.
03:59Well, a hand that gets chopped off would probably be on another layer and would just flop around
04:04but we're just going to have to make it empty at a certain point.
04:10So now we actually have our drawing substitutions named and again it's a good practice to get
04:15into especially if you start doing things like having an immense amount of drawing substitutions
04:20like, I don't know, 32 or something like that.
04:23You don't want to actually start trying to figure out, okay, was that drawing number
04:2713 or 31? So we'll get more into depth about naming layers and mapping sounds for lip sync
04:35as it's a necessary component to use in the automated lip sync feature.
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5. Creating the Head
Drawing the head
00:00Though it may be viewed as a simple task, drawing the head should not be taken lightly, nor should
00:06it be overly complicated.
00:08The head is the foundation on which we will build the face, which is the main way characters are recognized.
00:12I've drawn up a couple of little shapes here with some little face guidelines just to kind
00:18of push the idea of what I mean by drawing the head, and I want you to take a look at A versus B.
00:25What I've done is I've taken the drawing objects from A where the eye line would be, the
00:31nose and the mouth, and I've copied those directly and just reorganized them on drawing B here.
00:38Now it's this perfect little round head but if you look at A, it's a little more boring
00:44and B has a little more interest to it, so I'm going to push this a little bit further
00:51and show you what I mean.
00:52I'm going to lock my sketch layer here, and I'm going to add a drawing layer, and let's
01:03do a little experiment here.
01:04I'm going to grab my Brush tool, and let's grab our black ink.
01:10I'm just going to draw out just a simple little face here, and I'm purposely leaving this
01:18not perfect as far as symmetry and everything.
01:25Now the character is there and pretty much we have this nice, big, balanced, round face.
01:32The problem with that is balance can be boring, so what I'm going to do, I'm just going to
01:37go ahead and grab my Select tool, and let's grab this, and I'm going to copy this, Command+C,
01:45Ctrl+C on PC, and let's paste that, that's Command+V.
01:49I'm going to move these over.
01:55The guidelines again are copied directly from A to B, so it's not like these are redrawn.
02:02This is the exact same thing, and I also want to push this with the face to show how much
02:08more interesting this layout is.
02:11So we'll place the eyes there and place the nose there and the mouth is going to get moved up about here.
02:21All right, so we have the exact same elements but placing them and arranging them a little
02:28bit different, the head is going to be a little more interesting to look at as far as where
02:34your eyes are finding interest, because this gigantic forehead now versus this very calm,
02:39very balanced, symmetrical kind of look there.
02:43I want to push this a little bit further, and we can do things like where the weight
02:49is more toward the bottom or maybe the weight is toward the top, and you can also start
02:54playing around with different shapes to build upon.
02:58Let's go ahead and paste in the eyes again, command V, and we'll just set these for our
03:10other little triangle character here and again this is just showing you how much play there
03:17can be just in the way you're shaping things.
03:22We'll paste this one more time, Command+V, and let's look at little Mr. Rectangle Dude.
03:37So it's just playing around with this a little bit, and I'm not telling you to draw this
03:44one face and just use it over and over. That's not my point.
03:46I'm just trying to illustrate how much of a different look it starts to convey when
03:52you start using different shapes to create your head, so I'll just go ahead and flesh
03:58this guy out a little bit. I'm going to flesh him out.
04:08Line went a little wacky, let's bring that over a little bit. Here we go.
04:15This is just going by the face shape where we're going to start from the very basics.
04:21Let's take a look at this last one.
04:24Let's push it even further, starting mixing your shapes together so let's paste our little faces again.
04:36This one, I think, we actually elongated it a little bit more, so the nose is about there
04:43and the mouth is about here. By the way, I'm using a shortcut.
04:49I'm still on my Brush tool but pulling my command key I instantly go to my Select tool,
04:58and we'll paste one more time. Paste our drawings here.
05:01Hold my command key and move these guys over, and let's move this mouth up a little bit.
05:11All right, and so this is just a way of playing around with our characters and just giving
05:21you a nice start for how to deal with the face and building the head.
05:27I'm going to copy this and paste it.
05:30Flip this guy, and let's give him a little dimple in his chin.
05:39So we have all these little things just started from just the way we want to set up the shape
05:46of the face, and we're just using the guides here and starting to push that.
05:51So when it comes to drawing a head just keep it simple.
05:55Avoid symmetry when possible, and this will make for a more interesting plate for adding the face.
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Creating the eyes and eye movement
00:00It can be argued that the eyes are the most important part of a character as the eyes
00:04show expression and emotion.
00:06For example, these two images have the same body position and mouth but because of the
00:11eyes, these images convey two different moods.
00:15Adding in eyebrows pushes the emotion even further.
00:18So when we look here we have two examples of Bob.
00:21Bob on the left is saying, "Hey, I come in peace." Bob on the right on the other hand
00:27is more like, "Hey, I will cut you with the scissors from H E double hockey sticks." The
00:32only thing we did was change the way the eyes looked.
00:37So we'll go ahead and push that a little bit further, and I want to grab my Selection tool
00:42here, and let's select just the eyes here, and I want to go ahead and copy this.
00:51Let's do a Command+C, and we're going to create a new layer, and a new drawing layer here.
01:00We'll call this Eyes, and I'm going to select the very first frame of our Eyes layer and
01:06paste, Command+V and what I want to do is go ahead and just to show you exactly how we're going
01:14to set this up, I'm going to turn off the visibility of our sketch layer here.
01:20What we want to push a little bit further is we're going to select frame 2 of our
01:24Eyes layer, and we're going to paste it again since we still have that in our clipboard.
01:31This set of eyes we want to convey something a little different.
01:34We're going to go ahead and select our Paintbrush, and we're going to give him some eyelids.
01:42So it's like a little bit tired, and we can push this further, and we're doing a little
01:47shortcut here, holding down my command key on the Mac, hold down your control key in
01:52the PC side, instantly get my Select tool, and it can rotate that a little bit.
01:59Let's do the same here and position this about where I'd like it to be.
02:07So we have frame 1 which Bob looks a little surprised here.
02:12Frame 2, he's a little more subdued, and you can do other things.
02:17Let's go to frame 3, and we'll paste the original and again, Command+V, Ctrl+V on PC.
02:24Maybe what I want to do on this one I'm going to zoom in for a moment and select our little pupils here and maybe
02:39he's looking at a different direction.
02:42So again this is pushing the whole drawing substitutions so, if we look at the very first
02:47one we have our eyes just kind of looking a little surprised, and I'm just going to
02:52be using my less than and greater than keys on the keyboard to move back and forth here.
02:57The next one Bob looks a little tired and he's looking up in the sky and the next one
03:02like, well, I don't know. So you can keep pushing this. And what I want to do next is
03:09turn back on our sketch layer here for a moment, and let's go grab our angry eyes to finish this off.
03:16Let's select this, and we'll copy it, Command+C, Ctrl+C on PC.
03:21Let's turn off our sketch, and let's go to the fourth frame here, and we'll go ahead and paste this.
03:30We'll turn on our Onionskin to see exactly where our original set of eyes is and we'll
03:35click and move this over.
03:38All right, so that is set up, then let's turn off our Onionskin and for a moment I'm going
03:46to turn off our Eyes layer.
03:48Let's turn on our original sketch, and we have our original sketch here.
03:54What I want to do next, let's go to our original sketch layer, and we're going to select where
03:59the eyes are, and we're going to simply delete those.
04:02Press your delete key, and let's turn on our eyes on the top layer.
04:07Now, what we're going to do is look at how simple it is to convey some emotions here.
04:16So I'm selecting the eyes here, and I'm just going to flip through a couple of different
04:21variations of emotions just by using our bracket keys, and that would be controlling our drawing substitutions.
04:29So I'm going to click once so he's now in a kind of sleepy face and he's now looking
04:35up, and now he's angry.
04:38So we have all these different things that we can do.
04:41You can do emotions or have them looking left, right, up, or down, and you can just really
04:47push that by storing them all on one layer and using your drawing substitutions.
04:53So if the character you're working on doesn't seem to be conveying the right mood, be sure
04:58to see what the eyes are saying.
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Creating eye blinks
00:00A simple way to breathe life into a static character is to make them blink, but the beauty
00:05of creating a blink for a cutout character is that it only takes a few extra drawings.
00:10For example, with just three drawings, you can make a very convincing blink.
00:15So we have a set of eyes here and what I want to do is make a very quick 3-frame blink,
00:22and we're going to do that using drawing substitutions.
00:26So the first thing I want to do is I'm going to do three frames here.
00:30So I want to select frame 3, and I want to extend this by simply pressing F5 and extend our exposure.
00:38Next I want to select frame 2, and this is going to be the second frame of our blink.
00:45So what we're going to do is go ahead and right-click and go to Drawings, and we're
00:50going to duplicate this drawing.
00:53For this part what I want to do is select our eyelids here and hold down my Shift keys
01:01so I can select them both, and I'm going to drag them down.
01:05Next, what I want to do is copy these, command C and go ahead and paste them, command V,
01:13CTRL+V on PC, and let's just flip this upside down here and drag this down a little bit.
01:24This might look a little bit messy right now but we'll clean this up in a second.
01:35To clean up our little extras here, we're going to our Cutter tool, and I'm going to
01:43turn off my mouse gesture so that's turned on and what I want to do is just use my lasso tool here.
01:51I'm going to zoom in and just simply click on the parts that I don't want and press the
01:59Delete key or Backspace on PC.
02:06So what this is doing is I'm pretty much getting rid of the extra portion so anywhere where
02:13things are overlapping. I can get rid of the extra part of that drawing.
02:24Now these are still all separate drawing objects, but using a Cutter tool I can get rid of
02:32any parts that I don't want.
02:34I'm going to flip my stylus around and just use the eraser. Okay.
02:39So there is frame 2 of our blink.
02:43That's frame 1, frame 2, and we'll select frame 3, and let's duplicate that drawing
02:52again so right-click, duplicate drawing, and this time, I'm going to go ahead and use my
03:00Select tool, and I'll click and grab all of the pupil here and delete that and do the
03:10same on our other side.
03:16To get rid of the bottom lid--now because we used our Cutter tool that actually started cutting up little extra pieces so
03:27it's not just stays solid piece anymore-- and let's grab both of our lids here.
03:38I'm going to use our selection key and just go lasso these guys down and bring them down to the bottom.
03:50Again, I'll just get my Cutter tool here and get rid of all the extras.
03:57Let's undo that, command Z.
04:01Let's zoom in a little bit so I'm not grabbing the wrong thing.
04:06Last but not least, there we are.
04:11So if we just scrub our play head here, there is our blink.
04:21So once you get the idea, you can push this simple blink even farther by creating a wink
04:26or maybe even blinks for all the different eye movements.
04:30So maybe the characters looking forward and then it blinks and then it's looking to the right.
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Drawing the mouth
00:00Creating even the simplest mouth for your animated character can become very complex, especially
00:05when you consider the mouth is for expressing emotion, eating, and last but not least, talking.
00:11But provided you take some proactive measures in the initial design of the mouth, these
00:15actions and more can easily be added to your character.
00:18So what we have here is our mouth that we just drawn out with our translucent blue,
00:25little generic thing here, we've got a representation of where the teeth are and where the back of the mouth is.
00:32So what we're going to do is drag this and create a symbol and then we're going to create
00:38a multilayered version of the mouth and then paste that multilayered version back into a single layer.
00:45It may sound complex, but it's going to help you in the long run.
00:48So let's go ahead and get started.
00:50The first thing we want to do is make sure our library view is visible, so go ahead and
00:56click on Library, and next I want to go to our timeline.
01:02Select the first frame of our mouth layer and just click and drag this straight to our library.
01:08That creates our symbol, and now I'm going to double-click on our mouth symbol in our
01:11library, and now we're in the Edit mode of our mouth.
01:17Now for the mouth, this layer we're actually going to call it sketch. We're going to
01:23lock this layer. And as far as how many frames is going to be, of course by default we only
01:31drag one frame over here so it's only one frame long right now, but I'm going
01:35to extend the exposure of the symbol up to about 10 frames just dragging our bracket
01:41there, and we're going to add a few layers.
01:45We're going to click add a drawing layer, and we'll make this, first one our mouth_shape.
01:54The next one is going to be our tongue, and we'll add another drawing layer, and this
02:05will be for the teeth.
02:06So what we're going to do first is select the mouth_shape layer, and I want to go to
02:15our shapes, let's go to rectangle, and I'm going to use black here, and I want to click
02:24and drag out a rectangle that covers about the basic shape of our sketch here.
02:29All right, the next thing we're going to do is let's select our Contour editor, and I'm
02:36going to move in our anchor points first from the bottom here. Okay.
02:47Now what I want to do is start to bend these paths so they are a little more organic looking if you will.
02:58All right, and we'll bend that top path. Okay.
03:01So there is our mouth shape kind of like a little lemon wedge or orange wedge or something.
03:08So let's go to our next layer, which is our tongue layer, and I want to use the Line tool,
03:17and I'm just going to drag a straight line right at the base here.
03:22We'll next go to our Contour editor, and we're going to alter the path and just arc this up a bit.
03:32So there is our tongue, and let's go on to the teeth layer, and let's select the line tool.
03:41I want to click and drag straight across. Now I'm doing something on purpose here.
03:46I'm pretty much going outside of the mouth shape that's on the earlier layer.
03:52Let's grab our Contour editor, and let's pull this down a little bit.
04:01So we have those shapes done, and let's go to our Select tool, see how this looks like,
04:07and that looks pretty good.
04:09If you didn't like where you were, this is the time that you're actually going and start
04:13adjusting all the different pieces here. I think I like this so far.
04:21Let me bring the tongue down just a little bit.
04:25The next thing we're going to do is we're going to click and drag with our Select tool
04:33to select all of these lines, and we'll copy this command C, CTRL+C on PC, and let's go
04:39back to our main timeline.
04:41So just go up here and click the top, and we're going to add a new drawing layer, and
04:50we're going to call this mouth_shapes.
04:57I'll select the very first frame, and I'm going to paste command V, CTRL+V on PC.
05:04We now have that sitting there.
05:06I want to turn off our original mouth layer so you can see that there are no little blue
05:11remnants there at all. So we have all these strokes here.
05:15The next thing we're going to do is we're going to convert these strokes to fills.
05:19So the quick key or the shortcut for doing that is hold down your Shift key and press the
05:24number seven so pretty much you are doing an ampersand and instantly there are no strokes,
05:30these are all fills which is going to come in handy for what we're about to do.
05:34I'm going to go to our Cutter tool.
05:37It's right under select, let's go to Cutter, and let's go to our Tool properties, and I'm
05:42going set this to the Lasso, and I want to turn on Use Mouse Gesture.
05:49Now what the mouse gesture is going to do is if I just run my lasso across any extra
05:54areas of over here, these overlapping areas, it's going to cut them away. Okay.
06:00Let's zoom in here so we can get these last little bits some in bottom where the tongue is.
06:09All right, and there you have our mouth. It's actually set up pretty descent there.
06:20Now I know this may seem tedious at times but creating a multilayered symbol can be
06:25a life saver for drawings like the mouth.
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6. Creating Phonemes for Lip Sync
The Toon Boom mouth chart
00:00Creating the illusion of dialogue in the animation requires two main elements.
00:04One of course is sound, the second are the shapes the mouth makes when pronouncing different vowels or consonants.
00:11These are referred to as phonemes and depending on the reference the number of phonemes can
00:15range anywhere from three to 11 basic shapes.
00:19In Toon Boom Software, the standard is eight phonemes.
00:23So what we have here is a basic sketch of the different mouth shapes or phonemes if you will.
00:30With Toon Boom Software, they do something a little bit different.
00:34They're going to name the different mouth shapes by letters and not the letters that represent the phoneme.
00:42For example, the letter F--there is a F on the mouth chart--but it does not represent
00:50the sound of F or V.
00:53So it's going to sound confusing but let me show you something.
00:56Let's expand this timeline here, and let's look at our data view and each frame I've
01:02given it an actual name, and this is a representation of the names that are actually in a Toon Boom mouth chart.
01:10So for A, it's actually for the sounds like M, B, P, or H and B is actually for sounds
01:19like S or D, C is for like E and A. E is for--actually E is like for O sounds--and F is for U sounds.
01:32So this is what I mean by breaking them down.
01:35Now the reason that they do this is so we can actually work with the automated lip-sync process.
01:41What we're going to be doing over the next few lessons is creating a clean line version
01:48of these mouth shapes.
01:49So we're going to be using the same process as we did with the creating the mouth lesson.
01:54We're going to copy these sketches over to our library, create a multilayered symbol,
01:59and then paste that back into the main timeline and have a really nice strong clean line for our mouth shapes.
02:08Now of course, you can push these even farther and have phonemes for different moods like
02:13angry, happy, sad, et cetera.
02:16Just be sure to name your drawings, it will help a lot in the end.
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Creating mouth shapes A and B
00:00To start creating our mouth shapes, what we are going to do is select all nine frames
00:06of our mouth layer, and we're going to drag these to our library, which will create our symbol.
00:15So when I double-click on our symbol in the library, and we now have this first layer
00:22when I changed the name to sketch, and we'll lock this layer, and we're going to add several drawing layers.
00:32Just add the first one, and this is going to be mouth_shape, and add another one, and
00:40this is going to be tongue, and another one, this is going to be teeth.
00:51We're going to first work on mouth_shape_A which is the phoneme for the sounds M, B, P, and H.
00:58Once we build shape A, we'll duplicate it and edit it to create our mouth_shape_B.
01:03So the first thing we're going to do is grab our shape tool, let's go with the rectangle,
01:11and let's work on our mouth_shape layer.
01:13I'm going to click and drag a rectangle that's pretty close to the sketch, all right.
01:22Let's now grab our Contour Editor, and I'm going to move to the corner to pull in our
01:27anchor point and let's do the same here, let's pull this in a little bit further.
01:36Now let's go ahead and do the path.
01:39And let's do the path over here, we're going to arc this out a little bit.
01:42I'm going to make this a little less angular, rounding out these paths here, and let's round
01:49up the top part, let's bend down, nice little half moon little wedge thing going on there.
01:57Let's now work on the tongue.
02:00Now there's not a tongue in the original sketch, I'm just adding one in here.
02:02Let's do a line and make sure you are on the right layer.
02:07I'm just going to click and drag out a little line right here at the base.
02:12Let's go to our Contour Editor, and we're going to arc this path a little bit, and I think that works.
02:21The next layer is the teeth.
02:26Select our line tool, and I'm going to overshoot this.
02:30I'm going to just click and drag around the top here.
02:34Let's go to our Contour editor and curve that, and let's go to our Select tool and take a
02:41look and see how this is doing so far.
02:44We're actually a little bit outside of the sketch, but I think I like it a bit.
02:47I'm going to bring down the tongue just a little. Just select that and just using my arrow keys here.
02:54Now what I want to do is select all of this.
02:58Now if you remember our sketch layer is locked so we're just grabbing the teeth, tongue,
03:04and mouth shape layer, and we'll copy, command C, Ctrl C on PC.
03:09Let's go back to our top layer, and we'll create a new drawing layer.
03:15I'm going to call these mouth_shapes and select this first frame, let's go ahead and paste.
03:24What we're going to do now is convert this from strokes to fills, and we're going to
03:30do that with just pretty much a Shift and the number 7, so we're doing an ampersand. Okay.
03:37Now all of these are fills, and we'll start cleaning up our extra lines here.
03:41We're going to use our Cutter tool.
03:45Go to Tool properties and make sure it's set to Lasso and Use Mouse gesture.
03:51So pretty much I'm going to quickly run over extra edges there and they're gone.
04:02Last but not least, we'll the name of this, so let's right-click on this first frame,
04:08go to drawings, rename drawing, and this will be A.
04:15Now that mouth_shape_A is done.
04:16Let's duplicate these layers, and we'll then edit them to create mouth_shape_B.
04:21Now mouth_shape_B is for sounds like S, D, J, K, and T.
04:27So let's go back to our library, double-click on mouth, and we're going to select all of
04:37the layers, and we have the teeth, tongue, and mouth_shape layer selected, and we're
04:43going to extend this frame, we'll simply do F5, and now we're going to duplicate all the
04:48drawings, so right-click here and go to Drawings > Duplicate Drawings.
04:55What we're going to do is take a look at this.
04:58There is no tongue on the next layer, so we can select that, and let's just delete it,
05:10and pretty much our teeth layer, we're going to bring this down a little bit and let that
05:14just be the bottom section, and I'm going to pull on the ends here a little.
05:20So it's a little more curve kind of like the shape we're trying to do.
05:25Let's go to our Contour editor, and now pull up the anchor point on the end, and let's
05:34pull our path down just a little bit, and we'll go to our mouse_shape layer and pull this path down.
05:42Okay, now this does actually have teeth aligned above.
05:45For now I'm just going to ignore those, and we'll use our Select, and we'll select all
05:53of these, copy it, let's go back to our main timeline, select frame 2 over our mouse_shapes
06:02layer, and we'll paste and convert these lines to fills, let's do Shift and the number 7
06:11or ampersand, go to our Cutter tool. And we'll take out the extra things that we don't need
06:22and especially this large bottom part. And let's change our name, so we'll right-click,
06:30go to drawings, rename the drawing, and this is going to be B.
06:37So that completes creating mouth shapes A and B.
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Creating mouth shapes C and D
00:00Mouth shape C is a phoneme for the sounds E and A.
00:04We'll first build shape C then duplicate those drawing layers and edit them to create Mouth Shape D.
00:10Now, before we start, I want to make sure we have our different layers locked.
00:14So our original sketch layer let's lock that here.
00:18What we're going to do now is let's go to our Library, and we'll double-click on our Mouth symbol.
00:25Make sure we lock our sketch layers.
00:27Let's select frame 3, which is going to be our mouth shape C.
00:33Let's expand our data view.
00:36What we want to do now is go to our Rectangle tool, and we're going to work on our mouth shape layer first.
00:48So we'll click and drag at our mouth shape. Let's go to our Contour Editor.
00:54We're going to go right to our anchor points here and start pulling these in.
00:59Let's pull the other side in, and let's go to our path.
01:06Let's turn these into nice little arcs. Let's pull down the top one there.
01:14Next, we'll go to our tongue layer and just grab our Line tool.
01:21I just want to drag this straight across.
01:24I'm not going to do any overlap because we have to do a pretty pronounced arc here.
01:28Let's go to our Contour Editor.
01:29Let's go right in the middle, and we'll bend that path to match that sketch, awesome, teeth layer.
01:38We'll select the teeth layer. Let's go to our Line tool.
01:42This one, I am going to go outside of the lines of our little sketch here.
01:49Let's grab our Contour Editor, and we'll pull this line down to match up a bit.
01:58Let's go to our Select tool and take a look at this.
02:01I think our mouth shape is a little bit too pronounced.
02:04I want to bring that up a bit.
02:06So I'm going to just use my Select tool. I'm going to move the pivot point to the top.
02:13This is just where it's going to be anchored for a second, and I'm going to scale this up just a little.
02:20That looks pretty good.
02:22Again, I want to make sure my sketch layer is locked so I'm not going to be copying that,
02:27but I do want to select all of my drawings here. We'll Copy, Command+C, Ctrl+C on PC.
02:37Let's go back to our top.
02:40We'll select frame 3 of our mouth shapes layer, and we'll Paste. Command+V.
02:47It's Ctrl+V on PC. Let's convert these lines to fills.
02:53We'll simply do Shift and the number 7.
02:56So it's in ampersand. Let's go to our Cutter tool.
03:01Now, the Cutter tool, you want to make sure that you have the Lasso selected as well as Mouth Gestures.
03:08So I'm just going to click and drag and get rid of our extra points.
03:12Now, let's zoom in here to get rid of these last few points.
03:21Last but not least, let's change our name. Right now, it's Drawing #1 for the name.
03:27Let's right-click, go to Drawings, Rename Drawing, and this is going to be Drawing C.
03:37Now, let's go back to our Library, double-click on our Mouth symbol.
03:45Let's go to the next frame which will be D.
03:49Now that mouth shape C is done, we'll duplicate the drawing layers and edit them to create mouth shape D.
03:54Now, mouth shape D also is the phoneme for the sounds E and A except where it's a little
04:01more emphasis on it, like it's yelling or maybe it's a little bit louder.
04:05So, what I want to do is we're going to highlight all three of our layers here, the mouth shape,
04:12the tongue, and the teeth. We'll extend the exposure. Let's do F5.
04:18What I'm going to do next is duplicate the drawings on each of these layers, and I want
04:23to right-click, go to Drawings > Duplicate Drawings.
04:29Now, we'll start editing these.
04:32Let's go to our Select tool and go to our mouth shape.
04:37I'm going to select this.
04:40I'm going to extend this out just by moving our pivot right to the top, and I'm going
04:46to stretch the mouth down a bit. Let's take a look at the previous one.
04:53I think I want to stretch that a little bit more.
04:58So I'll select this again, move my pivot point up, and I'm going to pull this down.
05:05Next, let's grab our Contour Editor.
05:10I'm going to move the top arc up a little bit and again, the bottom one.
05:16The bottom arc, I'm just going pull that out a little more.
05:19So just so it's a little more pronounced, and let's compare them.
05:23That looks pretty good. Next, let's go to our tongue layer.
05:28Let's just grab our Select tool. Click here.
05:31I'm just going to drag this down, and I'm going to bend that a little bit also.
05:43While we're here, we can select the teeth, and we'll move those up a little bit and maybe in.
05:50It's going to curve that path a little bit more.
05:59Again, checking, making sure everything is locked that needs to be locked.
06:02Let's go to our Select tool. Not too bad. Did we make it too drastic? Maybe so.
06:11Let's pull up our mouth shape a little.
06:15So I move our pivot point up here and make it closer to the sketch.
06:23Let's grab all the little lines we've done here, and we'll Copy, Command+C, Ctrl+C on
06:31PC, and let's go into the top.
06:35Select frame 4, and let's paste, Command+V, Ctrl+V on PC, and we'll convert these strokes to fills.
06:44Let's do Shift+7. Let's go ahead and grab our Cutter tool.
06:53Get rid of any the extras that we have. That's set.
06:59Last but not the least, let's change our name.
07:03This is going to be Drawing D. Those are mouth shapes C and D.
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Creating mouth shapes E and F
00:00Mouth shape E is a phoneme for the sound O.
00:03Once we build shape E, we're going to actually start from scratch and build a second shape for the shape F.
00:11So, what we're going to do is go to our Library and double-click on the Mouth symbol.
00:18Let's go to our frame Number 5 here, and let's expand our data view.
00:27We're going to be working on shape E.
00:30The first thing we'll do is grab our Rectangle tool and make sure we're on our mouth shape layer.
00:37I'm just going to click and drag out the basic shape here.
00:42I think I do want to zoom in just so I can see what I'm going to do. Command+Equals.
00:47That's Ctrl+Equals on PC.
00:50I'm going to hold down my spacebar so I can move this right dead center.
00:55Now, let's grab our Contour Editor, and I'm going to go right to the corner here at our
01:01anchor point and start pulling in our points.
01:10This is probably one of the more pronounced or more round mouth shapes that we've done,
01:15so it's going to be a little bit different than the other one.
01:18So we arc out the corners here or arc out our paths rather.
01:23And at the top, we'll arc that as well.
01:27Now, if you're more familiar with using the Pen tool or the Polyline tool as it's called
01:32in Toon Boom, you may want to select one of these corners here with your Editor and actually
01:40start using the direction handles here.
01:48Again, you just want to use the Contour Editor and just click on any of the anchor points,
01:53and you'll actually see your direction handles there.
01:58So the next thing, let's work on our tongue. So let's go to the tongue layer.
02:02I want to select the Line tool.
02:05Right where the tongue ends, on both ends, that's where we'll start and just drag that
02:11just straight across. Let's go to our Contour Editor.
02:15It's the middle of the path, and let's pull that just straight up.
02:19Now, there are no teeth for this particular sound.
02:23So what I want to do is select the teeth layer, and we're going to right-click and Create an Empty Drawing.
02:33So I'll go to our Select tool and making sure our sketch is locked, I want to go ahead and
02:39select the drawings we just did. Let's Copy, Command+C, Ctrl+C on PC.
02:46Let's go back to our main timeline on the top here.
02:50We'll select right here at frame 5, and we'll go ahead and Paste, Command+V.
02:59Let's convert the lines to fills. We'll do an ampersand, Shift+7.
03:06We don't have anything extra to cut here.
03:08So, what I do want to do is go ahead and change our name.
03:11Let's go to Drawings > Rename Drawing, and instead of being 1, it is going to be E.
03:21Now that we've created shape E, we're going to work on shape F.
03:24Now, shape F is for oohs and U.
03:28This time, instead of duplicating our frames, we're going to actually do this one from scratch.
03:34So let's go back our Library and just double-click on our Mouth symbol.
03:41Let's go to our sixth frame here.
03:45This is for shape F, and this for oohs and U. I want to go to our Ellipse tool for this one.
03:53On my mouth shape layer, I'm just going to click and drag a little circular shape just pretty close to this.
04:00As for me, I don't want it to look like it's just a circle when you're on the page here.
04:04So let's go to our Contour Editor, and I'm going to start pulling in and pushing away
04:11some of the points here so it has a little more of an organic fill.
04:14I think that will do. Now, let's work on the tongue layer.
04:18So we'll select the tongue layer, and let's grab our Line tool.
04:23I'm just going to click and drag straight across.
04:25I'm not going to do any overlap here.
04:28Let's go to our Contour Editor, and we'll bring this up a little bit.
04:35There are no teeth on this one so we'll do the same as we did previously.
04:39We'll just go ahead and right click and create an empty drawing.
04:46Let's go to our Select tool. Okay.
04:49It looks like we left out something here so what I'm going to do is go back down to our
04:53mouth shape, and let's grab our Line tool.
05:00Let's drag down two little lines here, go to our Contour Editor, and let's arc those out a little bit.
05:12All right, now let's go to our Select tool.
05:15This one looks like it's a little bit too pronounced so we'll flatten that out a little.
05:27So we'll select all of these, Copy, Command+C, Ctrl+C on PC.
05:34Let's go to our Top Camera view again.
05:39So we have E here, and let's go to the next frame of our mouth shapes layer, and we'll Paste, Command+V.
05:47Let's convert these lines to fills. We'll do Shift+7 for our ampersand.
05:53There's nothing to cut here so we're just going to go to our timeline, and we name this drawing.
05:59Right click, go to Drawings > Rename Drawing, and this will be F.
06:07That completes doing mouth shapes E and F.
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Creating mouth shapes G and X
00:00Mouth shape G is a phoneme for the sounds F, P, H, and V.
00:04We'll first build shape G and then we'll build mouth shape X.
00:09Let's go to our Library and double-click on our mouth symbol.
00:14We will go to frame 9, which is pretty much set up at our F or V little sketch here.
00:25What we're going to do is first start with our Rectangle tool.
00:33I'm just going to click and drag out a basic little rectangle here.
00:39I think I'm going to zoom in here so we can get a better look at what's going on.
00:43So the F or V sound is pretty much the teeth biting the bottom lip, if you will.
00:49So we're going to work on this by grabbing our Contour Editor, and we're going to pull
00:54down the top just a little bit here. We're going to move our anchor points up.
01:08I'm going to arc the bottom.
01:12The next thing we're going to do is grab our Line tool and wherever there's an arc, we're
01:20just going to do a straight line for now.
01:22I'm trying not to overlap at all into the teeth area because even though we could just
01:30use the Cutter tool, I will try to avoid that if I can just to save a step, save a little extra time.
01:38Let's go to our Contour Editor, and we'll arc these out a little bit, and we have that set.
01:49There is no tongue or teeth so we're going to go ahead and create some empty layers here.
01:54So select the tongue layer just right-click.
01:57Let's go to Drawings > Create Empty Drawing, and we'll do the same thing for the teeth layer.
02:04Right click, go to Drawings > Create Empty Drawing.
02:07Now, let's go to our Select tool, and these look pretty good.
02:12Now, I do have in the sketch, there are some teeth lines there, but I'm going to leave those out for now.
02:17We haven't actually created those in the earlier drawings.
02:20We might be able to work with it, and we'll definitely know once we go in and start adding color.
02:26I think the white is going to actually help push this a little bit.
02:29So let's go ahead and select all of these. We'll Copy, Command+C.
02:36Let's go back to our top camera view.
02:39We'll select the mouth shape layer, and we're on the next frame here.
02:46Let's go ahead and Paste, Command+V.
02:49Let's convert these lines to a fill by doing Shift+7 or ampersand.
02:56That's pretty much set. Let's go ahead and change our name.
03:00That's currently named frame or Drawing 1. Let's go ahead and change that drawing name.
03:06So right-click Drawings > Rename Drawing, and this is going to be Drawing G.
03:12Again, G is for our F or V sounds. Let's go to our Library again.
03:20Double-click, and let's go to shape X. This is mouth shape X.
03:25Now, what mouth shape X is for is if there is silence during the audio track or if the
03:32lip-sync automation process doesn't recognize a sound, it's going to place this shape there.
03:38So let's go ahead and start working on that.
03:39We're going to use the Line tool, and we'll start drawing on our mouth layer.
03:44Let's do the little corners of the mouth and for the main part of the mouth or the smile as
03:50it looks right here. Let's do a straight line for now.
03:55Let's go to our Contour Editor, and let's bend this path down.
04:00It looks pretty good.
04:03Last but not least, let's do one for the little bottom lip there.
04:09Let's grab our Contour Editor, pull this down, and I'm going to add in some empty drawings
04:20for our tongue and teeth layer.
04:22So right-click, let's go to Drawings > Create Empty Drawing.
04:28Let's go to teeth, right-click, Drawings > Create Empty Drawing. Okay.
04:33Let's go to our Select tool, and we'll grab all of these.
04:38Let's Copy, Command+C.
04:42We'll go to our top camera view and select this frame for our X, and we'll go ahead and
04:47Paste this, Command+V, Ctrl+V on PC. Let's convert these lines to fills.
04:54We'll do Shift+7 or ampersand.
04:58Last but not least, let's go in and change the name of our drawing.
05:03So right-click, Drawings > Rename Drawing, and this will be X.
05:09So we'll say OK. So now we have created mouth shapes G and X.
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Creating extra mouth shapes
00:00Sometimes you may need to create extra mouth shapes, maybe for a character yelling or singing
00:05or maybe even a phoneme that's missing.
00:08Wait a minute, leaping leftover lasagna lollipops. We forgot the L. But guess what?
00:15It's not one of the mouth shapes Toon Boom has for the lip-sync process, but we'll make
00:20one and use it if needed during our manual lip-sync session. So let's go ahead.
00:26We actually have a sketch already drawn out for our L, and we're going to go to our Mouth
00:33symbol in our library, simply double-click.
00:36Let's go to this very last frame, and there is our L.
00:42On the mouth shape, let's grab our Rectangle tool.
00:47We'll click and drag out our basic shape. It's going to cover all of that mouth there.
00:53Let's go to our Contour Editor.
00:55Let's go right to our anchor point and pull this in a bit, and the same thing here.
01:05Let's curve out the sides of our mouth and the bottom here.
01:12I think I want to zoom in a little bit here. Let's go ahead and do Command+Equals.
01:17It's Ctrl+Equals on PC. Let's pull this down a little bit.
01:22So let's grab our Line tool, and let's start working on the tongue.
01:29So let's go to tongue layer.
01:31I'm just going to click and drag a point and have it go right above the teeth line.
01:36Now, I'll do the same on the other side just kind of click and drag and pull this up.
01:43Last but not least, let's do that little crease under the tongue there.
01:49So let's grab our Contour Editor, and we'll arc first the side of the tongue here.
01:54Let's arc the other part, arcing that path. Let's bend a little bit of the tongue there.
02:03You don't want it over-pronounced but just something that doesn't say it's a straight line.
02:07Okay, next, let's do the teeth. Let's go to the teeth layer.
02:13Select our line and then I'm going to overshoot this a bit.
02:16Let's drag this straight across and just have it a little bit wider than the mouth shape.
02:22Let's go to Contour Editor.
02:24Let's go to the middle of our path and just pull this straight down.
02:29It looks pretty decent.
02:31Let's go to our Select tool and see what this looks like. Not too bad.
02:37Maybe we'll bring up the mouth a little bit. Actually, no.
02:40I think I'll let that down.
02:45Basically, if you're doing a little la sound or like love or something like that, you
02:51want to probably open the mouth just a little bit more.
02:54It also pays to have like a nice little-- whether it's a personal mirror and--a lot of animation
03:00companies even sell these little mirrors that just sit on your desk or just head to your
03:04local drug store and just find a mirror to look directly into that and figure what your
03:09character's mouth shapes would look like.
03:12What we're going to do is go ahead and select all of these little drawings here, making
03:18sure my sketch layer is locked.
03:19I don't want to bring any of that to the main timeline.
03:22So we'll Copy this, Command+C, Ctrl+C on PC. Let's go back to the top camera view.
03:29We'll select this last frame, and let's Paste, Command+V, Ctrl+V on PC.
03:36We'll convert these lines to fills. Let's do Shift+7 for our ampersand.
03:42Now, we're going to clean up this work.
03:45Let's go to our Cutter tool, and let's go to Tool properties and make sure it's set
03:50to Lasso and use Mouse gesture.
03:53Let's get rid of the extra points here. It looks good.
04:01For the ones in the bottom, I want to show you one other little thing here. Let's zoom in.
04:05I'm going to hold down my spacebar so I can get the--move to a little Hand tool there.
04:13The overlaps here in the bottom, instead of trying to do the swipe, I'm just going to
04:16simply click and then delete. Click. Delete. Click. Delete. All right. Looks good.
04:27Last but not the least, let's go ahead and change the drawing name here.
04:30Let's right-click, go to Drawings > Rename Drawing, and this is going to be L.
04:38Unlike the other drawing names we've used for the mouth shapes, L actually is for L.
04:44Now, you can create you own phonemes if you want to write out your own things like P-H
04:49and stuff like that, you can create all these extras and just go in and rename the drawings.
04:57So now we can have that dialogue about the leopards living in the lilac fields of Liliput or something
05:03like that, but basically, this is the mouth shape L.
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7. Creating the Body
Creating a side-view head
00:00For the side view version of our character, Stick Dude Bob, the head will not need the
00:04ability to talk or blink so we're creating the eyes, the mouth, and the head on a single layer.
00:11Now we have our sketches set up here.
00:12So, what we're going to do first is lock our sketch layer and then I'm going to add a drawing layer.
00:21We're going to change this name to head. Next, we're going to go and get our Ellipse tool.
00:30I'm going to simply click and drag out a nice little circle shape, try to match that sketch
00:36as much as possible.
00:39For the stroke, I'm using about 25 of my width here, and we're doing that because we're going
00:45to convert this to a fill a little bit later, and we're going to give a nice thick and thin quality to that.
00:53I'm going to go ahead and zoom in for a second here.
00:54That's Command+Equals, Ctrl+Equals on PC.
00:58I'm holding my spacebar. Let's move you over a little bit.
01:01Now, what I want to do is get my Contour Editor, and I want to adjust this circle so it does
01:10not appear too perfect.
01:12So I'm going to go right here, and I'm going click one of the little anchor points here
01:20and to start pulling out some extra points.
01:24Now, if you're not comfortable using the anchor points just simply click off of this and just
01:30move close enough to here, and you'll see you get the option just to pull just a full circle there.
01:37I'm going to undo that line.
01:43So the main thing is we don't want this to look too perfect.
01:46We want it to look a little more organic.
01:49I don't want him to lose the roundness of his head either. Okay.
01:56Maybe one more. There.
01:58Now, what we're going to do is we're going to grab our Brush tool and start adding in
02:05some of Bob's details. So we'll give him his mouth.
02:14Let's go ahead and do the nose. Nice little pointed nose there.
02:19Now, the stroke I just did, I like the stroke, but it's at the wrong angle so I'm going to
02:25temporarily get my Select tool by holding down my Command key, Ctrl on PC.
02:29I'm still holding the right key, and I can adjust the pivot point of the drawing object I just
02:36made and move that down to the end, and we'll rotate the tip of that nose up. Okay.
02:43There we go. I want to go in and draw one of the eyes. Let's draw another eye on the other side there.
02:53Last but not least, what I want to do is select the original ellipse we did.
03:01So this is a stroke. I want to convert the stroke to a fill.
03:06Let's do Shift+7, which is pretty much an ampersand.
03:12I'm now going to go to my Contour Editor.
03:15I'm going to click off here just once so it's deselected.
03:21I'm just going to start pushing in some of the lines here.
03:25I'm just going to give it a nice thick and thin quality.
03:33Make sure we're grabbing the head here. It looks pretty cool.
03:38I want to zoom in a little bit here to get rid of this extra line in our nose.
03:45Let's grab our Eraser, and there. We got rid of that. Let's go down here to our view.
03:54I'm going to do Fit to view, and there is the head.
03:58So we've got that nice thick and thin quality.
04:00It looks like we just did a nice brush stroke there and got that to happen.
04:06For a more complex version of a single layered head, you could use drawing substitutions
04:11and add extra frames.
04:12For example, add in a hat or hair that moved or bounced when Stick Dude Bob walks.
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Creating the torso
00:00For the torso, we're going to create a very simple midsection, one solid piece that covers
00:05the chest, the abs, and the waist.
00:07So the first thing I'm going to do is to make sure all of our previous layers are locked.
00:12Let's add in another drawing layer. We're going to call this layer torso.
00:19I want to go up and select my Polyline tool.
00:25Let's zoom in here, and let's do Command+Equals a couple of times just so we can get a better view.
00:31I'm going to hold down my spacebar, so I can get the Hand tool and move this around.
00:36What I want to do is I'm going click right at where I think there would be a nice little angle happening here.
00:44So I've got an anchor point here, so go right to this corner and make another anchor point.
00:52Let's go down here, make another one, one at the base, one toward the back and one about
01:00right here at the top and then connect the last two.
01:05So now what I want to do is go to my Contour Editor.
01:11I'm going to go right to where paths are between my anchor points and pull out the arcs to match
01:18what the sketch is doing. I'll just pull this out one at a time.
01:26You might want to pull this one in just a little.
01:29It looks pretty good.
01:32The next thing I want to do, let's get our Select tool, and I'll click once to select
01:40our torso here, and I want to convert this line to a fill, so let's do Shift+7 making our ampersand.
01:49Let's go to Contour Editor again.
01:52Now, it's automatically selecting all my points, but I don't want that, so I'm just going to
01:56click once, so nothing's selected, and I'm going to move very close to any edge that I want
02:03to thin out, so I'm going to pull this down a little bit, and I'm going to do the same
02:09thing maybe back here, but what I'm doing is doing a nice thick and thin little paint
02:17and ink fill to it. Okay, that looks pretty good.
02:23The last but not the least, I'm going to grab my Brush tool, and I'm going to add in this
02:29one little dot here.
02:31Now, this is going to be temporary, we'll eventually take it out, but what this dot represents--
02:35If you ever think about the paper skeleton as you might see during Halloween or something
02:40like that, they're segmented and they've got these little rivet points where everything moves around.
02:44Well, pretty much that is how you can set up a cutout puppet.
02:49So we're going to be connecting all these together and building with a hierarchy, but
02:53we're going to use this little dot as a guide until we actually set up our pivot points.
03:00Now, you can push this further by having an upper and lower torso or even that hips.
03:05It just depends on how far you want to take it.
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Drawing the arms
00:00The arms for our character Stick Dude Bob are comprised of two parts.
00:04We have the upper arm and the lower arm or if you prefer, the bicep, and the forearm.
00:09The first thing we want to do is we're going to make sure we lock all of our previous layers,
00:15and let's create a new drawing layer. This one's going to be the right upper arm.
00:22I'm just going to use a little abbreviation here just a U-P-R. I want to grab my Polyline tool.
00:32Let's zoom in here.
00:37I'm going to set some anchor points here, setting these right where we know our path
00:47is going to need to arc.
00:48So we'll now go to our Contour Editor, and I'm going to arc this a little bit. All right.
01:00So a couple of these lines are just a little bit bulky there.
01:07It's too much of a point right here so I'm going to click right on the anchor point and
01:12adjust my direction handles here. It looks good. All right.
01:25We have an extra point there so let's select that point, and let's delete it.
01:32Let's press our Delete key. Let's pull that point right back out. Okay.
01:40Now we'll go to our Select tool and click to select this.
01:46We're going to convert this line to a fill, and we'll do a Shift+7 for our ampersand.
01:52Let's go back to our Contour Editor.
01:55I'm going to click once just in our camera view to deselect that.
02:02I'm going to push and pull some of this fill now to kind of give it a nice thick and thin quality.
02:09Now, let's do the lower arm.
02:13We'll lock the upper arm to make a new drawing layer, and this will be the right lower arm. Okay.
02:23We'll go again to our Polyline tool and set up our anchor points.
02:31It will work for our path.
02:35Let's go to our Contour Editor and start adding some nice curves to our path here. Okay.
02:49This one right here looks like it needs a little extra help so let's change direction
02:53handle, and maybe this one here.
03:03We'll get our Select tool, and we'll click right here to select our lower arm, and we'll
03:10convert this line to a fill. Let's do Shift+7 and go to our Contour Editor.
03:20Click once to deselect and start to do a little bit of pushing and pulling. Okay.
03:29That's it. Now, last thing. Let's set some little pivot point markers.
03:36Let's go to our Brush tool, and we'll do one for our lower arm.
03:45Let me unlock our upper arm for a moment, and we'll mark this as well.
03:54Now, in some cases, you may want to create a character that has both the upper arm and
03:59the lower arm pretty much attached to this one, but in my opinion, I believe that having
04:05them separate gives you a little more flexibility and instead of having to draw multiple versions
04:12of your arm just in one single piece, you have the upper arm and the lower arm so you
04:17can actually change the positions as much as you like.
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Drawing the legs
00:00For the legs we'll create the thigh and the calf, or upper and lower legs.
00:05What we're going to do first is lock any of the previous layers we've done, and I want
00:11to add a couple of layers here. We're going to first add our thigh.
00:17So this will be the right thigh. We're going to go to our Polyline tool.
00:26I'm just going to set a few basic anchor points lining up our sketch here.
00:38Next, we're going to go to our Contour Editor, and we're going to adjust our path so they're more curved here.
00:47I going to undo that last curve. Let's do Command+Z. Let's try that again. Okay. That's better.
00:59We're going to now select with our Select tool and select that thigh.
01:07I want to convert this line to a fill so I'll do Shift+7.
01:12We'll go to our Contour Editor.
01:14I'm going to click once from our camera view just to deselect that.
01:18I'm going to start pushing and pulling on some of the inner lines here just kind of
01:26give it a nice thick and thin line.
01:28Let's go to our Brush tool, and we'll mark where our pivot point is.
01:36Now, let's lock this layer, and we're going to add another layer.
01:40This is going to be our right calf. Let me go ahead and zoom in. Let's do Command+Equals.
01:48I'm going to hold my spacebar and just get my hand temporarily so I can just move this around.
01:57Let's grab our Polyline tool, and we'll set our anchor points, and our Contour Editor.
02:15Let's start to manipulate our path here so they have a little more of a curve to them.
02:24We'll grab our Select tool. Let's convert this line to a fill.
02:31Let's do Shift+7, and we'll get our Contour Editor.
02:35I'm going to click once in the camera view to deselect it and just start moving some
02:41of our parts out a little bit just to vary the line weight here.
02:50Let's get our Brush tool, and we'll mark the space where our pivot point needs to be.
02:58When designing the legs for your cutout character, you can also think about things like the type
03:02of pants your character is wearing.
03:05For example, for bell bottoms or bootleg jeans, maybe you have several drawing substitutions
03:10for the calf as the pant's legs swing back and forth.
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Designing the hands
00:00For Stick Dude Bob's hands, we're just going to create a simple drawing. Nothing complicated
00:05like drawing and animating each individual finger, but we're going to keep a very simple,
00:10flat, one layered drawing of the hand.
00:13So, what we're going to do is go ahead and lock any of our previous layers.
00:17Make sure those are locked.
00:18Let's add a new drawing layer, and we'll call this right, rt_hand. Okay.
00:26Let's grab our Brush tool. To zoom in, let's do Command+Equals.
00:33I'm going to hold down my spacebar just so I can click and move this where I want it to be.
00:39I'm using a brush that's going to complement the thick and thin lines we did for the rest of the body there.
00:47So I've got 5 on the minimum and 20 at its maximum.
00:52So let's go ahead and start drawing in our lines here and just kind of alter this just
01:07a little bit so it looks a little more like a hand.
01:12I'm going to undo that line. Let's do Command+Z. Okay. That looks pretty good. Let's go ahead and do our thumb.
01:17I'm just going to draw out quick line here. All right.
01:22Now, the beauty of each one of the strokes that I've made, they're all individual.
01:27I'm going to hold my Command key, Ctrl on PC, to temporarily get my Selection tool so I
01:32can select any one of these lines, shorten it, lengthen it, or move it if I choose to.
01:44So we have our hand done.
01:47I don't normally do five fingers for cartoon characters.
01:52I just kind of keep it at four. Okay.
01:56Now, the next thing I want to do is go ahead and set the pivot point so it's a little reminder
02:02of where I'm going to put that pivot point.
02:04So his wrist will just kind of swing back and forth there.
02:07When you do want to do something more complex, I still recommend avoiding doing cutouts of each individual finger.
02:13Instead, I will draw out the complete hand in different poses and set them in different
02:18frames as drawing substitutions like the rock, paper, scissors example in Chapter 5's Drawing Substitutions.
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Designing the feet
00:00For the feet of our character, we'll just create a single position for now, the feet
00:04resting firmly on the floor.
00:06Now, the first thing we're going to do is lock any of our previous layers, and we're
00:11going to add a new drawing layer.
00:13We're going to call this one rt_foot, and select that first frame.
00:22I want to use my Rectangle tool, and I'm just going to simply click and drag a basic rectangle
00:31that covers about the same size of the foot. I'm going to zoom in here. Let's do Command+Equals.
00:38I'm going to hold down on my spacebar, and I get the Hand tool and move this right where I can see it.
00:45So select the Contour Editor, and let's start messing with our anchor points.
00:52I'm just going to click and move this one here. All right, looks good.
00:59Now, I'm going to start altering the path of our foot here.
01:05It's a little bit too much of a bend right there so I'm going to adjust this with my
01:10direction handles, pull this up a little bit more, and we'll curve the bottom of the foot just a little bit.
01:20The bottom line is I don't want this to look like it's a perfectly formed rectangle.
01:26We're going to alter the way this looks here. Let's pull out the back path there.
01:31Now, let's go and get our Select tool.
01:35Select the foot, and let's convert this line to a fill.
01:39So we'll do Shift+7. Let's go back to our Contour Editor.
01:45I'm going to click once in the camera view to deselect that.
01:49I'm just going to click in the middle here and just start pushing some of these points here
01:57just to kind of push that whole thick and thin nice paint and ink look there.
02:04Last but not the least, let's go ahead and grab our Brush, and we'll just put a little
02:10dot here for where our pivot is going to be set.
02:14When drawing the feet, keep in mind what your character will be doing.
02:17For just a plain walk, you may use just one or two drawing substitutions for when the
02:22character goes from a foot planted flat on the ground to walking on the ball of the foot.
02:27Or maybe for a kickboxer or a ballerina, you may end up with several frames of substitutions.
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8. Rigging the Character
Setting and fine-tuning pivot points
00:00When you think about pivot points, think of like placing a thumbtack in a strip of paper.
00:04Depending on where you place the tack, the strip of paper will move or spin differently.
00:10Now, we have Bob here, and we've got him segmented out. And what we have been doing in previous
00:16lessons is placing little dots as little reminders of where we're going to set our pivot points.
00:23Now, we didn't set one for the head, and I want to show you why here in a second.
00:29The first thing we're going to do--we're done with our sketch layer so I want to lock
00:33that but I also want to go ahead and hide that layer.
00:36Now, I'm going to go to my Pivot tool.
00:38So it's right here right beneath the Transform tool.
00:41So I'm going to select that, and I'm going to click on frame 1 of the head layer.
00:47Now, what you'll see here is this little cross hair, and this is actually where the pivot point is.
00:53So to actually change this point, I'm going to initially set the pivot point.
00:58Let's set it dead center of Bob's head here.
01:02Now, I'm going to go to my Transform tool, and I can now rotate this.
01:08Now, this looks okay but that's not exactly where I want Bob's head to pivot from.
01:16So I'm going to go back to my Pivot tool, and I'm going to set the pivot for Bob's head
01:21about where his neck would be.
01:22Now, we didn't give him a neck but we're going to give him the appearance of a neck just
01:26by setting the pivot point just right where it would be.
01:30So I'm just going to click here.
01:31Now, if I go back to my Transform tool, let's pivot this.
01:38This is much better, and if you look, Bob's even nodding in agreement with us that this
01:43is a better place to have his head pivot.
01:45So let's move forward and start setting the pivot points for the rest of our layers.
01:50I want to go to my Pivot tool and the next thing I want to select is our torso layer.
01:56So I'm going to place this right at the dot that we made earlier, and I'm going to keep
02:02moving up our drawing layers here. Let's go to the right upper arm.
02:09You might be thinking, You know what,
02:11we only have the right side of everything, the right upper arm, the right lower arm,
02:16the right thigh. Well, we're about to duplicate these but I want to set the pivot points prior
02:21to this because you really don't want to double your work and have to set pivot points for
02:26both sides when they're pretty much going to be identical.
02:29We'll now go to the lower arm, and I'm going to zoom in here.
02:34Let's do Command+Equals, Ctrl+Equals on PC.
02:39Let's move this quite a little bit more to where I'm comfortable with that.
02:45Then the right thigh, let's hold down my spacebar and have the hand move him around here. All right.
02:53It looks good, and let's keep going. Right calf.
03:06The right hand. I'm going to hold down my spacebar again.
03:13Keep notes that the pivot points are in a different spot until we decide to move it.
03:19The right foot, we'll click right here.
03:25The little dots, it does kind of help and don't think that I'm doing this as a training wheels exercise.
03:30This is something that I use a lot. Of course, you're going to erase them later.
03:36For a very important note, once you have your pivot point set, be very careful about using
03:45your Select tool to move things versus using the Transform tool and here is why.
03:53I'm going to first start with the Transform tool, and if I decide to move this foot, wherever
03:59I'm moving it, the pivot point is still right there with it.
04:04I'm going to undo that. Let's do Command+Z twice there.
04:09Now, I'm going to show you the same thing.
04:11I'm going to use the Select tool. First of, I can't select everything here.
04:19I just have to lasso and grab both the dot and the foot.
04:23Now, if I decide to move this, which I can, if I go back to the Transform tool to rotate
04:31this, you notice the pivot point has not moved and so all of sudden, everything is way off.
04:38Once you've set your pivot point, do not move any of your drawings using the Select tool.
04:44Only use the Transform tool.
04:46The other thing is if we decided to add another drawing for our foot, we'll select the second frame here.
04:54Let's go to our Brush.
04:56I even turned on our Onionskin here for a moment just to show a point if we decided
05:01to have a second foot and maybe this foot is bent a little bit and even draw the same
05:08little point in there.
05:09Now, we've already set the pivot point, but this is important.
05:14I'm going to go to the Pivot tool, and if you noticed, the Pivot tool is selected but we
05:20really don't see it anywhere. I'm going to zoom out.
05:25The pivot is actually dead center. That's where it is by default.
05:30So if you're adding extra drawings, you're going to have to set the pivot for each one
05:35of those extra drawings.
05:37So it's not like you can just set it for the layer and everything is okay.
05:42Now, there are exceptions to this.
05:44If you have made a symbol, and the symbol is actually in the Library, you can go to
05:49your Pivot options under Tool properties, and you can set the pivot point to be in the
05:55exact same spot for all of your frames, but what we're doing with Bob here is we're not using symbols.
06:02These are drawings and so we have to set the pivot point for each individual frame.
06:08I'm going to go ahead and undo this. Let's just go ahead and delete the second frame here.
06:13I'll just press Delete or Backspace on the PC.
06:16Let's turn off our Onion Skin and get back to frame 1.
06:21Another way of looking at pivot points, think about those paper skeletons you see for Halloween decorations.
06:28The rivets are placed at each joint to allow the skeleton to be positioned in different poses.
06:33So just think of those rivets as pivot points.
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Organizing layers
00:00Right now, Stick Dude Bob is a character with an outline but he has no fill.
00:05Usually I'd give Bob a nice solid color fill, but for the purpose of showing you how his
00:09cut out parts work together, we're going to fill Bob up with some semitransparent color.
00:14One of the first things I want to do here is I'm going to scroll down to bottom, and
00:19we're going to lock our sketch layer, because we no longer need that now.
00:22So I'm going to turn off the visibility.
00:27The next thing I want to show you, I'm going to select the head layer, so what I want to
00:33show you is a shortcut key from moving up and down new layers.
00:39So if I press the H key, it's moving up the layers, and if I press the J key, it goes
00:46back down the layer selection.
00:48Now this is going to come in handy for when we start adding in some color.
00:53Speaking of color, I'm using our Sketch palette here, and so I have a default black, and I
01:00also have the blue sketch color.
01:02I'm going to double-click here and show you what I've done, this is 255 green and 255 blue,
01:10and I have it set to about 125 Alpha or that's how transparent it is.
01:16Now I'm doing this to demonstrate exactly how the different parts of Bob are going to
01:21interact with each other.
01:22Let's go ahead and close this out and what I want to do now is go to my Paint Bucket,
01:33and I want to select the blue sketch as my color.
01:35Now in the paint bucket, you're noticing that all the other layers are grayed out here except
01:41for the layer we're on.
01:42Now this is where our little keyboard shortcut is going to come in, so I'm going to click
01:47right here to fill in our blue color, and I'm going to press the letter H and so it
01:51goes to the next layer up.
01:55Press H again, and so I'm just pressing it up and clicking with my paint bucket, press
02:01up, click with the paint bucket.
02:10The very next thing we want to do is place these in an order that make sense.
02:15So I'm going to get my Select tool, and I'm going to look at the order of my layers right
02:23now and what I want to do is I want to move the right thigh.
02:29I'm going to move that right above the foot, so the thigh, then we should have the calf, so move that here.
02:38So now this makes more sense, right thigh, right calf, right foot, and let's do the same thing with the arm.
02:44So the arm should be above the hand here, and we're going to move the lower arm above the hand as well.
02:52So we have upper arm, lower arm, then the hand.
02:56Now, the last thing I need to do is whatever is on top as far as the layers are concerned,
03:02that is what is visible toward the front. So technically, if Bob moves his hand down by
03:09his side, right now, the thigh would be in front of the hand which doesn't make sense.
03:16So what we're going to do is move Bob's arm, his upper arm, I'm going to hold down my Shift key, lower arm and hand.
03:24I'm going to move all three of these, I'm going to simply click and drag up, and now this
03:31is going to be in front of the thigh.
03:34I'm going to scroll all the way down and the torso and the head, they're exactly where
03:39I need them to be right now. Now let's go ahead and put these in place.
03:44I'm going to grab by Transform tool. The head's fine.
03:50I'm going to grab the upper arm, and I'm going to move this on top of the torso.
03:55I'm going to click away just to show you. Now this is why we used the transparent blue.
04:03You could see how we have this moved in front of the torso and how the parts are going to work together.
04:10So you can still see through what's happening here.
04:15I'm just going to undo that, Command+Z. Now I'll take the lower arm and move this.
04:22So we're joining him together like he's a puppet or a marionette or something.
04:28Let's move the hand, let me adjust that a little bit. Now move the thigh.
04:38I'm going to try to line this up with the other pivot point there but also I want to make sure it
04:44makes sense as far as lining up his body. And let's take the calf, and I'm going to
04:53hold down my spacebar to move up my screen here for a moment.
04:58All right, now let's grab the foot.
05:06Now Bob's a little more organized, and again we have the semitransparent color so you can
05:12see exactly how all this parts line up.
05:15Once we build Bobs left side, we'll fill that with a different semitransparent color.
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Parenting drawings to each other
00:00When working with cutout characters, an advantage in Animate is the ability to parent one drawing
00:05to another, for example, parenting the eyes, nose, and mouth layers to the head layer.
00:10This way, when you move the head, the parent layer, the eyes, nose, and mouth or child
00:16layers move along with it.
00:18So what we're going to do right now is start setting up our hierarchies.
00:22Move our lower arm and have the upper arm be the parent of that, and then move our hand
00:29and have that be the parent of the lower arm. So let me show you what I'm talking about.
00:34I'm going to select the lower arm layer here.
00:39One of the things I want to make sure I'm doing, I want to have my Transform tool selected,
00:44because things may shift as we're starting to address the hierarchy, but it's not a big problem.
00:51We'll just kind of move them back over where we'd like them to be as far as connected to the body.
00:55We have our right lower arm selected, and I'm going to push this up and over until I
01:01see this little vertical line there.
01:03I'm going to let go of the mouse, and now, if you look this is kind of dropped and kind
01:09of indented under the right upper arm.
01:11This basically means we've just parented the lower arm to the upper arm.
01:17So the upper arm is the parent, lower arm is the child.
01:22If you look up here, we've got some severe movement happening.
01:25Again, this is not a problem, I have my Transform tool so
01:28I'm just going to click our lower arm and move it back to where it should be.
01:34So now I'm going to select my right-hand layer, and I want to let the lower arm parent the right hand.
01:42So I'm going to click and drag this right under the lower arm, so now if you look, it's
01:48like a little stair step here, so the upper arm, lower arm, right hand.
01:54Let's go over in our Camera view, we're going to place our hand back where it should be.
02:01Now I'm going to collapse this hierarchy we just created just by clicking the little triangle
02:05here on the timeline, and that's done.
02:08In case I was confusing, guess what, we get to do this again with the leg.
02:12The thigh is going to be the parent, the first child, right calf.
02:17We're going to click, move this up and over until we see a vertical line, let go of the
02:24mouse, and you should see it set directly on here.
02:27It's kind of offset, like a little stair, up here we got some severe movement, not a problem.
02:32We're on a Transform tool, let's click and drag this over. There you go. Let's grab our foot.
02:38We're going to make this a child of the calf just drag it over until you see the vertical line.
02:45Let go of the mouse.
02:48I'm going to hold down to my spacebar just so we can see the rest of where Bob is here.
02:53Let's move our foot back where it should be. Now we're going to collapse the leg hierarchy.
03:01And last but not the least, let's parent our head and set this under the torso.
03:11The torso is going to be the parent and head is the child.
03:15So I'm going to drag this down a bit just a little.
03:19See if Bob is still agreeing with that, I think he is. Good.
03:24Let's shift some of these around a bit.
03:26We have the upper arm in front of the thigh, that's good and both of those are in front
03:32of the torso that makes sense.
03:35The next thing we're going to do is duplicate our arm as well as our leg.
03:42So I'm going to select the arm hierarchy here.
03:45Right click, and I'm going to go to Duplicate Selected Layers.
03:51Now we've duplicated that hierarchy, and you can see where the underscore 1 is this is
03:56everything that's been duplicated.
03:58We're going to expand this and change our names here.
04:04This is going to be the left upper arm, and let's get rid of that underscore 1.
04:08Now the reason the underscore 1 is there is Animate will not allow you to have the
04:14same layer name twice. So let's do the lower arm here. We'll do the left hand as well. Let's collapse these.
04:36Now, what I want to do is you're going to move this down behind our torso, because that would make sense.
04:48The left hand is going to be the one that's actually hidden behind the torso.
04:51So I'm going to simply click and drag this to the other side of the torso.
04:59While this is still selected, I am going to click and drag this backward, so just rotate it backward.
05:06We're now going to duplicate our leg, so we'll get a left leg, so I'm going to select the
05:11leg hierarchy which again is the thigh, calf, and foot.
05:16I went to right-click, Duplicate Selected Layers, I'm going to expand this, and this
05:25will be the left thigh, get rid of that little 1 underscore there--or underscore 1--left
05:37calf, and left foot.
05:48What I want to do next is we have the arm, right arm is the thing that's the most
05:55forward and then there's the right thigh, left thigh and the left leg as a whole should
06:00be on the other side of the torso.
06:02So I'm going to drag this right down and make sure you are seeing this straight, and you
06:07don't see this kind of parent under the torso.
06:09The torso is actually going to be separate from the arms and the legs.
06:13It gives us a little more flexibility.
06:15We have the arm, the left arm being the furthest thing back which makes sense.
06:21Let's do a little bit of movement here, right now we're going to go ahead and select the
06:25left leg hierarchy, and if any of this gets confusing, because the left leg and the right
06:31leg are in the exact same position right now.
06:34You can always turn off the visibility of one just to look at the other.
06:38There's a left leg hierarchy, and I'm going to rotate this back.
06:42Now, to push this a little bit further while we're still learning here, I want to change
06:48the color of the left side.
06:50I'm going to select our Sketching palette and select our blue sketch, and I'm going
06:56to right-click on here and select new.
06:59So I'm going to simply double-click on our new swatch.
07:04I'm going to call this white_sketch. Just drag this all the way to white.
07:17I'm going to leave it at the same Alpha, so it's pretty much halfway transparent. We'll click OK.
07:26I have my Select Tools, I'm going to click once on the center of our arm here, our upper
07:36arm and make sure you don't click on the edge because all of these are fills, but we're
07:41going to click directly on that light blue and select white.
07:47We're doing this only on the left arm and the left side of the body.
07:55I'm going to zoom in here, Command+Equals, so the left side of the body is all going to
08:06get that white fill there and then zoom out. So we have this mostly set up right now.
08:20Let's grab our Transform tool, and start moving things around.
08:27What I want to show you is one last little trick here.
08:31I'm going to show you how to move up and down the hierarchy.
08:35For instance, I can select the arm, and I can rotate the arm up and down, or I can
08:42select the lower arm, and I can move the lower arm and the hand, or I can just select the hand.
08:51That would actually be a little time consuming if we just had to keep clicking on things.
08:56So what I want to show you is the way to move up and down the hierarchy.
09:01So right now we're at the bottom of the hierarchy on the arms, so we just have the hand selected.
09:06I'm going to press the letter B, and it moves up the hierarchy.
09:11Press the letter B again, and it's further up the hierarchy.
09:16Now to move down, I'll do Shift+B, Shift+B again.
09:24Let's do something here.
09:25So Shift+B, actually we're going to do B and move up.
09:29It's going to bend its arm a bit.
09:30Let's do Shift+B, move it down and take his other arm.
09:34We'll do right where it should be we'll do Shift+B, move down and Shift+B again.
09:49Let's rotate this here. Bob's walking like an Egyptian.
09:52Now the one last thing I want to show you is let's look at our arm here in the front, let's
09:59let Bob's arms get totally straightened out. Let's go B again.
10:06So Bob, his entire arm is the thing that's in front, it should be the thing that's mostly in front.
10:13It looks like we've got it set.
10:22Though in no way is it required to parent your drawing layers, it can be a massive time
10:26saver especially when you use them in tandem with the shortcut keys to move up and down the hierarchy.
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Exploring Z-depth and creating patches
00:00A more advanced way of hiding the limitations of cutout characters in Animate is the use of patches.
00:06Basically, a patch is an extra layer you create to hide the seams of a segmented character.
00:12I am going to take our lower arm here.
00:16I'm going to create a symbol from that and create what's called a patch, and that patch
00:22is going to hide the little seam where the upper arm overlaps into the lower arm.
00:30So, it's pretty much going to look as translucent as the other joints here, and we'll have
00:37a nice full flowing little blue area here.
00:42If that sounds confusing, give me a moment, it will make sense.
00:44So what I want to do is go to our timeline, I'm going to expand our arm down here, and
00:53I want to make sure that not only the upper arm is expanded but the lower arm is expanded as well.
00:59So I want to select the lower arm, and I want to click and drag this straight to our library.
01:08That's creating a symbol for the right lower arm.
01:11Just double-click on the symbol, and what I want to do next is click just this fill here.
01:19I'm going to copy this, Command+C, Ctrl+C on PC.
01:24Now what I'm copying is just the fill, not the stroke around it, not the black line, just the blue inner part.
01:31Let's create a new drawing layer, and we're going to call this layer Patch.
01:39We are going to select the very first frame of our Patch layer, go ahead and paste, Command+V, Ctrl+V on PC.
01:49We're now going to move to our Transform tool. This step is crucial.
01:55Right now, if you look at my interface, the timeline is active.
02:00We know the timeline is active because it has that little thin little line going around it.
02:05In order for you to create a patch, your Camera view has to be active, so I'm going to simply
02:12move my cursor up so now the Camera view is active, and we see that little red line around it.
02:18What a patch is we're taking that little blue fill that we place on the upper layer, and
02:25we're going to move it forward in Z space.
02:29There are three different directions that you can go in Animate.
02:34There's X, going left and right, Y, going up and down, and Z, moving back and forward in 3D space.
02:43So by us moving it forward, it's going to be in front of any of the other drawings that
02:48we have on the main timeline.
02:50That being said, we have our Transform tool selected, and we have our Camera view active.
02:57I'm going to hold down my Option key, Alt on PC, and on my keyboard I'm going to press the Down Arrow once.
03:04The next think I want to do, let's go back to our top Camera view.
03:09Now I'm going to select the right and lower arm, and let's go over to our library, and
03:17I'm going to click and drag over our right lower arm and drag it directly on top of the right lower arm drawing.
03:25So we're dragging the symbol from the library and dragging it on top of the same drawing.
03:32I'm going to let go of my mouse, looks like some things have gone a little bit awry, don't worry.
03:38What we're going to do at this point is simply move the arm right to the point of where it makes sense.
03:46Now we know his arm is kind of breaking in joint right now.
03:48I'm not worried about that.
03:50I do want to make sure it's in the right place, though.
03:53Once it's in the right place, I'm going to go to my pivot point and click right back
04:01on that little dot that was there, I'm going to zoom in, Command+Equals, Ctrl+Equals on PC
04:08and just make sure I'm clicking the right where that should be pivoting.
04:12Let's get back to our Fit to view there. Let's go back to our Transform tool.
04:20I'm going to click just in the Camera view for a moment.
04:24If you look, we now have a patch working.
04:28So that little black line is now no longer that harsh.
04:33This is the way it looked originally. If you look at the left arm, that's where it looked
04:37originally, and now we have it softened up.
04:39What I'm going to do next, let's click here. Our hands seems like it's out of place.
04:44We're just going to move this. We're going to have to move it again anyway.
04:50The reason I'm saying we're going to have to move it again, we're about to make a patch
04:54for the hands, so we're going to get rid of the seam here.
04:57So we'll select our Hand layer, and we're going to click and drag this to the library.
05:02I'm going to double-click on the Hand symbol.
05:07Let's get our Select tool, click the center or just click in the fill here, let's copy.
05:14Let's make a new drawing later, and we'll call this Patch, select that for your first
05:22frame, let's paste it, Command+V.
05:26We'll select our Transform tool, make sure our Camera view is active.
05:32Can you see the little thin red strike around everything.
05:34Hold down our Option key, Alt on PC, press the Down Arrow on your keyboard once, and
05:40that's moving that fill forward in our Z space. Let's go back to the top.
05:50We're going to click and drag our Right Hand symbol directly on top of our right-hand drawing.
06:00Let's move the hand where it should be. Let's zoom in.
06:11I'm going to move this out for a second because I can't see where that pivot point is.
06:15Let's grab the pivot point. Now we'll put it back.
06:25Let's grab the pivot point.
06:31We actually have the patch working all the way through.
06:35So I'm going to place this a little bit different here, just rotate it a little bit.
06:43I'm going to zoom out for a moment and show you just what the patch would do if the blue
06:54here weren't translucent. What if it were opaque?
06:57So I'm going to simply double-click on my blue sketch here, and I'm going to alter this a little bit.
07:05Watch the arm. What I'm going to do is in our color picker, I'm going to alter the Alpha and move it up so it's now opaque.
07:16So I'm just going to keep dragging it up, and that is what a patch does.
07:22It hides the fact that this is a segmented character, so now if we're animating this,
07:29it looks like it's one complete solid line, and you can keep moving things around.
07:37So there is X-ray Bob, regular Bob. X-ray Bob, regular Bob.
07:45So I'm going to keep him at X-ray for this point. Let's close this.
07:49If you think you've actually have this so far, we're going to do this one more time
07:54with our left arm. Let's collapse our right arm here, and we're going to open up here, let's start with--use our Select tool.
08:15We'll do our left lower arm.
08:17We'll click and drag this to the library. Double-click.
08:23Select the fill. Let's copy that, Command+C.
08:28We'll add a new drawing later.
08:29We'll call this a Patch, and we'll paste this, Command+V, Ctrl+V on PC, let's get our Transform
08:38tool and make sure our Camera view is active. Hold down our Option key, Alt on PC.
08:46I'm going to do Option, and we'll press our Down Arrow once.
08:50Let's go back to the Top Camera view.
08:57I'm going to grab our left lower arm and drag the symbol on top of our left lower arm drawing.
09:09Right now, I'm just going to grab our transform. Let's move our drawing here.
09:18Let's get our pivot point, set it correctly. Scroll down here.
09:30Do the last little part of this. Let's do the hand.
09:37Let's get our Select tool. Copy it, Command+C, Ctrl+C on PC.
09:44Let's do a new drawing layer. This is our patch.
09:51We'll paste this, Command+V. Let's get our Transform tool.
09:58Make sure that the Camera view is active.
10:01Hold down your Option key, Alt on PC, press down once.
10:14I'm going to grab our left-hand symbol, let's drag this straight on top of our left-hand drawing.
10:21We'll select this, move it into the right place.
10:25Let's get our pivot point set up to where it should be.
10:31I'm going to zoom in here, Command+Equals. There it is.
10:39Let's go back to our Transform tool.
10:52Looks like we've got a little bit of shifting here. No problem, we'll just place that in the right spot.
11:06There are two arms set up with patches. Let's zoom out here.
11:14I'm going to show you this one more time.
11:21I'm going to double-click on my blue sketch here and take our Alpha all the way, so it is opaque.
11:29So look at the difference between our blue arm here versus the white arm.
11:35So that is how you would set up a patch.
11:38If you're still confused by any of this, I'm going to keep moving forward and go ahead and do the legs.
11:44If you think you've got this, and you're ready to move forward, go ahead to the next lesson
11:49which is using the inverse kinetics tool.
11:52All right, so we're going to go ahead and set our blue sketch back down to 128 here.
11:59Let's close this out.
12:01We'll keep moving forward and what we're going to do is go ahead and start working on our right leg.
12:09So I'm going to make sure this is expanded.
12:14The reason I want to make sure it is expanded, it's like you don't want to pull over like
12:17the calf and the foot, so you just want the calf.
12:21So let's go ahead and do grab our Select tool.
12:23Let's click and drag the calf to our library, so now we have a Right Calf symbol.
12:30Let's make a new drawing layer.
12:33Call this Patch, and we'll select our little fill here.
12:42Let's copy, and let's go to our patch later, we'll paste, Command+V.
12:46I'm going to select our Transform tool and make sure our Camera view is active.
12:52Hold down Option, Alt on PC, press down once with your arrows, and let's go back to our Top Camera view.
13:03Select the right calf, and let's grab our right calf symbol and drag it unto the timeline
13:09on top of our right calf drawing.
13:13Next, let's go ahead and move it where it should be, grab our pivot point, and set our pivot point.
13:26Let's do the same with the foot. Grab the right foot from our timeline.
13:30We'll make sure we're doing this with our Select tool.
13:35Let's drag the foot to the library.
13:38Double-click on the right foot. I'm going to move this up, so we can see a little better.
13:46We will copy the fill. It's Command+C, Ctrl+C on PC. Add a new layer.
13:53We'll call this Patch, and let's paste.
13:59Select that frame and paste, go to our Transform tool.
14:05Make sure your Camera view is active.
14:08Hold down your Option key, Alt on PC, press your Down Arrow on your keyboard once.
14:13On the top, drag the Right Foot symbol from the library on top of the right foot drawing in the timeline.
14:23Hey cool, that actually snapped in place, awesome.
14:30So make sure its pivot point is set exactly where it should be. There it is.
14:43Let's collapse the right leg, open up the left leg.
14:52We'll start the same thing with the left calf and double-click on the left calf in the library view.
15:05Let's get our Select tool, copy the center, new layer, call it patch, select that first
15:15frame, paste that center fill there.
15:21Select the Transform tool, make sure the Camera view is active.
15:24Hold down your Option key, Alt on PC, press the Down Arrow on your keyboard once.
15:29Back to your Top Camera view, drag the left calf symbol from your library on top of the
15:37left calf drawing in your timeline. You want to place this where it should be.
15:51Grab your pivot point, click directly on your little guy there.
16:04Last but not the least, let's do the left foot.
16:07Let's go ahead and make sure we have our Select tool.
16:12Drag the left foot drawing to the library. We now have a left foot symbol. Double-click.
16:20Select the center. Fill here. Let's copy that, Command+C, Ctrl+C on PC.
16:25Add a new drawing layer. This is going to be a patch.
16:31Let me select that first frame. Let's paste. Select our Transform tool.
16:39Make sure the Camera view is active.
16:41Hold on your Option key, press down once, and that's Alt on PC and pressing your Down Arrow once.
16:48Let's go to the top.
16:52We'll drag our left foot symbol from our library onto the left foot drawing that's in the timeline,
17:04move this where it should be, grab our pivot point, and reset that point.
17:18So we can collapse the left part there, so just go to Select.
17:27Let's move this all the way down. Let's go to our Transform tool, looks good.
17:46Last but not the least, let's double-click on our blue sketch color here, and I'm going
17:51to take the Alpha all the way up.
17:57So we can look at it before and after, this is what the character looks like with our
18:08little translucent fills, this is the X-ray Bob, and here he is with his full skin on.
18:16Now if you wanted to, you could probably even do a patch for his leg--or technically you
18:24can probably do it like so the leg and torso actually match.
18:28You'd probably do a patch for the torso and bring that forward, and of course once you
18:35do that you'd need to pull the forearm forward.
18:40Now you can also move your drawings back and forth in Z Depth during your animations, for
18:46example, a hand moving in front of a character, then later moving behind the character.
18:51With Z Depth and patches, this can be done without having to restructure your layer hierarchy.
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Using the Inverse Kinematics tool
00:00Inverse Kinematics, or IK, works in tandem with the drawings you have set up in hierarchies.
00:06If you're not familiar with the term Inverse Kinematics, think of it this way:
00:10If I pull on your hand, your arm and your body will follow.
00:14Now, what we're going to do here is take a look at the right arm because I do have that
00:20set up in my hierarchy.
00:23To see the inverse kinematics, you have to do two things.
00:26One, turn on the Inverse Kinematics tool, and two, you're going to turn on the Animate button.
00:33Now, we're not going to animate anything at this point, but in order to see this work,
00:39you do have to have that button turned on.
00:41So what I want to do is select the right upper arm in the timeline, and because it's set up
00:49in the hierarchy, it's going to grab everything there, and what you're seeing here are the bones.
00:54Now, these are already set up. We didn't do anything extra.
00:59In order to actually make this work, you're just going to simply click, and you can start
01:05pulling the different parts of your character.
01:10I'm just moving the arm at this point, or I can just come up here and move the hand,
01:20so it's kind of brushing his hair a little bit there.
01:26So the way this works is it's like everything is connected.
01:35Just like it is in real life except if we're breaking a joint there.
01:38Now, he's loving his lovely hair.
01:44But the point is you can just kind of move and do your animation this way versus the other way,
01:52which is--I'm going to turn off the Animate for a moment here--which is using your keys
01:59like doing Shift+B, moving down the hierarchy and then pressing letter B and moving up the hierarchy.
02:13Now, as for me, this is my preferred method, but IK definitely, definitely a powerhouse
02:24of a tool, and you can get a lot accomplished with that.
02:30IK is optional, but that being said, there are massive advantages to adding it to your production pipeline.
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9. Animating Your Character
Motion keyframes vs. stop-motion keyframes
00:00There are two methods to create keyframes in Animate, motion keyframes and stop-motion keyframes.
00:06With motion keyframes, you can set a starting keyframe and an ending keyframe and Animate
00:11interpolates or tweens of frames in between the two keyframes.
00:15In contrast, with stop-motion keyframes, you will create the beginning and ending keyframes,
00:21as well as all the frames in-between.
00:23Now, we have two examples here of Stick Dude Bob's arm.
00:27On the bottom, we're using motion keyframes and then on the top, we're using stop-motion keyframes.
00:32So I'm going to stop this, and we're going to take a closer look at this.
00:36Zoomed in here on my timeline--let me just go ahead and do Command+Equals--
00:40I'm going to turn off our stop-motion layer for a moment, and we'll take a look at the motion tween layer.
00:47Each time you see these rectangles here, these are keyframes that have been set and the long
00:53little arrow in between of these keyframes is where Animate has tweened the animation
01:00for us, so if I select this first keyframe, we'll take a look here, and the arm is at this position.
01:08The next keyframe, the arm is bent in this upward position, all of the frames in between
01:14this were automatically created by Animate, and this is set by default, this is your motion keyframes.
01:22Now, in contrast, let's turn off our motion keyframe, let's go to stop-motion.
01:26We have keyframes on our stop-motion keyframe layer. If we move from this keyframe to the
01:32very next frame, there is no change because we have not set any type of tween here.
01:38So we'll go to the next keyframe, and again, you're not seeing any arrows here.
01:41There's no tweens.
01:42So any movement is happening strictly via keyframes, and each one of this is set manually.
01:51You are not limited to just doing stop- motion keyframes or motion keyframes.
01:57You can use a combination of the two and even on the same layer.
02:01The way you would do that, first and foremost, you would want to turn on your Animate button.
02:05You could select any frame that you want to do this on and using your timeline toolbars,
02:11you can set a motion keyframe or set a stop-motion keyframe.
02:16To use either motion keyframes or stop-motion keyframes, you'll be animating at that point.
02:21Your Animate button does have to be turned on. To toggle your entire movie or your default
02:27setting from stop-motion to motion keyframes,
02:31you simply go to your menu, go to Animation and come down, and you'll see the command Stop-Motion Key Frame.
02:36Now, right now this is not checked, which means we are in motion keyframe mode.
02:42Now, if this were checked, we would be in a Stop-Motion Key Frame mode.
02:47So whether you use motion keyframes or stop- motion keyframes or a combination of the two,
02:52setting and adjusting your keyframes is a pretty simple process, and we're going to
02:56get more involved in this in the lessons using motion keyframes and using stop-motion keyframes.
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Using motion keyframes
00:00To show off the strength of motion keyframes, we're going to take Stick Dude Bob's arm here
00:04and animate it from one pose to another.
00:07We'll just set two keyframes, a beginning and an end, and let Animate fill in the tweens.
00:12The first thing I want to do is I want to adjust a few things here.
00:16I want the movie to be about 30 frames, so I'm going to select each of our layers on frame 30.
00:23I'll extend the exposure by pressing F5.
00:26I also want to adjust the length of the movie so I'm going to click the bracket here at
00:29frame 60, just drag this in to frame 30. All right.
00:33Let's move our playhead back to frame 1.
00:36Make sure once we're ready to animate, we're going to turn on our Animate button here.
00:41I also want to make sure that we are set to do motion keyframes.
00:46So we'll go to our menu, to Animation, and make sure Stop-Motion Key Frame is unchecked
00:52because what we're doing is motion keyframes, the default of Animate.
00:56The next thing we're going to do is go ahead and grab my Transform tool, and I want to
01:00select the very first frame of my upper arm here.
01:04I want to remind you of a couple of little shortcuts we're going to be using.
01:08We're going to move up and down the hierarchy of our little puppet here by either pressing B or Shift+B.
01:14Now, we had the entire hierarchy selected, so I'm going to move down the hierarchy by
01:19pressing Shift and the letter B. So I move down to the lower arm.
01:24If I press Shift+B again, I go to the hand. To go up to hierarchy, I'm pressing just B.
01:29Now, there are two ways of setting keyframes once you're working.
01:33You can either manually do this by pressing F6, and you'll notice there is a hierarchy
01:38frame on my upper arm. I'm going to undo that, Command+Z.
01:42The second way, if your Animate button is turned on, and you move anything on your camera
01:48view, we automatically have a keyframe set. I'm going to undo that. Let's do Command+Z.
01:55What I want to do is manually set these on each frame.
01:57Let's select all three frames on frame 1, and I'm going to insert a keyframe, F6.
02:02I'm going to rotate my arm a little bit, and let's do Shift+B.
02:07What I want to do next is select my upper arm on the timeline, and let's do Shift+B,
02:13then we're going to rotate the arm a bit.
02:17Shift+B again, and we're going to rotate the hand.
02:22What I want to do is have this change by the time it gets to frame 20. All right.
02:27So I'm going to select the upper arm in my timeline, and I'm going to rotate the arm
02:33down, maybe about right here. I'll press Shift+B again and rotate.
02:37Now, if you notice, each time I'm doing this, we haven't actually rotated the hand
02:43yet, but each time I'm doing this, we're noticing there are these arrows of tweens that are showing up.
02:49So we'll do Shift+B one more time. I'm going to rotate the fist.
02:54What I want to do now is make sure we have this set to Loop.
02:59Now, I'm going to click Play. Actually, let's turn this off.
03:03Let's just click once so we can see this a little clearer.
03:09I do want to over-exaggerate this a bit. I'll select the upper arm.
03:13Let's do Shift+B again, and let's bend this a little more. Okay, that's better.
03:21Let's do Shift+B one more time and pull the fist back a bit. It looks good. We'll play this.
03:32Now, we only have two keyframes, and we've allowed the computer to set the other tweens for us.
03:39A couples of things, we can move this and actually speed this up a bit.
03:44Let's bring this down to maybe about frame 12, and we'll play this again to the Animation sped up.
03:54Last but not the least, the hand we're using is actually a symbol we have set up, and this
04:00is from our drawings earlier where we created the rock, paper, scissors.
04:06So what I can do is when the hand comes down here to this very last frame, what we can
04:13do is actually change what the hand pose is.
04:16So I'm going to select this last frame right after the keyframe on our hand layer here.
04:23I'm going to use my bracket keys so I can use one of the other drawing substitutions.
04:27So I'm going to press the bracket. There is a paper.
04:32Press bracket again. Ah, there are the scissors.
04:35Maybe we'll even rotate this up a little bit. Click once to deselect that. Let's play it now.
04:43All right. Now, I did cheat a little bit. If you notice, I did add another keyframe here.
04:50That's mainly because we moved where the scissors are, but I want to keep my word.
04:56I said we're only going to do two keyframes here.
04:58I'm going to copy or cut this keyframe. Actually, we'll just do it this way.
05:03We'll just click here, and we'll drag this keyframe right on top of the other keyframe,
05:08and that's going to overwrite it.
05:10So we have a keyframe at frame 1, keyframe at frame 12, and there is our animation.
05:16Now to push this farther, you can add additional keyframes between your starting and ending
05:20points and make adjustments to the poses that Animate created for us.
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Using stop-motion keyframes
00:00Now, with stop-motion keyframes, we will be setting Stick Dude Bob's arm in a different
00:05pose for each frame, but we're going to be doing that manually.
00:09So what we're going to do to start this is I'm going to set our timeline to about 30 frames.
00:15I'm going to select all three layers--the arm, the lower arm, and the hand, and I'm just
00:21going to hold down my Shift key to do that, F5 to extend this.
00:25We're going to shorten the moving when I click on a bracket here just drag it down to frame 30.
00:30Let's go up to our menu.
00:32Let's go to Animation, and we want to set this to Stop-Motion Key Frame.
00:36Now, by default, Animate has this set up to do motion keyframes which would handle all that
00:42we enforce, but for this lesson, we're going to be setting all of our keyframes and a
00:46couple of the tween frames, we're going to set that on our own.
00:49Now, so I'm going to turn on my Animate button. In order to use stop-motion keyframes, or
00:55motion keyframes, Animate has to be turned on and select my Transform button, then move
01:01my playhead at to frame 1, and I want to select the upper arm.
01:04Now, I'm just going to remind you a few little shortcuts. We're going to use B and Shift+B
01:10to move up and down the hierarchy of our arm here. A little much, right now the entire hierarchy is selected.
01:15So for now, we'd actually moved down the hierarchy and press Shift+B, and now the lower arm and
01:22the fist is selected. We'll do Shift+B again and just the fist is selected.
01:27To move back up the hierarchy, we'll press B, press B again.
01:30When the Animate button is turned on, any movement that we create at this point--if we start
01:36doing a movement--will automatically get a keyframe here.
01:40I'm going to undo that Command+Z, Ctrl+Z on PC.
01:43I personally like to set my keyframes at least in the very beginning.
01:46So I'm going to select all three layers here, the hand, arm, and the upper arm.
01:51I'm just going to hold down my Shift, and we're going to insert a keyframe, let's do F6, and
01:57now I'm going to rotate this up a little bit, and let's do Shift+B to move down the hierarchy,
02:04and let's select our upper arm to start working on our hierarchy.
02:08We'll do Shift+B to move down the hierarchy a little bit.
02:13Let's bend our arm back, and let's do Shift+B again.
02:17The next thing we're going to do, I think by frame 20 is where I want our next movement to happen.
02:24I'm going to simply select my upper arm here. Just rotate this down.
02:31You notice we'll get an automatic keyframe there, and let's do Shift+B to move down our
02:36hierarchy, Shift+B one more time. There's no arrows. There's no tweens.
02:43We'd go from one keyframe immediately to the other keyframe.
02:48What you would have to do if you're using stop-motion keyframes, all the frames between
02:53those keyframes, you would have to manually set.
02:55We're going to do that, and we're going to use our Onionskin to kind of help us out here.
03:00I'm going to turn Onionskin on in each layer.
03:03I'm going to select all three of my layers somewhere between here, and I want to go ahead and rotate the arm.
03:10Right now, it looks like we can only see one of the keyframes.
03:13I think I want to see both of them, so I'm going to adjust my out point for the Onionskin.
03:19So, now it shows us where the other arm is. So I can rotate this a little bit.
03:24I'm going to select the upper arm.
03:26Let's do Shift+B, and we can rotate the handle over that way, and let's do Shift+B again and rotate that.
03:36So now we have three keys, and we would just keep doing this until the animation is smooth enough to our liking.
03:46Now, the other thing I want to do is I do want to speed this up a bit, so what I can
03:51do is simply take the keyframes.
03:52I will hold down my Shift key and select all three layers of keyframes here.
03:58Let's drag this back, and I'll take all three layers of keyframes at frame 20 and drag it
04:04back to about frame 12.
04:05I'm going to turn off our Onionskin, so I'm going to click right here, and let's go ahead and play this.
04:15That's pretty choppy.
04:17So I will just restart doing this going in between each one of those frames and cleaning it up.
04:22Then last but not the least, what I want to do is show off the fact that we are using
04:27our rock, paper, scissors hand here.
04:29So, I'm going to select the hand in the very last keyframe, and I'm going to use my bracket
04:34keys just scroll through the other hands, so I'll press my Right Bracket key once.
04:39There's the paper, and twice, there's the scissors.
04:44That didn't have to be done on a keyframe. I just noticed there's a little line here,
04:48that's where we've actually changed up the drawing.
04:52We'll talk more about this in the lesson Pose to Pose Animation, but basically we have our
04:58keyframe at the beginning.
04:59We have a keyframe at the end, but this middle keyframe is referred to as the breakdown.
05:06We'll be discussing this further in Pose to Pose to animation.
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Pose-to-pose animation
00:00Pose to pose animation is one of the easiest ways to animate.
00:04You basically set a beginning and ending keyframe, then set the breakdown--or middle frame--
00:11then add tweens as needed on either side of your breakdown frame.
00:15The way I like to explain it is, you're learning a new way to count. For a 5-frame animation
00:20instead of counting 1, 2, 3, 4, 5, you would count 1, 5, 3, 2, 4.
00:27Now, in this lesson we're going to take Stick Dude Bob here, and we're going to take him
00:32from a sitting position to a standing position.
00:34We're going to adjust our timeline, let's just do 30 frames here, and I'll select all
00:41of our layers on frame 30, and let's extend these frames. Let's do F5.
00:48The next thing I want to do is we are going to be using our motion keyframes, so I want
00:53to make sure that option is turned on.
00:56Let's go to Animation in our menu, and if you have Stop-Motion Key Frame checked, let's
01:01uncheck that, and let's go to our frame 1.
01:04I'm going to turn on my Animate because whether you're using stop-motion or motion keyframes,
01:11you have to have your Animate button turned on, and I'm going to select my Transform tool.
01:16We are going to take Bob from a sitting position to a standing position, and I know what you're
01:22thinking, Bob has no arms. It's not important right now.
01:25We just want to focus on him standing up. So, it's going to be no-arm Bob for a bit.
01:31Let's go ahead and set keyframes on our very first frame here.
01:36Now, our box isn't really going to be doing any animation, so let's go ahead and just
01:40select everything except the box.
01:43All our layers are in frame 1, and let's insert keyframe, F6.
01:48So this is our first position.
01:50This is frame 1, so again, with our count we are doing 1, 5, 3, 2, 4, so we just did frame 1.
01:58We're now going to go to frame 5, so we're setting what's going to happen at the very end.
02:05What should it look like in the end?
02:08So I'm going to select one more frame to a keyframe, and let's do F6, and by this frame,
02:16Bob should be standing up.
02:17I'm going to select my calf, which is going to grab the foot also.
02:21Let's rotate that a little bit. We're going to move this around and down a little bit.
02:26Now the cool thing with Animate is I can actually get away with doing this. It's not going to freak out on me.
02:32So now select the thigh, bring that straight down, and let's hold down our Shift key, let's
02:39grab our torso and place Bob about where he should be.
02:46Just so I don't have to really estimate this, let's go ahead and turn on our Onionskin,
02:53and I'm going to hold down my spacebar just to see where his feet are. Looks like we did something weird there.
03:01So we have met the very first frame and the fifth frame, he is actually standing up.
03:07Let's move his feet down just a little bit.
03:12Looks totally weird, but we've only done frames 1 and 5.
03:15Now get in the count, 1, 5, 3, 2, 4, so 3 is the next frame we're going to work on.
03:22This is what's referred to as the breakdown frame.
03:27Now, in case you're not noticing how am I sure exactly what frame I'm on, just look right
03:31up here, and it tells us we're on frame 3.
03:33I'm going to hold down my spacebar just to adjust my view here but frame 3. Let's select all of our layers.
03:41I'm going to insert a keyframe, F6, in our Camera view.
03:46I'm noticing that Bob drops down a bit here, so let's try to match up the feet there a little.
03:52One of the things I think that should happen here, Bob's not going to be able to stand
03:56straight up, so I'm going to take his torso.
03:59I'm going to rotate that down a bit, so he's got a little bit of oomph to get up.
04:05Maybe rotate his head a little bit.
04:07Now, what happens now is we go from frame 1 to frame 3 to frame 5.
04:14That's not too bad looking, but there are still these little jumps here, so we did keyframe 1,
04:20keyframe 5, and then we did our breakdown which is 3, and what we're going to do now is 2.
04:27Frame 2, which is our in-between of frames 1 and 3.
04:32So the only frames we really need to see-- I'm going to adjust my Onionskin--the only
04:37frames that we really need to see are frames 1 and 3, just to know what movements we need to do.
04:45So we can see right here in the red that's what frame 1 is and then the green, that's what frame 3 is.
04:52I'm going to make a few adjustments here.
04:54I'm going to rotate his legs a little more, bring this back a little more.
05:00I'm just holding my Shift key and selecting more than one piece at a time, okay,
05:06and I think I want to rotate his head a little more down.
05:13So we're just looking at these three frames right now and make sure we're not doing anything weird.
05:20Let's see. I'm going to adjust where his feet are. I don't want him bouncing too much there.
05:29The last but not the least, I'm going to make sure we have our keyframes each time we are making movements.
05:38Go ahead and zoom in here, and I'm going to do Command+Equals, and because I have my timeline
05:44active, that's what I'm zooming in on, and let's make sure we have keyframes in each
05:48one, and let's go to frame 4.
05:52I'm going to adjust where my Onionskin is for a moment here.
05:56Let's move our playhead to frame 4, so to see what our animation and frame 4 should
06:02look like, we only need to really see frame 3 and frame 5.
06:07So this is ending our count, we did 1, 5, 3, our breakdown, then we did what's between
06:121 and 3, which is frame 2, and now we're doing what's between frames 3
06:17and 5, which is frame 4. So we'll set a keyframe here, F6.
06:25It looks like Bob's feet drop below our line here.
06:29So we're going to bring that up first and foremost, and I think I want to have his head
06:35a little bit more bent and he'll finally get to normal in a minute.
06:40So I'm just scrubbing here. It doesn't look too bad.
06:45This is not our complete animation.
06:46I'm going to turn off our Onionskin and just click once on the stage.
06:51If we play this right now, it is running extremely fast.
06:54That is not what we want, but what we did was we set our key poses, and because we're
07:00using our motion keyframes, what I'm going to do now is select frame 2, and I'm going
07:07to select that on all of our layers and then hold down my Shift key and select frame 5
07:12so that's grabbing all the layers. I'm going to extend this out a little bit, okay.
07:17So I'm going to pull this out to about frame 6, and I'm going to select the next group
07:23of keyframes and pull it out a little bit to about frame 10.
07:29I'm randomly picking numbers at this point, but the bottom line is I want to stretch
07:33out this poses, and because we have on our motion keyframes, Animate is going to be
07:40handling all of the tweens there.
07:42So we're no longer going to have Bob jumping up quickly.
07:45It's going to actually be a pretty nice subtle movement.
07:48So I'm going to click once in this stage, do you select everything?
07:52Let's go ahead and play this, and there we have Bob going from one pose to another.
07:58Now that's pose to pose animation.
08:00It may sound confusing, but you have to try it a couple of times.
08:03So we just count on 1, 5, 3, 2, 4, and then once those poses were set, then
08:10we started spacing the poses out and let Animate tween those for us.
08:15One of my favorite practices for pose to pose animation is to complete all key poses on
08:21the first pass, the breakdowns on the next pass, then take as many passes as needed to
08:27complete the tweens and any cleanup work. Now, how many passes does it take?
08:32Only as many as it takes to look right, or budget and time allow.
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Straight-ahead animation
00:00Straight ahead animation can be one of the more difficult ways to animate.
00:04When we went to our pose to pose lesson, we talked of a way of setting up our keyframes
00:09as 1, 5, 3, 2, and 4 as the order that we should try to follow them.
00:17Straight ahead animation follows a more traditional count, where you're going to animate frame 1
00:21then frame 2, then frame 3, and so on, and so on.
00:25Now, though straight ahead animations can be difficult,. I do want to show you a couple
00:29of tips on how you can make it work for you using Toon Boom Animate.
00:33So, lets go ahead and get started here. One of the first thing we're going to do is we're
00:37going to extend this movie up to about frame 30.
00:41We'll extend this by doing F5, and I will shorten our movie. I'm going to click our
00:46bracket from 60, bring it down to about frame 30 there.
00:51I want to make sure that we're set up for motion keyframes, so go to Animation
00:58in our menu, make sure Stop-Motion Key frame is not selected, okay?
01:02And to warp ahead to frame 1. And we're going to turn on our Animate button.
01:08In order to animate at all, whether you use stop motion keyframes or motion keyframes,
01:13you want to make sure your Animate button is turned on, and let's go ahead and select transform.
01:18Okay, now I want to set a keyframe for each one of our layers, pretty much except for the box,
01:25because the box isn't go to move on us.
01:27So, we'll select a very first frame on the Head layer.
01:31I'm going to hold down my Shift key and select the right thigh layer and insert a keyframe, F6.
01:39With pose to pose animation we'd do a key from frame 1, then frame 5 then 3 and 2 then 4.
01:48With straight ahead animation, we just set a keyframe at frame 1. The next thing we're
01:53going to do, we are going to set the keyframe at frame 2.
01:56So when I hold down my Shift key, make sure all of my layers are selected, and let's enter the keyframe, F6, okay.
02:03Now, what I want to do next, we have--all of Bob is selected right now, and we see the
02:08pivot point is right at his hip.
02:12I want to bring that actually down to his foot there for a little bit.
02:16And I want to rotate the body as a whole. I'm going to bring just his torso and head down a bit, okay.
02:23I'm going to just kind of check my first frame there and see what's happening.
02:30Now his foot's rocking a little bit too much, so let's select the foot, and we'll make that
02:36more just to flat foot there.
02:45The next thing we do is frame 3; we'll select all of our layers in frame 3.
02:51I'm just going to hold down my Shift key and select all of these.
02:54So let's insert a keyframe on frame 3, F6, what I want to do now is we're going to
03:03rotate him a little bit more. So, select the torso and the head and the leg.
03:09I'm going to bring the pivot point down to his ankle again, rotate this forward, and
03:19start bringing him up a little more and bend the legs out.
03:26Now, to make sure I know what happened in previous, I want to go ahead and turn on my Onionskin.
03:31I want to make sure that his feet aren't getting too far away from us, click on the thigh,
03:37hold down my Shift key, and then click on the torso here.
03:46It's not too bad. I think I do want to rotate him a little more forward, though.
03:52So we'll take--let me undo that really quick. Didn't want to move the whole body just move
03:55it to the pivot point.
03:56Take the pivot point pretty much down to his feet, and we'll rotate Bob a little more ahead.
04:08Now, we're going to frame 4.
04:09I'm going to hold down my Shift key and select all of our frames here and insert a keyframe, F6.
04:16Now, Bob should almost be standing up. We've only got one more frame to go here.
04:21Let's bend his legs here, I'm going to rotate this leg back a little bit, and I'm going
04:29to hold down my Shift key, grab all of Bob here and rotate him.
04:34And using our Onionskin, we can kind of see where he is now. He shouldn't be standing
04:38up just yet, so we got to correct something here.
04:41So, this is one of the reasons why it becomes a little more tedious.
04:46It can be done, just a little more tricky than doing pose to pose animation.
04:53I'm going to rotate him down a little bit.
04:58All right, hold down my Shift key, grab that thigh, and just place his feet down here at
05:04the bottom, and let's move our pivot point down so I can rotate this
05:10and make sure he doesn't look like he's about to fall over, which he currently does.
05:15Let's rotate his foot back with a little bit. Okay, that looks a little better.
05:29I'm going to hold down my Shift key, and the last frames, or frame 5,
05:38we'll insert keyframes, F6, and Bob should be pretty much standing up right now.
05:45He's just standing up straight.
05:52Let's rotate him. I'm going to bring the pivot point down to the back of his foot here.
05:57Okay, looks pretty decent. Let's rotate the foot down a little bit.
06:05Okay, not too bad, all right.
06:07Now, we're not done by any means. Of course, if we try to play this right now, Bob is extremely fast.
06:13So, what I want to do--and the reason that we set this to our motion keyframes is I'm
06:20going to select frame 2, on our right thigh layer, hold down my Shift key,
06:26and what I'm doing is selecting frames 2 through 5 on all the layers and pull this
06:34over maybe about 3 or 4 frames, okay?
06:39This is just going to let the computer start tweening those for me.
06:44And now I'll grab our next set of keyframes and pull those over 2 or 3 frames, and
06:50I'm just randomly doing this just to make sure that all the keyframes aren't bumped
06:54together and Bob isn't popping up really quick.
06:58Grab this last set of keyframes and pull this out.
07:02And the beauty of this is if you think, okay well, it's either moving too fast or moving
07:06too slow, you can grab the keyframes and just slide them back and forth on your timeline until it looks right.
07:13All right, so now let's play this. Okay, and it looks pretty decent.
07:18The straight ahead animation is difficult. It does have some advantages over pose to
07:24pose animation in that it has more of an organic feel to its movement, versus a more planned or posed movement.
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Creating pegs
00:00Wouldn't it be cool if we didn't have to keep selecting several layers every time we wanted to set a keyframe?
00:06I mean, there is the head layer, the torso, the thigh, layer after layer after layer,
00:12you get the picture. That's where pegs come in.
00:14Peg is a term taken from traditional animation where pre drilled sheets of animation paper
00:19were attached to drawing and animation tables via pegs.
00:24In Animate, we'll attach all the layers of our character to a peg, then we can set our keyframes
00:29via one layer, our peg layer. What we're going to do at this point,
00:34we're going to still take Bob from his sitting position and move him to a standing position,
00:40and we're going to do this over 30 frames.
00:42So select on all of our layers, frame 30, and let's go ahead and extend that.
00:47Let's do F5, let's move our bracket down to 30. So our move is only 30 frames along.
00:55All right, and the next thing I want to do is make sure we're set for motion keyframes,
00:58so let's go to Animation, in our menu and make sure Stop-Motion Key Frame is not selected.
01:05We're going to move our playhead back to frame 1. What we're going to do now is add a peg layer, okay?
01:13So, there's two ways you can do this on the timeline, you can simply click the add peg
01:19button, or you can go to the plus sign and add a peg here.
01:23So I'm just going to add a peg and just drop the peg down at the bottom here, and what
01:27I'm going to do now is select all of the layers of our character.
01:31I'm not going to select the box, so I've got the right thigh, I'm going to hold down my Shift
01:35key, select the head layer, and I'm going to drag all of these directly on top of the peg layer.
01:41You will notice that this vertical line here is going to mean that all the layers I'm selecting
01:46are going to be child layers under the parent layer, which is the peg.
01:50So, that's all there, and now I'm going to collapse this, and let's change the name of
01:56our peg, and we'll call it Bob_peg.
02:01Let's go ahead and turn on our Animate button, and let's set our transform button on, and
02:06we'll select the very first frame.
02:09And let's set a keyframe, F6, and we'll set a keyframe at frame 5, let's do F6.
02:18And we'll do this as we did in our pose to pose lesson.
02:22We're going to have Bob stand up by frame 5.
02:25So, I'm going to move my pivot point down a bit and rotate Bob a little bit here.
02:32And just grab his foot, kind of keep it straight.
02:37Just rotate a bunch of pieces here.
02:42I'm going to hold down my Shift key, so grab all of Bob and rotate him.
02:52Place him about where he should be. Let's fix that foot again. Looks like he's standing pretty decent.
03:07Just adjusting a few pivots here, all right, now we'll got to frame 3.
03:15And note, I'm not adding any keyframes at this point because we have our Animate button
03:19turned on, and we're using our motion keyframes, and we're using a peg.
03:24I'm not having to go and constantly set different keyframes.
03:30So I'm just rotating pieces as we go.
03:44Bob is bending over a little bit more. I'll just bring his head up.
03:55Very interesting position, okay, and just set this last frame here.
04:08This last little keyframe at frame 4, so let's just check this out, he's just going
04:16to pop up until we decide to space this out a little bit more.
04:21So, again, I'm just doing this from one frame now.
04:24Everything is hidden, if you will.
04:26All of our animation and selecting all the different keyframes is happening, but you
04:33don't have to worry about selecting multiple frames and figuring out if things are moving around or not.
04:39We're just doing this via the peg.
04:41Now, the really cool thing about pegs is you're not limited to just one peg per character.
04:46In our lesson creating a walk cycle, we're going to work with nesting pegs.
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10. Creating a Simple Walk Cycle
Adding your character to a peg
00:00Now in the lesson of animating your character, we attached good old no-arm stick dude Bob to a peg.
00:05And quite frankly, that wasn't too difficult because we only had five layers.
00:10Well, for this lesson, Bob is new and improved with both right and left arms as well as both legs.
00:17But the cool part is the steps to add them to a peg are the same.
00:20I just want to go over a few tricks to help you work with more complex characters.
00:25One of the first things I'm noticing here with Bob in our chapter creating patches and
00:31working with Z Depth, we did a few things like moving forward the fills of part of the character.
00:38Now, you can kind of see this.
00:39I'm going to zoom in here, let's do the Command+Equals, and you can see we have some artifacts of that.
00:45The left arm, which is filled with the translucent white, is actually showing up in front of parts
00:52of our right side or the blue side.
00:54To show this more exaggerated, I'm going to grab my Transform tool here and then select
01:00on all of our layers, hold down my Shift key, and we can see exactly where this part of
01:06the fill is actually in front of the right side of the body, which it shouldn't be.
01:11That's actually to be kind of hidden.
01:13We're going to make a few changes here and adjust our Z Depth.
01:15So I'm going to click once on our camera view to deselect everything.
01:21And first and foremost, I'll go ahead and let's just zoom this out a bit.
01:25We want to make sure that our Animate button is turned off, and we have our Transform tool
01:30selected, and last but not least, we want to make sure our camera view is active, okay?
01:35And you can tell the fact because it has a little thin, little outline, a little red outline there.
01:41So I'm going to click once on Bob's head to select it, hold down my Shift key, click on
01:46the torso and just click on the upper arm. Also, I want to click on Bob's thigh here.
01:53And that should select all of that, and we can even see the arm a little more pronounced now.
01:59That's not where it should be.
02:02While the camera view is active, I'm going to hold down my Option key, Alt on PC.
02:07And on my keyboard I'm going to press down once, okay?
02:12And so now that brought the right side forward.
02:14I want to click just once in our camera to deselect, and I want to make sure that everything
02:20else is going to work fine.
02:21Now I'm rotating this back, and we're noticing another Z Depth error.
02:26And this time it's the right calf that's interfering with the hand.
02:30So, I'm going to place just right here just so we can see what's happening.
02:34What I want to do now, while the whole arm is selected, that should be the thing that
02:40is the most forward as far as our view.
02:43So I'm going to hold down Option, Alt on PC, and press my down arrow once more.
02:48And now, the arm, our right arm is forward, and it's not doing anything weird.
02:55So we got those adjustments made, and the next that we're going to go ahead and do is start
02:59setting up our movie for our walk cycle.
03:02Now we're going to do this over 40 frames, so what I'm going to frame 40 and click and
03:08drag to select all layers, okay?
03:11And we're going to extend those by pressing F5. Next, I'm going to shorten this movie.
03:16I'm going to bring your bracket right down from frame 60 to 40, and I'm going to click
03:22just once in our timeline to deselect everything.
03:26So, we're going to go ahead and add a peg.
03:30I'm going to change the name of the peg, and I'm going to call this BobWalk.
03:36Just place an underscore there and just click once.
03:41Now, I'm going to select every layer except for our peg layer, so I'll start with the upper arm.
03:47Hold down my Shift key.
03:49Select the left upper arm, and now I'm going to click and drag these directly on top of the peg.
03:55I should be able to see a little vertical line as I do, and let go of the mouse, all right?
04:00And now everything is under our peg. I'm going to collapse the peg just to make sure.
04:05I'm going to click to deselect everything, and the next thing we're going to do, let's
04:10go ahead and zoom out a little bit.
04:11Command+Minus, and I want to go ahead and give Bob something to walk on like a floor.
04:16I'm just going to deal with just a single little line, so I'll add a drawing layer.
04:21I call this something complicated like floor, and let's get our line tool.
04:28And I'm just going to hold down my Shift key and click and drag out the line.
04:32Now holding the Shift is allowing me to do that straight line without this going all
04:36over the place, let go of the mouse, let go of the keyboard and make sure this is actually an all 40 frames.
04:41So I'm going to click and drag this back to frame 1, select frame 40, and let's extend
04:46this by pressing F5. We have that set up.
04:51We can expand and collapse our peg layer as well as expanding and collapsing any of the
04:58layers that are here. And that way we can actually show our hierarchy.
05:04And even though the floor is above, because we've done a lot of work, working with our
05:10Z Depth, the feet are still showing up in front of that.
05:14In spite of that, I'm still going to bring the floor one layer below, because I want
05:18us to concentrate just on Bob's walk here. See? That wasn't too hard.
05:24Just remember, pegs are not locked in stone, and neither are your layers.
05:28Hide them when needed, collapse and expand them and keep your layer names short and to the point, but sensible.
05:34Cute layer or peg names won't be too helpful if you have to revisit a project or file several months down the road.
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Animating the legs
00:00Creating a walk cycle's pretty much the most difficult thing to do in animation. What do I mean by this?
00:06I mean that jobs have been won and lost over the ability or inability to create a convincing walk cycle.
00:13What might be considered to be the hardest part of the walk cycle is animating the legs, but it's okay.
00:19I'm here to hold your hand and walk you step by step as we work on animating these legs.
00:24Now this is not the only way nor the best way to do a walk cycle.
00:29It's just a way that works for me.
00:31That being said, walk cycles are basically two poses, then a repeat of those poses with
00:36the arms and legs reversed.
00:38All right, so we have Bob here, and we're go to and start working on our walk cycle.
00:43What I want to first do is make sure we're going to collapse our peg.
00:46I want to make sure that we're using our motion keyframes, so let's go up to animation and
00:53make sure that Stop-Motion Key Frame is unchecked, which we're good.
00:56Let's go ahead and turn on our animate button and grab our Transform tool as well.
01:03Let's go ahead and lock our floor to keep us out of trouble, and we'll select frame
01:08one of our peg layer, and we're going to insert a keyframe. Let's do F6.
01:14I'm going to click on our camera view just to deselect everything.
01:19There are two poses that we're going to be working with.
01:22The first one, the legs are going to be doing kind of an upside-down V, if you will.
01:27So I'm going to click the right thigh, and because of our hierarchy we've basically select the entire length.
01:33I'm going to move this forward a bit, and then I'll click the left thigh.
01:37Rotate that back a bit, okay?
01:40And this is looking a little bit stiff, so I'm going to select now the right calf.
01:45I'm going to bend this down a little, and let's select the left calf, and we'll bend that as well.
01:50I'm going to start using a little bit of our hierarchy here, and I'm going to press the
01:55letter B to move up the hierarchy. So, I'll select the left thigh by doing that.
02:01Let's rotate this down a bit. And I think we'll rotate the right up a little.
02:06All right, so that's not too bad, but what I want to do now is I want to move Bob--the entire body.
02:12I'm going to move it down. So select the first keyframe here, frame 1, and I'll move my cursor
02:19up into the camera view.
02:21I'm just going to use my down arrows and press down just so the heels are touching our floor.
02:26What I'm going to do next is we're going to work on the second pose.
02:29I'm going to select frame 10, and I want to insert a keyframe.
02:35Let's do F6, and this one is going to be pretty much kind of a relaxed figure 4.
02:40Going to click and deselect everything, and I'm going to grab our right leg here and pull
02:46this back quite a bit.
02:48Going to hold down my Shift key, and let's move down the hierarchy.
02:50I'm going to press B once that goes to the calf.
02:53Press B again, it goes to the foot, and we'll rotate the foot, so let's flat end with the foot being flat.
02:59I'm going to select keyframe here, and with my cursor up into the camera view.
03:04I'm going to move Bob up a little bit there. Now, I'm going to deselect everything.
03:10Click on the left thigh, we're going to rotate this forward a bit, and this is where we're
03:14going to do that little relaxed figure 4.
03:17So, everything selected I'll press Shift and the letter B to get to the calf in the foot.
03:22I'm going to rotate this back a bit, and so there's our 4.
03:26So that's like straight line down and then we have this little zig-zag there.
03:30Let's do Shift B one more time. I'll rotate the foot just a little bit.
03:34So, basically, a Walk Cycle has two poses. It's this first pose, and it's this second pose.
03:40The rest of it, it's going to be reversing these poses so that's what we're about to do.
03:45I'm going to show you a little trick to get this done.
03:48I'm going to select frame 1 and the first thing we're going to do is we're going to reverse this pose.
03:54So we'll copy this keyframe, Command+C, Ctrl+C on PC, and we're going to select then frame 2, all right?
04:01And we're going to paste this, Command+V,
04:05Ctrl+V on PC, and I'm going to turn on my Onionskin, and I'm adjusting the in and
04:10out of our Onionskin, I don't want to see a lot, I just want to see two frames, frame 1 and frame 2.
04:17I'm going to I click once in our camera view just to deselect everything, what I want to do is the right leg.
04:24We're going to make it look like the left leg, so I'm going to click right here on the right thigh.
04:30I'm going to rotate this backward, and let's adjust this a little bit.
04:34Let's do Shift+B and move down our hierarchy, going to rotate that leg back a little bit,
04:39do Shift+B one more time and bring the foot forward a little bit.
04:44Now, what we're going to do is make the left leg match what the right leg was doing previously.
04:50And this why we turned on our onion skin, so we can see what's happening.
04:55But here's our problem, how are we going to reach our left leg, because you know the right
04:59legs covering it up perfectly right now? So this is where our expanding comes in.
05:04Let's expand our peg, all right, and we're going to turn off for a moment.
05:08We're going to turn off the right thigh hierarchy.
05:12And once we've done that, we can now see the left leg.
05:15We'll click here, and we're just going to rotate this forward for a moment.
05:19Just a little bit extreme, and we're going to turn back on the visibility of the right leg.
05:24Let's go ahead and turn on the right thigh.
05:26Okay, and so now we can see where the right thigh was previously.
05:31So rotate this left leg down and do Shift+B and move down our hierarchy so we can select
05:36our calf with that forward, Shift+B again, and we have our foot.
05:42And I think that's pretty decent about right there, maybe move this a little.
05:48We have frame 1 and frame 2.
05:50So the only thing is the reverse of these. We're not doing the hand yet, just the legs,
05:55so we're doing a reverse. I'm going to collapse our peg, select frame 2.
06:01We're going to copy this keyframe, Command+C, Ctrl+C on PC.
06:04Now, what we're going to do is delete the keyframe.
06:08Not the frame just the keyframe, okay?
06:10So in order to do that, we're going to hold on our Shift key and press F6. We are now
06:16going to take that copy that's in our clipboard, and we'll select frame 20, and we'll go ahead
06:22and paste this, Command+V, Ctrl+V on PC.
06:25We're going to do the same thing with the figure 4 pose.
06:30Let's go to frame 10, we're going to copy this keyframe, Command+C, Ctrl+C on PC, select frame 11.
06:39We're going to paste this, Command+V, Ctrl+V on PC, and we'll do the same thing and start reversing the legs here.
06:46So I'm going to click once in our camera view to deselect, then I want to click once on
06:51our right thigh, and let's rotate this forward.
06:54And we'll go down the hierarchy, Shift+B, and let's bend the calf backward and go down
06:59the hierarchy one more time, Shift+B, rotate the foot down.
07:02I'm going to make a little adjustment here. Let's do press the letter B, move back up.
07:07We are just going to adjust our calf there a bit.
07:10All right, so that's set, and we're now going to expand our peg, and we'll turn off our
07:15right thigh for a moment, the right thigh hierarchy, turn off that whole leg, and we'll select the left thigh.
07:24And let's just go ahead and do Shift+B, move down a bit here to the calf and rotate that out.
07:29Press B again, and I'm going to bring this up for a moment there.
07:34We'll turn back on the visibility of our right thigh, and now we see exactly what the left leg should be doing.
07:42So we'll rotate this down, and let's do Shift+B, so we just have the calf, and we'll bring it back a bit.
07:49And Shift+B again, so we have the foot, and we'll flatten that out.
07:53Let's collapse our peg, and we're now going to copy our keyframe with frame 11.
07:59Let's copy this, Command+C, Ctrl+C on PC.
08:02We're now going to get rid of the keyframe, not the frame, just the keyframe.
08:07So we'll do Shift+F6.
08:10We'll select frame 30, and we're going to paste the keyframe that's now in our clipboard, Command+V, Ctrl+V on PC.
08:19And last but not the least, because this is a loop, frames 1 and the last one of our animation,
08:25frame 40, will be identical.
08:27We'll select the keyframe frame 1, copy Command+C, Ctrl+C on PC, and let's go to frame 40, and we'll paste this.
08:36And that's Command+V, Ctrl+V on PC.
08:39And I'm going to move my play ahead all the way back to the beginning here, scrub that backward.
08:44And to make sure that we're not getting any weird loop.
08:47Frames 1 and 40 are identical.
08:50Okay, now if we play this right now, I'm going to play this.
08:59There's a slight pause, and the reason that that slight pause is there is because we have
09:03two frames that look identical, and that's frame 1 and 40.
09:07We're going to temporarily alter that by changing our work space, and we're going to do that
09:13by changing the out point by clicking this little black triangle here and moving that back just one frame.
09:19So now, the work space, it'll automatically stop at 39 when we decide to loop this.
09:26All right, so let's play this.
09:27I have my loop turned on, and when I go ahead and play this, see what happens.
09:37That's not too bad, and we are going to be doing some tweaking a little bit later, but
09:41the basic walk cycle is there as far as the legs are concerned.
09:45A good way to strengthen your walk cycle animating skills is to study walks in real life.
09:51If you see an interesting walk, look to see what type of shoes they're wearing.
09:54How much of a bounce is in their step?
09:56Take video or sketch notes and try to recreate the walk with Stick Dude Bob or a character of your own.
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Animating the arms
00:00Animating the arms for walk cycle is a lot easier than animating the legs, but in no
00:05way does that mean that this should be taken lightly. Don't believe me?
00:08Let's have a quick reminder of what Bob looks like with his arms animated incorrectly or
00:14not at all actually. Okay, and this could even be worse.
00:23I mean his right arm could move back and forth, matching his right leg and his left arm matching his left leg.
00:31The bottom line is animating arms can be easy, but you can easily mess with the animation as well.
00:36All right, so let's go ahead and get started here. I want to start with our very first
00:42frame, and we're going to make sure our Animate button is turned on.
00:45Set up our transform as well.
00:48Turn on our transform button, and we'll make sure our Stop-Motion Key Frame is not checked.
00:53We're going to expand our peg here so we can see what's going on.
00:58First thing I want to do here is grab our right arm, and we're going to rotate this back a little bit.
01:03And the next thing we're going to do is something called breaking the joint.
01:06This is basically meaning we were going to bend his arm backwards in a way that it shouldn't
01:11go, but if we don't do it, the animation is going look wrong.
01:15So I'm going to move down the hierarchy by pressing Shift and the letter B.
01:19I'm going to rotate the arm back a little bit, and let's do Shift+B one more time.
01:23All right, and we'll move the hand back, looks good.
01:26Now, even though we can't see it, I'm going to do a little cheat, come down on my timeline
01:31and select the left upper arm.
01:35And because of our hierarchy it's grabbing the entire arm, and we'll rotate this forward,
01:40and let's go about right here.
01:42And let's move down the hierarchy, Shift+B, and we'll move our forearm up a little bit.
01:47Let's do Shift+B one more time, and we'll do the same thing with the hand.
01:51The next thing I want to do, you're going to copy the keyframe from frame 1 and paste
01:55them directly into frame 2.
01:57So the same thing we did with the legs and animating the legs, so we'll select the right
02:03upper arm keyframe here, which is going to grab the entire arm.
02:07So we'll copy that, Command+C, Ctrl+C on PC.
02:10Select frame 2, and I'm going to paste that, Command+V, Ctrl+V on PC, and we'll do the
02:16same thing for the left upper arm. Select the very first keyframe.
02:20Let's copy it, Command+C, and select the second frame, and let's paste that keyframe, Command+V, Ctrl+V on PC.
02:29And what we're going to do now is turn our Onionskin.
02:32I want to make sure that I can see the Onionskin on our right arm layer and our left arm layer.
02:39So it's good to make sure both of those are turned on.
02:41Now, the first things we're going do.
02:43We're going to click once on our camera view just so we can see it's going on.
02:46We're going to move the right arm, so it is matching exactly what the left arm is doing here.
02:52So, I'll click just in the upper arm, I'm just going grab the entire hierarchy.
02:56We're going to rotate this forward, and now I'm going to move down the hierarchy, Shift+B,
03:00and we'll move the lower arm, so we're going to take that up.
03:05Let's do Shift+B one more time to get the hand, clapping hands there.
03:09There is exactly what I need to have happened.
03:12Let's go ahead and do the same thing with the left arm.
03:15I'm going to select this keyframe, and we're going to match the Onionskin that we see
03:22in the previous frame here, so I'm going to rotate this arm backward, and we'll stop right here.
03:27And we'll move down the hierarchy, Shift+B, and this is us breaking the joint on the left
03:32arm, I'm going to do Shift+B one more time to get the hand.
03:37What should happen in frame 1 is we have the left arm moving forward and the right arm is backward.
03:45And then on frame 2, we actually have that reversed.
03:49Now don't get too excited. This looks like it's very wrong for the whole body, but these
03:53keys aren't staying here, all right?
03:54I'm going to copy the right arm keyframe from frame 2, Command+C.
04:00But before we move away from this frame, we want to get rid of the keyframe.
04:03Not the frame, just the keyframe.
04:05Okay, so hold down our Shift key and press F6, and now we're going to go to frame 20 of our right upper arm.
04:13We're going to select this keyframe, and we're going to paste.
04:17And now let's do the same thing for our left arm.
04:20We'll select frame 2, the left upper arm.
04:23We're just going to grab the entire left arm hierarchy, copy that, Command+C, and let's
04:29get rid of the keyframe.
04:30Hold down our Shift key, press F6, and we'll select frame 20 of our left upper arm and paste,
04:38Command+V, Ctrl+V on PC.
04:41And I'm going to scrub just to see how this looks, not bad.
04:45But it looks like we get right here and everything stops. What's going on with that? You know what?
04:50We have to copy the keyframe from frame 1 as far as our arms are concerned and paste that onto frame 40.
04:59So let's do that, and we'll select the keyframe on our right upper arm.
05:03All right, so let's copy, Command+C, Ctrl+C on PC, select the last frame, frame 40,
05:09and we'll go ahead and paste this, Command+V.
05:12Let's grab our left upper arm, let's grabs the whole hierarchy, and we'll copy that,
05:18Command+C, and let's go ahead and paste that on frame 40, on the left upper arm.
05:24Command+V, Ctrl+V on PC, we're going to move our play ahead back a little bit, and
05:29let's grab our work space there, and let's move that little triangle back one frame, just right at frame 39.
05:35All right, and so let's go ahead and play this to see what it looks like.
05:42So in animating arms, keep it simple but don't over-complicate it.
05:46There should be a compliment to the legs to the point that they're almost invisible or
05:52at the very least unnoticeable.
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Tweaking the walk cycle
00:00Now that we have our basic Walk Cycle completed, let's tweak some of the details and make this walk even stronger.
00:06One of the first things I want to take a look at is Bob's head.
00:10Let's grab this back and have my loop set to play, we're going to go ahead and play this.
00:14Before I do want to make sure that I'm not repeating with my frames.
00:19So I know frame 40 and frame 1 are the same, so I'm going to shorten our movie here just in the work space.
00:27I'm going to click my little black triangle here, just pull down, and just move that one over.
00:33Okay, and that way and my workspace is just going to stop right at frame 39, so we'll
00:39actually see a loop here. So go ahead and play. Okay.
00:43Now what I'm noticing is Bob could pretty much balance a book on his head and would be pretty good with that.
00:50Let's go ahead and change that. Let's give him a little nod.
00:52So stop, and I want to go to frame 1.
00:57Let's turn on our Animate button, and let's get our Transform tool.
01:01What I'll do first is go ahead and select Bob's head in frame 1, and what I want to
01:07do is each time, he is actually going down, I actually want his head to lean a little bit forward.
01:12So I'm going to rock that forward just a little, and the next thing I want to do is going to
01:16go ahead and expand this peg here, and let's find the head.
01:20Now I know the head is parented in the torso, so I'm going to expand the torso.
01:27And here we are, we already selected because the head is selected in our camera view.
01:32It is also selected in our pegs right here on this keyframe.
01:35Now what I'm going to do from our timeline is select this keyframe.
01:40Let's copy it, Command+C, Ctrl+C on PC.
01:42We're going to go to frame 20 and select this next frame, and this is also where Bob is
01:49going down a little bit, so we'll go ahead and paste this again, Command+V.
01:53Let's go to frame 40 which is the identical of frame 1.
01:58Select frame 40, and let's paste one more time, Command+V.
02:03All right, now I'm going to click once in our camera view to deselect, and let's play this again.
02:09So now we have Bob doing this nice little nod, and it looks pretty decent.
02:15I think we're going to push a little bit further and have his head go back the other way on
02:21some of our other keyframes, so let's stop.
02:26And what I want to do, this point here or when he's up.
02:29I'm going to click his head.
02:31I want to move it back, not as much as we moved it forward.
02:34They will come down here to our timeline and select the head, and let's copy that, Command+C, Ctrl+C on PC.
02:44And this is at frame 10, so I know the match of that is going to be at frame 30.
02:48All right, and we'll go ahead and paste this Command+V, Ctrl+V on PC, and we're going
02:54to click once in our camera area to deselect, and let's play this again. Okay.
03:05So we've got a nice nod going.
03:07Now we've been tweaking the keyframe already established, but let's add some additional
03:11keyframe to the cycle to really push this walk over the top.
03:14Now just remember when we are working on this, we can copy and paste our keyframes just to
03:19much what our actions are doing.
03:21For a 40-frame cycle like Stick Dude Bob's here, we're going to add keyframe at 5, 15, 25, and 35.
03:27So I want to show you exactly what I'm talking about here.
03:31We're going to come here to our frame count here and going to enter frame 5, and press Return or Enter.
03:39Now here's the first frame we're going to enter an additional keyframe.
03:43So there is frame 5, and the reverse or the mirror of this would be at frame 25.
03:51And then we're also going to do frame 15, and the reverse of mirror would be frame 35.
04:00Let's start with frame 5, and I'm going to collapse our peg here and select frame 5 here
04:08at our timeline, and I want to insert a keyframe, F6.
04:12Right now, the first thing I want to do is adjust how this foot is landing, so I want
04:18to flatten that out a little more.
04:21Okay, so that's frame 5, and we're also going to go to frame 25 and do the same thing.
04:27We'll insert the keyframe, F6, click one step here in our camera view to deselect, and we're
04:34going to flatten out the foot.
04:36Now, in addition to this, let's go back to frame 5, and I want to lift our left leg here,
04:43this back leg a little.
04:45So I'm going to select the calf and rotate it up a little bit, and I'm going to move
04:52down our hierarchy, hold down my Shift key, and press the letter B.
04:55So I just set the foot, rotate that a little, and let's move back up to hierarchy by pressing
05:00B, and we'll move this here, and let's move back down, let's do Shift+B.
05:07All right, now if you notice, I'm not actually going to do a copying and pasting and matching
05:14everything exactly since we already have this as set up earlier that way.
05:19We're going to add a little more of an organic feels to this, by this kind of winging it, if you will.
05:24We're going to line this up. We're at frame 5 right now.
05:28Let's check out frame 25, and we're going to do some of the same things here.
05:33I'll just go ahead and grab our calf.
05:34We're going to rotate it up, Shift+B move down our hierarchy, and then we'll flip this a little bit.
05:41And he looks a little bit off here just to me.
05:45It looks like he's leaning back a little bit, so I'm going to do something here.
05:47I'm going to rotate the foot just ever so much, then I'm going to rotate the entire body.
05:55Not a lot, just a little bit, so I'm going to bring my pivot point right down to his
05:59ankle here, and I want it to rotate just a little.
06:01Okay, now that's bothering me a little less. Okay, so that'll work.
06:08Okay, so now let's take a look at this.
06:14It looks pretty good, and last but not least, I think I want to have Bob move down
06:20a little bit more as he is actually stepping down.
06:23So he's going to have a little more bounce to his walk.
06:25So, let's taka a look at this before we change anything.
06:32All right, so you can even see that little bend I did so he doesn't look like his falling over.
06:37So what I'm going to do now is select frame 1, and I'll move my cursor up in the camera view area.
06:43I'm making sure the camera is active.
06:45You'll notice that by the red stroke around the camera view.
06:49So what I'm going to do is press my down arrow. Let's do five times, one, two, three, four, five.
06:57Okay, so it's moving down 5 pixels, so frames 1, frames 20, and frames 40 are identical.
07:05So we're going to do our move down with each one of those, so in frame 20, make sure my
07:10camera view is active, and I'm going to press right down the row four times, one, two, three, four.
07:15And frame 40, make sure the camera view is active and press down four times using our arrows.
07:22Let's go one, two, three, four. Now, let's play this one more time.
07:31Okay, and let's double check on one thing here.
07:35Let's go ahead and make sure that frame 1 and frame 40 still are identical.
07:40So we'll select keyframe at frame 1, and frame 40, we're looking a little bit off here.
07:46So, let's go and correct this.
07:48I'm going to copy the keyframe at frame 1, and this is copying everything here, so do--in my timeline,
07:54let's do Command+C, Ctrl+C on the PC and then select frame 40, and let's go and paste
08:00Command+V, Ctrl+V on PC.
08:03All right, and now let's look at this again. Okay, I think it's looking pretty decent.
08:09To take the quality of this walk even further, consider adding drawing substitutions.
08:14So as Bob walks, his foot could bend as he goes up on his toes, or maybe even add extra
08:20drawing to the head so Bob could have hat or maybe bouncing flowing hair.
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Adding the cycle to the library
00:01The cool thing about creating walk cycles is that they can be a bit tricky.
00:05For the most part, you just have to get a small number of frames animated, and then you can loop them.
00:10So what we have here is the walk cycle we've created, and we're now going to add this to
00:16the library so we can create a symbol and then we can also make a loop for it.
00:20So what we have here is all 40 frames of our walk cycle.
00:24But if you remember, frames 1 and frames 40 are identical.
00:28So what I want to do is only use frames 1 through 39, and I'm also not going to add the floor.
00:34I just need to have Bob walking here.
00:36All right, so I'm going to select frame 1, I'm going to hold down my Shift key, and select frame 39.
00:43All right, so the next thing we're going to do is to simply click and drag this straight to my library.
00:50And if you look, we now have a symbol called BobWalk_Peg and then it says path.
00:57So if I double-click on here, we have our full symbol.
01:01We can still go on to this symbol and see all of our different layers, all right?
01:06Let's go back to our main timeline, and what I'm going to do now is I want to just turn
01:11off our original peg layer. Make sure I'm on frame 1.
01:16I want to bring in our symbol, so let's go ahead and just simply click and drag our new
01:24symbol right to our timeline, and I'm going to let go.
01:27So now we have the exact same walk cycle.
01:31Now there is one difference. It is one frame shy because we wanted it to loop correctly.
01:37And while we're at it, we actually go ahead and even shorten this movie and officially make it 39 frames.
01:43So if we play this, so we have that set.
01:48A stationary walk cycle is a good place to start, and in a later lesson, animating the
01:52scene, we'll be adding a panning background and foreground to the same shot.
01:57But another way to use this cycle is to attach to a peg and pan the peg across the camera
02:02view, which we'll cover in adding a walk cycle to a peg.
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Adding a cycle to a peg
00:01Now that we have our walk cycle of Bob walking in place, let's attach him to a peg and have
00:06him walk from one side of the camera view to the other, all right?
00:09So, I'm going to reach over into my library, and I'm going to drag the BobWalk_Symbol
00:15right over here to my timeline and let go. It's of course called BobWalk_Peg_Path.
00:23I'm going to change the name of that and just make it BobWalk_Symbol.
00:26Let's go ahead and place this above our floor.
00:31What I want to do now is just kind of scrub through this and make sure it looks pretty decent, and it does.
00:37The next thing I want to do is select our BobWalk_symbol layer, and we're going to add a peg.
00:43So let's go over here to our Add Peg button and right now we have our BobWalk_symbol attached to our peg.
00:53What we're going to have Bob do is pretty much walk from one side of the screen to the other.
00:57Now there are two ways of doing this.
01:00There's the fast, cheap way, and we're going to refer to that as Hamburger.
01:04There's the way that takes a little more time, but it looks awesome, and we're going to refer to that as Steak.
01:09If you're wondering what I'm talking about, I like to refer to jobs and/or clients as
01:14Hamburger clients and Steak clients.
01:17You still want to actually have some decent beef, but there are shortcuts and then there
01:21are ways you can get things done pretty quick, but it'll look much better.
01:25All right, so let's go and start animating.
01:26We're going to turn on our Animate button and select our Transform tool, and let's select
01:33the very first frame of our symbol here. And let's add in a keyframe, F6.
01:39If you notice, we have our pivot point right here.
01:42We're not going to be pivoting or doing any type of transform to our peg, so I'm just
01:46going to move this for now just place it at the top of Bob's head.
01:51The very first thing you're going to do is let's move Bob back a little bit.
01:59Maybe have him right at the start here.
02:00So what I'm going to do now is select frame 39, it's our last frame here.
02:05And I want to move Bob all the way to the other side of the camera view.
02:09I'm going to click and start moving him a little bit, but then I'm going to hold down my
02:13Shift key to make sure he stays locked in place.
02:16Let go of the mouse, let go of the keyboard, and after I scrub this all the way back to the beginning.
02:21You can play this so we have Bob moving across but if you look at his feet, they are sliding.
02:29I'm going to deselect this, so we can see this a little better.
02:32Bob's feet are definitely sliding across here.
02:37This is one method of having Bob walk from one side to the other side.
02:41Now, and this is what I like to refer to as the very fast cheap way, or the Hamburger client, if you will.
02:49What I want to do is show you a better way. It just takes a little more time, but it's well worth it.
02:55We're going to now do our method for--we have a larger budget or a longer time or our Steak client.
03:01Let's hold down Shift, I'm going to get through to these key frames.
03:04I'm going to do Shift+F6.
03:07Now what we're going to do is I want to turn on my Onionskin.
03:11We have our first keyframe set, and so I'll now select frame 5, and with the Onionskin I can
03:16see where the previous frames were.
03:20So I'm looking at Bob's feet here, I'm going to go ahead and zoom in.
03:22Let's do Command+Equals a couple of times, hold down the Spacebar and move this up because
03:27I just want to see his feet. In the current frame, Bob's foot is right here.
03:32The previous frames, it was right here where it's the most faint.
03:37What we want to do is match where his foot is right here right to this area.
03:41We're going to click in our camera view, and I'm going to use my arrow keys, pressing my
03:46Right Arrow key until that foot lines right up with that, okay?
03:51The next thing I want to do is select frame 10, enter the keyframe, F6.
03:55I have my Onionskin the in and out point set so I can see where the last keyframe was.
04:00So the last keyframe is this faint little foot right here and what we see as totally
04:05opaque is our current.
04:08So in my camera view again, you have to make sure you're in you're camera view, that way
04:12we can actually move Bob a little further ahead.
04:16Do a little tweak there. The next frame, let's go to frame 15.
04:21I'm just going to scrub back just to see what's happening here.
04:26So Bob's foot was right at this point, we're going to have to move Bob ahead and what we're
04:36looking is his back foot to line up.
04:40I'm just going to scrub back to see if that makes any sense, and yes, that works.
04:45We'll select frame 20 and do this again.
04:54So pretty much I'm doing every fifth frame, so what you want to look for is where the
05:00foot is--especially if it kind of flat like this one is here.
05:03We're going to pay attention to the left foot here and move it ahead until it lines up.
05:15We just keep tweaking this as we go along. Looks like we have a little slide there.
05:26The very first frame, we're going to move that back up, but the only thing we'd be doing is
05:32just getting it to a point that looks good. It's good.
05:35Let's zoom out here, Command+Minus, Command+Minus again.
05:39Now does it take a little longer? Yes, but it is definitely worth it.
05:43We're going to turn off our Onionskin just to take a look at Bob walking here.
05:48You don't see any sliding at that point. We originally created this at 39 frames.
05:54That's how long the cycle is, but what if we needed it longer?
05:58Let's go ahead and undo a few things here.
06:01What we're going to do is hide our BobWalk_symbol, and I'm going to extend our movie.
06:07Let's make it about double the length. Let's make it 78.
06:11All right, and we'll extend our floor that long, so select frame 78 on our floor layer,
06:17and let's extend this, F5.
06:18All right, and let's bring Bob over again from our library.
06:23I'm just going to click and drag straight to our timeline area, and if you're looking, you know what?
06:30This is only up to 39 frames here. It just stops.
06:33Well, how do we get that to pretty much loop, or if we want them play more than once?
06:39We're going to undo this, Command+Z, and I'm going to click and drag this over.
06:44But this time I'm going to hold down my Ctrl key, and I'll let go of the mouse.
06:48And what we see is now a window for Paste Special.
06:52So you can have it to bring in all the drawings, extend the exposure, and we definitely want
06:58it to paste all of the frames to the symbol.
07:01This is where we come in with the ability to do cycles.
07:05This is twice as long, so we'll just simply press the number 2, and you can even have
07:09the cycle move just forward.
07:11You can have it come in reverse or forward reverse or reverse forward.
07:16I'm just going to go ahead and hit my Return or Enter key.
07:19We now have all of the frames looping. We have that for our full 78-frame movie.
07:26Now another example of adding a cycle to a peg could be a baseball spinning in place.
07:32Attaching a ball to a peg allows you to animate a ball flying from one side of the screen
07:35to the other, or maybe even scale it over time so it looks like it's heading right toward the camera.
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11. Sound and Dialogue
Importing sounds
00:00Sound is a key component to almost every animation.
00:03Imagine a beautifully-animated rainstorm minus the sound of rain or thunder.
00:09Animate allows you to import and even do basic editing of sound files.
00:13We have Bob here who seems a little bit concerned.
00:16He's going to be given some dialogue, and he's still a little perturbed, if you will.
00:20But the first thing we're going to have to do is go ahead and get that sound in of that dialogue.
00:25So we're going go to File, come down to Import, and we'll go to Sound, okay?
00:33We have several different versions of the same file.
00:36You can bring in an AIF or a WAV file or an MP3.
00:42For best results, I usually go with either an AIF or a WAV.
00:46You can bring in an MP3, but remember that an MP3 is what's referred to as a lossy type
00:53of file so it's going to a little bit of the quality, and it's not going to be as clean
00:57as a WAV or an AIF.
00:59One other thing you also want to be aware of is make sure when you're importing your
01:04sound you want to keep it at 24 bit and not 32.
01:0732 can cause some errors when you're bringing that in.
01:10So I'm going to go ahead and select the AIF file, and I'm going to click Open.
01:15And I now have a layer with our sound file on here.
01:23And what I want to do next at least extend out the rest of our drawing layers here.
01:31So select all of my layers, hold down my Shift key, and I'm going to press F5 to extend that,
01:38and let's take a listen.
01:41If I try to scrub this, I don't hear anything, and if I play, I'm not hearing anything.
01:47Well, the reason is you want to go to your Playback toolbar, and you want to one, turn
01:51on your sound, and two, you want to select Scrubbing which is going to come in handy
01:56when you're starting to do lip sync. Now, if I play this.
02:02(Bob: Are you kidding?) So we have a sound in.
02:07It sounds like it was being cut off, but we'll worry about that in the next lesson which is Editing Sounds.
02:13You can scrub your playhead, or you can just click Play and start to work with your files.
02:23Sound is just as important as your animation, and in some cases more.
02:28The rule is people will forgive a bad image, they will not forgive bad sound.
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Editing sounds
00:00Though Animate does not come with the full- blown sound editing suite, you can still do some
00:04basic sound editing without leaving the program.
00:07In the lesson, Importing Sounds, we notice that the end of Bob's statement seemed to
00:13be getting cut off, so let's take a listen. (Bob: Are you kidding?
00:19So he's saying, "Are you kidding?", and it's-- even "kidding" has been cut off, but the full
00:24phrase is "Are you kidding me?" To edit this, we're just going to go down to our sound layer,
00:30and when I double-click directly on the little icon here.
00:33It looks like a music note. And you can play the sound here.
00:41(Bob: Are you kidding?)
00:43All right, and it's stopping at frame 60, and what I want to do next is go ahead and select
00:49this tab that says 59, and I'm going to expand this just by clicking and dragging out.
00:56And this is expanding the movie until we think we hear what we want to on the end here.
01:02Now, I'm going to turn on my Scrubbing button so I can actually hear this.
01:10Well, it sounds like it ends, but let's go ahead and play it anyway.
01:14(Bob: Are you kidding me?)
01:18So it does work all the way up to 70. I do want to extend this to up to 80, though.
01:23I'm just going to type it in here on the stop frame and hit Return or Enter.
01:29Okay, and we'll go ahead and close this, and now on our main timeline, I'm going to click
01:37and expand our movie lines here up to 80 frames.
01:44And our drawing layers have also extended out to frame 80.
01:47We have a few artifacts here, but I'm not going to worry about that at this point.
01:52These are just some drawing substitutions that have come in on our mouth shape layer.
01:56But those are going to be edited out once we do our auto lip sync.
02:01Now that we have our sound in here correctly, let's take a listen and make sure it's playing right.
02:09(Bob: Are you kidding me?)
02:10Even though you can do a few sound edits, a good practice is to do the bulk of your
02:14sound editing outside of Animate in the sound program of your choice.
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Mapping sounds for lip sync
00:00One of the most powerful tools on Animate is the ability to auto lip-sync sound.
00:05To access this feature, what we're going to do is simply go to our sound layer, and we're
00:09going to double-click directly on the little music note here, and that will open up our Sound Element Editor.
00:16If you look to the right, we have Animate's mouth chart.
00:19Now, these are all the different phonemes and they're laid out with little letters attached to them.
00:24It's not about the sound of the actual phoneme, but it's just a way of organizing it.
00:29If we look at the larger image at the top, this is where we're going to preview the auto
00:34lip-sync that it's going to generate. Let's go ahead and start our automated lip-sync.
00:40What I want to do is right click on our wave form here.
00:46If you're on a Mac, and you're using a single- button mouse, you want to do a Ctrl-click.
00:51Let's go ahead and select Auto Lip-Sync Detection, and what this is going to do is go through all the sound.
00:58Once it's done, you'll be able to go ahead and click on your Play button to see the preview.
01:04(Bob: Are you kidding me?)
01:07I'm going to loop this just to take a look at this for a few times.
01:13(Bob: Are you kidding me? Are you kidding me? Are you kidding me? Are you kidding me?)
01:22It did a pretty decent job of doing our auto lip-sync, so I'm just
01:25going to go ahead and close this now.
01:29Once your auto lip-sync is done, you need to pass the lip-sync information to the mouth
01:33for your character, which we'll cover in the lesson Mapping Sounds for Lip-Sync.
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Exploring auto lip sync
00:00Though mapping sounds for lip-sync may sound like rocket surgery, it's a pretty simple step.
00:06We're just pointing Animate's lip-sync chart to the layer that has our mouth shapes.
00:11To access this, we're just going to right click on our sound layer right on the wave
00:15form, and let's go down to Lip-Sync, come down to Map Lip-Sync.
00:22You'll notice a couple of things.
00:23With our particular file, it's immediately gone to the destination for mouth shapes.
00:30There are a couple of reasons for this.
00:33We've just simply named it mouth_shapes, but the only alternatives are the eyes, the head, and the torso.
00:40You don't have to call yours mouth shapes. You can call it something different and the
00:44only thing that you're doing at this point is saying which layer you want to use.
00:47On our mouth shape layer, all of our drawings are named the exact way that Animate's chart is set up.
00:54So it's automatically gone in and mapped them.
00:57Now, it's not necessary that you do this.
01:00For instance, I know that the F sound is the "oo" or U phoneme.
01:07Now if we had actually named our drawing "ooh" or U, we could simply type in oo_uu, or
01:17however we had actually set up that sound.
01:19However, you'd written it out, you want to write it at the exact same way and maps this
01:24up, but ours have been named in the exact same way that Animate has their chart.
01:30So I'll click on OK.
01:31Now once I do click on OK, I want to show you this one thing.
01:35If you see on our mouth shapes layer--at the very beginning, you see all the different
01:40drawing substitution lines that are showing up here.
01:43Once we click OK on Lip-Sync Mapping, all of that will be updated and our lip-sync will be complete.
01:50So let's go.
01:53You notice all these have been spaced out now, and if we play this, we'll see the results
01:59of the automated lip-sync.
02:02(Bob: Are you kidding me? Are you kidding me? Are you kidding me?)
02:10I just want to reiterate that when you do name your mouth shapes, you
02:15can name them the different phonemes if you're used to that, but using the same naming convention
02:21that Animate has does save you a few steps.
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Exploring manual lip sync
00:00There may be times that Animate's Auto Lip Sync doesn't quite match what you had in mind,
00:05so you have to tweak some of the shapes here and there, or maybe you prefer to handle a
00:09Lip Sync manually, either way, this is done quite easily using drawing substitutions.
00:15Let's take a listen to what the Auto Lip Sync has done so far.
00:15(Bob: Are you kidding me? Are you kidding me? Are you kidding me?)
00:28Now I can see right off the bat there are few things I want to change.
00:30But for the most part, it's actually doing a pretty decent job.
00:34What I want to start with is working with where he says "You".
00:38Now, there are several ways I can start working with the drawing substitutions on our mouth layer.
00:43I'm going to expand the Data view.
00:45Now you may want to scrub back and forth using the Data view, or you can use your Library,
00:56or you can use the bracket keys on your keyboard.
01:01So I'm going to move a little bit further down by the timeline here and find the word "You".
01:10Okay, now right here, right about frame 38, this is where Bob is starting to say "You".
01:20But the shape that's here, that doesn't work for me.
01:24So what I want to do, I'm going to go ahead and use my bracket keys and find--ah, there it is--
01:30the shape that I want to use for where he is starting to say "You".
01:35Now let me be clear. Am I following to the letter?
01:39Now this phoneme should match up when he says "You".
01:43Not exactly. I am following the mirror that's sitting in front of me, so anytime I'm working
01:48on Lip Sync, I'm looking at a mirror in front of me and saying the words over and over, you, you...
01:54Now how does that look to me?
01:56So that's when I would start changing out things in my timeline here.
02:12I think we want to maybe leave this actually there for a longer period.
02:16So I'm going to change this mouth as well, and so the "You" is ending there.
02:32Let's change the shape one more time.
02:38Now I like the same shape for kidding, so I'm going to maybe change one thing here.
02:58Now, maybe at this point I'm going to actually close them out totally.
03:02There, that's what I like.
03:12Okay, at this point we'll open up the mouth for kidding.
03:21Now I don't think an O belongs here at all. He's saying kidding.
03:25So let's go ahead and change that.
03:27We had this shape right before that, and I'm going to just scrub.
03:32(Bob: Are you kidding me? Are you kidding me?)
03:37Now I'm going to play this back just to take a look.
03:52Now speaking of things that don't quite make sense, he is saying, "Are you kidding me?"
03:57He is not saying, "Are you killing me." But that being said, I'm going to use our L phoneme
04:05for the D in kidding because I think it will work, so right where he is saying "Kidding,"
04:14this is right where the D would be so I'm going to scrub down and find our L sound.
04:19All right, let's open the mouth back up, and that should not be an O there, and he is going to say "Me".
04:53Now this is the same "Me". It looks like it's different.
04:56I think I want to close his mouth totally. Let's find that shape. There we are.
05:07I think I want his mouth open bigger, which is D, and have it come back smaller.
05:27All right, I think I'm done. Let's go ahead and play this.
05:32(Bob: Are you kidding me? Are you kidding me? Are you kidding me?)
05:42Whether you're lip synching manually, using the Auto Lip Sync, or a combination of the
05:47two, creating your lip syncs in Animate will have your characters talking in no time.
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12. Bringing Cutouts to Life
Using squash and stretch
00:00An unfortunate flaw I've seen with a lot of cutout characters is once animators have a
00:05character built, they seem afraid to alter or distort their creations.
00:11This is especially true for characters built using the vector-based programs such as Animate.
00:16These shapes and objects are not made of stone and won't break, so please squash them, stretch
00:23them, and distort them when the animation calls for it, and it will breathe life into your characters.
00:29That being said, let's start with a little squash and stretch.
00:32All right, so we have Bob's eyes here, and I have three drawings.
00:38So we have the eyes open, start to close, and then they blink.
00:43So let's go ahead and animate out a blink here. I want to extend our frames here.
00:49Let's go ahead and select frame 60.
00:51We'll hit F5 and for frame number 1, we're going to leave it at drawing one.
00:58I'm going to use my bracket keys here to alter this.
01:02So if I press my Left Bracket key, it's going to go to my previous drawing.
01:10So I have all drawing one here.
01:16If you would like you can also use your library to go back and forth between your drawing
01:22substitutions, or you can use the Data view.
01:24I'm just going to be using the bracket keys here.
01:28So frame 20, I want to use drawing number two so I will use my Right Bracket key, and
01:36then I'm going to move ahead a few drawings, and I'll use the Right Bracket key again to
01:40get drawing number three.
01:42I'm going to hold that there for a bit and use the Left Bracket key, move backwards to
01:48drawing two and a few frames later, Left Bracket key again to go to drawing one.
01:57So pretty much what I have done is animate it out a blink.
02:01Let's take a look at this. Okay, not bad.
02:07I think I'm going a little bit too slow on the beginning here, so let's change that. Okay.
02:13So I'm just going to do a fewer frames going in and just play this, and maybe a few frames closer coming out.
02:30I'm happy with the blink, but let's go ahead and take this a little bit further.
02:37Now with squash and stretch, I want you to think of a playground ball or a dodgeball.
02:42If you're actually squishing that down from the top to the bottom, you'd actually have
02:47the sides kind of bulge out. So that's what we're going to do.
02:51Now drawing one is fine, but drawing number two is where we're going to start doing our squash and stretch.
02:56Let's go ahead and zoom in here, Command+Equals, Ctrl+Equals on PC.
03:03I'm going to select all or one of the eyes here.
03:08So I'm going to click our pivot point, bring it right down to the base of the eye.
03:12So I'm going to pull this down a bit and then on one of the side modifiers here,
03:21I'm going to hold down my Option key, Alt on PC, and pull outward.
03:28We're going to do the same for the other eye.
03:33We're going to move our pivot point down, and I'm going to push this downward and then
03:40hold down my Option key, Alt on PC, and pull outward, and I may even move this over a little bit.
03:49So that's where the eyes are on frame 1 and then frame 2 there.
03:57Let's go at frame 3.
03:58I'm going to turn on my Onionskin to see exactly what happened in frame 2.
04:03All right, so I'm going to select one of the closed eyes here, and again, we'll move our
04:09pivot point down to the base, and I'm going to squash this down even lower and hold down
04:17my Option key, Alt on PC, and pull out the sides.
04:21We're going to move this over just a little. All right, and we'll do the same thing here.
04:34Move our pivot point down and squash this down, and I'm going to hold my Option key, Alt on PC, and pull out.
04:52Let's take a look at our animation again. I'm going to turn off our Onionskin.
04:58Let's get back to frame 1, and let's play this.
05:07All right, now the eyes are really starting to have this little bounce feel to them.
05:13Now the blink worked before, but just doing this little tweak, just distorting this just
05:18a little bit takes it so much further.
05:22It doesn't take much. Just by adding distortions like squash and stretch to your animations,
05:27it helps your characters from looking so stiff.
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Exploring anticipation and follow-through
00:00Imagine someone sneezing. You rarely see them just being pushed or thrusted forward by a sneeze.
00:07Usually, the anticipation of a sneeze is a person leaning back, the "Ah" to the forthcoming "choo".
00:15To break this down further, a typical sneeze, "achoo" if you will, goes as follows.
00:20"Ah" equals anticipation, "choo" equals follow-through, and as the sneezer returns to normal, it's
00:28referred to as a settle or a cushion. To illustrate our anticipation and follow-through,
00:34we'll use the game Rock, Paper, Scissors. Now, we have Bob's arm here, and we're going
00:40to be using our Transform tool, and if you remember our shortcuts, what we can do is
00:46move up and down the hierarchy of this arm.
00:49I'm going to hold down my Shift key and press the letter B.
00:53So now I have the forearm and the hand selected, press Shift+B again, and now just the hand is selected.
01:00Also, the hand is actually using several drawing substitutions.
01:05There's the rock,--and I'm going to use my bracket keys on my keyboard to move forward--
01:10there's paper, move forward again and there's scissors.
01:15Left Bracket moves backwards. Right Bracket moves forward, okay?
01:21We want to make sure that we're using motion keyframes,
01:24so let's go to our menu to Animation. Make sure Stop-Motion Key Frame is unchecked.
01:30I'm going to turn on my Animate button, and I want to select all of my layers on frame 60 here,
01:38and let's extend our frames, F5. Let's go back to frame 1.
01:46I'm going to go ahead and collapse my hierarchy here.
01:50That way, I can focus and just do a keyframe on one layer.
01:54Let's insert a keyframe, F6.
02:03What I want to do for the very first frame, we're going to rotate our arm backward.
02:07Let's do Shift+B to get our forearm.
02:13I'm going to do Shift+B again to get our hand, and let's rotate that back also.
02:19I'm going to select frame 10.
02:22I'm going to insert another keyframe. Let's do F6.
02:27What we're going to work on first is our anticipation.
02:31Our hand is way up here, but before it moves forward, we're going to close in a little bit more.
02:39So let's go to about frame 6, and I'm going to insert a keyframe, F6.
02:45I'm going to rotate this back just a little bit more.
02:51Let's move down our hierarchy, Shift+B, and rotate the forearm down.
02:58Let's move down the hierarchy one more time, Shift+B, and I'm going to bend the wrist back a little bit more.
03:07Now, you might be looking at this and going, "You know what?
03:10Your hand would be broken if you did that." Well, this is a cartoon, and you're supposed to exaggerate.
03:14Believe it or not, this is actually going to work, all right?
03:21So just a little anticipation before moving forward.
03:25So I'm going to move down to about frame 15, and by frame 15, I want to show you something.
03:33I'm not going to insert a keyframe. I'm just going to rotate our arm.
03:39The beauty is that keyframe is going to be there automatically. So there we are.
03:45All right, I'm going to bring the arm down. Let's move down our hierarchy, Shift+B.
03:54This is pretty much the position of where we're going to declare whether we're having
03:58rock, paper, or scissors. Do Shift+B again. All right, so that's not bad.
04:11The next thing I want to do is we're going to do a little bit of follow-through.
04:17There's a lot of force coming with this.
04:19This is where it's supposed to be, but it's going to keep going on frame 17.
04:26On frame 17, what we're going to do is called breaking the joint. All right.
04:30I'm going to move back up my hierarchy, press the letter B twice.
04:37I think I'm going to turn on my Onionskin just to see it's happening.
04:41I'm going to bring this down a little.
04:45Let's move down the hierarchy, Shift+B, and I'm going to bend the arm backward, Shift+B again.
04:54We'll rotate the fist back a little bit, right? Let's turn off our Onionskin here.
05:04We start from the beginning, anticipation.
05:07Go all the way down, follow-through, and what we're going to do now is a little cushion.
05:12I'm just going to Copy frame 15, Command+C, Ctrl+C on PC, and select frame 20 and Paste, Command+V, Ctrl+V on PC.
05:24If I play this now, I'm going to deselect this. Just click once in our camera view.
05:33All right, not too bad.
05:36I think I might want to tighten up our anticipation a little bit.
05:40Let's bring that up to maybe a frame or two. Okay, so where the arms bends back.
05:52Actually, let's undo that real quick, Command+Z.
05:56The problem is we start from the very beginning, then it starts going all the way back then moves forward.
06:07I think we're going to leave that there for now.
06:09The next step we're going to do is I'm going to select right where our anticipation starts, which is at frame 6,
06:17hold down my Shift key, and select frame 20. So we have all these frames selected.
06:24Let's Copy this, Command+C, and I'm going to skip one frame then we're landing on frame 22,
06:31and let's go ahead and Paste this.
06:35We just pasted all of the keys we've just made previously.
06:39When I play this from the beginning. I'm going to click once to deselect everything. Okay.
06:47That looks pretty good.
06:50Of course we're playing rock, paper, scissors so we need one more of this.
06:54So it's on our clipboard so I'll skip one frame again and on this frame, we're going
07:00to paste all those keys again. Let's do Command+V, Ctrl+V on PC.
07:06Click once to deselect, and let's look at this. All right.
07:12Not bad, so we have that happening.
07:16On the last one, here's where we get interesting.
07:20About right here, I think--and trust me on this, if you want to animate this, and
07:25you want to really do a good job on it, you're going to have to practice in the mirror to
07:28figure out exactly at what point do you switch from the rock to the paper or scissors.
07:36Now me, where I ended up landing was about here.
07:40What I want to do at this point, I'm going to go up and select our rock or our hand, pretty much.
07:48I'm going to use my bracket keys and move this forward twice to get scissors.
07:53So the frame before is rock, it comes down to scissors, and we are set.
07:58I'm going to click to deselect everything, and let's play this.
08:06Now, another example of anticipation and follow-through, imagine someone's throwing a baseball.
08:11Their arm would have to go backward before throwing the ball forward.
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Exploring exaggeration and overexaggeration
00:00It's been said that the one thing that beginning animators fail to do is exaggerate their animations enough.
00:07Let me be clear. I am in no way stating that I am immune to this.
00:11That's what critiques from your peers are for.
00:13Anyway, because these are cartoons, you should stretch the boundaries of reality.
00:18If you pop a balloon in real life, well, it pops, but in a cartoon, it will deflate while
00:25widely darting and swishing around the room.
00:29For our example, we'll squash and stretch Bob's body to create a take to express how angry he is.
00:37We have our character Bob here and he's got his lip-sync going. Let's play this.
00:43(Bob: Are you kidding me?)
00:48But you know, he seems very calm and the body is very stiff, so let's do a few things here.
00:52I want to add a peg layer, and I'm going to change the name.
01:00Let's call this Bob_Peg. I'm going to select all of my layers.
01:06Let's do the torso, the head, the eyes, and the mouth shapes, not the audio.
01:11I'm just going to drag that straight on to my peg, and let's collapse the peg.
01:19Let's place our playhead at the beginning.
01:21I'm going to turn on my Animate button and select our Transform tool.
01:27Let's check and make sure Stop-Motion Key Frames are turned off.
01:33This is our pivot point for our peg.
01:37I'm going to bring that all the way down to the bottom here.
01:40Let's set a keyframe at frame 1, F6.
01:47What I want to do is I'm going to move my playhead forward, and I think he just starts
01:53talking at about frame 30.
01:56I'm going to drop another keyframe here, F6.
02:02What I want him to do, where he's saying "Are you," he's going to kind
02:08of squash down before doing a kind of stretch out there.
02:12So we're going to set a keyframe at 45. Let's do F6.
02:19I'll bring my pivot point down to the bottom again, and I'm going to one, squash this down
02:28a little bit just a little, and then two, we're going to stretch out the sides just a little
02:36bit, and three, I'm going to bend him backward just a little, just kind of skew this kind of leaning back.
02:54So, it's not a lot of movement that I'm doing at this point.
02:58The next thing I want to do is where he actually says "Kidding me," that first little part
03:05of that is about at frame 50. I'm going to do a keyframe, F6.
03:13This is where we're going to get a little different.
03:15I want to select just Bob's head, which is the eyes and the mouth.
03:24I'm going to move this up and away from his body.
03:29We're going to distort this a little bit and make it a little larger.
03:34I don't want to break my frame.
03:41Then we'll grab the body, make sure the pivot points are at the bottom here, and we're going
03:47to shift at this direction, but I want to give him some extra space so it's like his
03:57head becomes detached, sort of. Looks good.
04:08So he's going to say "Kidding me," and about at frame 65, I'm going to drop another keyframe here, F6.
04:20And what is going to happen at that point is he's going to calm back down, about 75.
04:27What I want to do, I'm going to simply copy the keyframe we had in frame 1.
04:32What we're doing is copying the different distortions, so it's not copying the animation
04:38or what's happening with the mouth or anything.
04:40It's just the distortion that we're doing with the peg.
04:43So we'll copy frame 1, and let's go to frame 75 and Paste.
04:54So, let's now test this.
04:57(Bob: Are you kidding me? Are you kidding me? Are you kidding me? Are you kidding me?)
04:59And there you have it.
05:10This is a pretty subtle take, but for some really good examples of cartoon takes, watch
05:16classic Warner Brothers cartoons like Bugs Bunny or Daffy Duck.
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Timing and animation
00:00Let's talk about timing in animation. In particular, easing in and easing out.
00:05Nothing in life moves at a constant speed.
00:09No car starts at 60 miles per hour, and when it stops, it doesn't instantly stop.
00:15The car gradually getting up to 60 miles per hour in animation we'd refer to as easing
00:20in, and the car halting to a stop would be easing out.
00:24We'll use the animation from the exaggeration and over-exaggeration lesson and apply an ease out to Bob's take.
00:30To get started, what I'd like to do first is add a custom setting to our Timeline toolbar.
00:37So I'm going to go to our Timeline toolbar and simply right-click and go to Customize.
00:43I want to scroll down, and what I'm looking for is the tool Set Ease for Multiple Perimeters. There it is.
00:56So I'm just going to click the arrow and add this to my toolbar and click OK.
01:03So now we have this tool right at the very end, okay?
01:09Let's go right at the end here, right as Bob is coming back down to his resting place here.
01:21I'm going to turn on our Onionskin just to show you what is happening here.
01:27As you can see, this is frame 66 and way down here at the end, this is frame 70.
01:35Now, each of these frames is evenly spaced out.
01:38Now, this is what we're talking about earlier.
01:40Nothing in life moves at a constant pace. So, what we're going to do is at frame 66,
01:47Bob is going to move very quickly and then as he gets closer to frame 76, he's going
01:53to start slowing down.
01:55Now, in order to do that, we're going to go and click on our Set Ease for Multiple Perimeters.
02:01Now, what do we mean by multiple perimeters?
02:05Basically, we have several layers that we're scaling, skewing, and I believe we're even
02:10doing a little bit of rotation.
02:12So we're actually going to affect all of these at once.
02:17When you look at our window here and see our frames represented, we have frame 66, and
02:22we also have frame 76, and we have this straight line here.
02:27If I pull out this tab, we're going to get an arc, okay?
02:33The way this works is if the arc is very close to this line at the very beginning, it means
02:41that all of our frames are going to be gathered at the beginning and then as it gets closer
02:48to 76, it's going to move off very rapidly.
02:52So this is a very slow curve and then it gets very quick.
02:56So this curve represents easing in. I want to show you what this looks like.
03:01I'm going to click Apply. Remember, Bob is very large at the beginning.
03:06So if you look at this now, the majority of the frames are at the very beginning and clustered
03:11together, if you will, and as it gets closer to the end, they start to space out.
03:16So Bob would be going very slow at the beginning and then he would speed up.
03:22Well, actually, we want the opposite of that.
03:24So to do that, we're going to click and pull and change our arc this way.
03:31We're saying at the very beginning it is very extremely fast, and then it gets slow at the end.
03:41We can pull this even further down here, and we can apply this.
03:50So we have Bob drop down suddenly and then he gets smaller and smaller, and that's very
03:58gradual at the end. Okay. So I'll show you this one more time.
04:03Let's turn our Motion off.
04:05So, if the arc is closer at the beginning, everything is slow and then it speeds up.
04:12In contrast, enter the arc this way, and it's very fast and then it slows down.
04:22I think we're going to leave ours about right here. Let's click Apply.
04:27All right, and we'll say Close. Now, let's play this.
04:37(Bob: Are you kidding me? Are you kidding me? Are you kidding me? Are you kidding me? Are you kidding me? Are you kidding me?)
04:54So, if you notice, as Bob comes down, he does that nice little settle there.
05:06That's how we set our timing.
05:07Adding an arc, or an ease-in or an ease-out, to your animation can be a subtle but an extremely
05:14effective detail, especially in character animation.
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Moving your character based on dialogue
00:00We have the bulk of our character, Bob, already moving to the beat of dialogue, but for the most
00:06part, Bob's face is still very well still.
00:11Let's add in some drawing substitutions and help liven up the conversation using Bob's eyes.
00:17So, let's go ahead and take a look and see where we are.
00:22(Bob: Are you kidding me? Are you kidding me? Are you kidding me?)
00:33And one of the last things we did was we just finished doing an ease out as Bob settles back into his position here.
00:47And what I want to do now is as Bob gets all the way up to his yelling point.
01:02All right, what I want to do is give Bob some different eyes, if you will.
01:06So, I'm going to open up the peg here, and I'm going to go to the eye layer.
01:13What we're going to do here is we're going to give Bob some extremely large eyes that
01:19are traditional with doing a take.
01:23So, on the eye layer, I want to right-click right at this frame.
01:32So, right where he's saying, "Kidding," I'm going to right-click right on this frame,
01:36and let's go to drawings, and I'm going to duplicate this drawing, and that way I can
01:42go in and start manipulating some things.
01:45I know there's a stroke on the outside of a fill here.
01:50So, if I actually start pulling this. All right, I can do the same on the other.
02:01And I think I'm going to have his eyebrows actually come up a little bit.
02:06Now, what's kind of funny is I'm drawing this, but my face is literally trying to make the
02:16expression as I'm doing this. Not sure that helps, I've heard it does.
02:25I just want Bob to be very extremely angry. I'm not actually even sure what Bob's angry about.
02:31We're just pulling and stretching out these eyes here, and
02:49I think one of the others things I want to do, let's go ahead and click the eyeballs here.
02:57I'm going to try something. Let's go ahead and I think I'll just make these perfect little
03:01circles, and let's go ahead and do this a lot easier.
03:06We'll grab our paintbrush, and we'll do this with a nice little--undo that, Command+Z.
03:14It's a nice little paranoid dot formulate.
03:33And just as he's saying, "Me," I think we'll bring these down just a little bit.
03:36So, I'm going to duplicate this drawing again, and now we're going to scale this just a little bit.
03:49I'm going to bring my period point down to the bottom.
03:51We'll squash this down and a little out and the same with our other eye here.
04:01Bring the eyes down a bit, and let's bring his eyebrows down.
04:06So, what we're doing is we're actually doing these drawings directly on his speech.
04:20So now if we play this... (Bob: Are you kidding me? Are you kidding me?
04:29Are you kidding me? Are you kidding me? Are you kidding me? Are you kidding me? Are you kidding me?)
04:45Now, if we want to push this even further,
04:50what we could do is for when he says, "Are you," you can just have him go into a hard blink.
04:57I'm going to insert an empty drawing here, and I'm going to turn on our Onionskin here
05:07and make sure I can see the previous drawing, and I'm just going to paint in some little arrows here.
05:34And don't want to have to redraw our eyebrows. So, this is a trick I want to do.
05:39I'm going to copy the eyebrows in the previous frame, and I'm doing this in the camera view,
05:43let's copy, Command+C, Ctrl+C on PC.
05:47Move ahead one frame, and this is our new drawing, I'm going to paste this, Command+V,
05:54and we're going to bring this down.
06:01And then at this point, I'm going to use my bracket keys to find the eyes that I need
06:09right before he loses it. (Bob: Are you kidding me?)
06:18So now, if we play this all together...
06:22(Bob: Are you kidding me? Are you kidding me? Are you kidding me? Are you kidding me? Are you kidding me? Are you kidding me?
06:40Now, the only thing I don't like, I think I want Bob's blink or his hard wink to happen a little bit earlier.
06:49So, let's bring it about here, and I'm going to use my bracket keys.
07:00All right, so now if we play this... (Bob: Are you kidding me? Are you kidding me? Are you kidding me?)
07:16And there we have it.
07:19You could push the level of Bob's current discontent by adding arms and swapping in
07:24hands during keywords, but remember the important thing is that you want to push the animation
07:31and distort your images when the animation calls for.
07:35It's really going to push your characters to the next level.
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13. Animating the Scene
Creating foregrounds and backgrounds
00:00In addition to creating images in Animate or importing them from Illustrator, you can
00:04also import images from Photoshop.
00:07We're going to import our background and foreground via a multi-layered Photoshop document, but there's
00:12a small trick in doing this.
00:14For every layer you want in Animate, you have to make a group folder in Photoshop.
00:19So, we have a basic sketch we did here in Photoshop.
00:24We have our foreground which consists of this little tree, some grass, and this little bush
00:29here, and we have a background of some little pseudo mountains and sky.
00:36But each one of these is just a single layered image.
00:40Now, traditionally, you'd be thinking, "Okay.
00:42Well, yes, I just need the layers in Photoshop." But the trick is in order for this to show
00:47up in Toon Boom Animate as two different layers, you're going to have to place each one of
00:53these layers in a group folder.
00:55So right here at the base, you just simply click Create New Group, and you can place
01:00whatever you wanted in there, even if it's just a single layer.
01:04By the same token, if this bush, the grass and the tree were all three separate images,
01:10I can still place them inside the folder, and it will just merge that one layer there.
01:15So, I'm going to get rid of that extra group. So, let's go ahead and get this into Animate.
01:22All right, in Animate, we have our character, Stick Dude Bob, here.
01:27And if I play this animation, Bob is comfortably walking from one side of the screen to the other.
01:34Okay, let's bring our playhead right to the beginning, and let's go ahead and import our Photoshop document.
01:41Let's go to File > Import > Images, and we'll browse, and there's my Photoshop document,
01:52and we definitely want to create layers. We don't want this to be a single layer.
01:56We want both layers that we created via the group folders in our Photoshop document to
02:02come over into our Animate timeline.
02:05So, I'm going to select Create Layers Based on Filenames.
02:09We don't want to add to the existing layer, and we're not vectorizing this, nor are we creating symbols.
02:15Now, if we're going to be using this over and over, I could see creating symbols, but
02:18this is just a quick shot we're going to do, so we don't want a symbol from this.
02:23As far as alignment, we're going to have that set to fit because we actually created this
02:28at the exact same size as our Animate document.
02:32For transparency, we're going to set this to straight, and that's going to give us the
02:36same type of transparency as if we are in a Photoshop layer. Just click OK.
02:43Images to Load, do you want this to be a composite image? Basically, it would flatten that.
02:47We don't want it flat, though, so we'll say All Layer Images and Recommended Transparency is Straight.
02:53So, we'll click OK.
02:54Now if we look at our timeline here, this is only in our first frame.
02:59So, let's zoom out of our timeline a little bit here, and let's select the last frame here, which is 78.
03:08On both are background and foreground layers, let's insert frames, let's do F5. It looks good.
03:14When we have this point, let's take a look at our data view.
03:17We're going to expand so we can see it. We have our foreground and our background.
03:21So, I'm going to click our foreground, and let's move this above Bob.
03:26Now, if you're looking, you're thinking, "Okay.
03:29Well, only parts of this are in front of Bob." Let's make one little change.
03:34I'm going to select my Transform tool.
03:37Now, the reason, if you notice that half of Bob is moved in front of our foreground even
03:43though our layers suggest otherwise.
03:46When we created attachments for Bob, anytime we move something in the Z space, we basically
03:51brought that further toward our view or further toward the camera, and that what's happened
03:56with Bob here, and that's why he's in front of our foreground.
03:59So, what I'm doing at this point, I'm selecting our foreground with our Transform tool, and
04:06I don't want Animate on.
04:07But what I'm going to do is move our foreground ahead a little bit in Z space.
04:12Hold on our Option key, Alt on PC, and I'm going to press the Down Arrow on my keyboard once.
04:17Okay, there's still some pieces there, twice, still some pieces, three times, okay.
04:24The fourth one is just for the heck of it.
04:26And I'm going to click off of this to deselect it, and we only see Bob hidden behind the little bush there.
04:33So now if I play this, we have Bob walking through our scene.
04:42It's like a Bigfoot sighting.
04:44And there we have our multi- layered Photoshop document in Animate.
04:49Just remember, create a Group folder in Photoshop for every Photoshop layer you want to have in Animate.
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Using the True Space camera
00:00Another one of Animate's powerful tools is the trueSpace camera.
00:03We can place elements in different layers via Z Depth and then use a trueSpace camera
00:08to animate through the scene, giving it a more 3D rather than flat or 2D field.
00:13The first thing we'll need to do is to add a new window which is going to be a top view.
00:18So, we go to Windows, come down, and we'll select Top and what we see here is we have
00:25our background, we have Bob, and we have our foreground.
00:30And this view right here is pretty much showing us, looking from the top down, this thin line
00:36right across the middle here, it represents all three layers that we have.
00:40By default, each layer is set as an identical Z Depth so there's nothing really happening
00:46if we decide to move our camera, everything is very flat right now.
00:49What we're going to do is going ahead and separate these into layers as far as the Z Depth
00:54is concerned, that way we can have a beautiful multi-plane animation as our camera pushes through.
01:00What I'm going to do first is I'm going to share the top view along with our color view.
01:04So, I'm going to simply going to click on the top tab here and drag it straight on top
01:09of our color view tab, and now it's split.
01:14In addition to that, let's go ahead and grab our Advanced Animation toolbar.
01:18I'm going to drag it over here, so I can use this right along with our top view.
01:25And I'm going to select this button here which is Maintain Size.
01:28So, when we decide to move things back and forth in our Z space, it's actually going to
01:33stay the same size so it doesn't look like it's distorting or scaling.
01:36So, I'm going to first click, on our left side if I click right here, I'm selecting
01:41our background and then I'm going to come into the top here, and I'm going to click and push this backward.
01:47I'm going to now select our foreground. I'm not going to mess with Bob. I'm just going
01:51to bring our foreground a little more to the foreground.
01:55And so now, what I've done is created several different layers.
02:00I have our background which is pushed way back here.
02:02I think I'm going to bring the foreground a little bit closer.
02:06So, right now nothing is really too different. Everything looks pretty good.
02:13What I do want to do next is add a camera.
02:15So, I'm going to come down to my timeline, and we'll add a camera and in order to make
02:21this camera move, we're going to have to attach it to a peg.
02:24So, while the camera is selected, we're going to come up here, and let's attach a peg and
02:30just go ahead and collapse our camera view there, our camera peg.
02:35And I'm going to turn on our Animate button and select our Transform tool.
02:41I'm going to insert a keyframe at the very first frame here. Let's do F6.
02:46We're going to move our play head all the way to the end.
02:49What I'm going to do next is come down here and select where our camera is in our view.
02:54We're going to click and the push forward. Not much, just enough.
03:02And if we look down in our timeline, we now have a nice motion tween happening.
03:08And I'm going to go back to frame 1, and let's play this to see what happens.
03:22As you may notice, as we start moving ahead, our bush here is actually showing like it's
03:27really in the foreground as it starts moving separately than where the background is. Same with the tree.
03:37And we can take this even further, let's go about halfway.
03:42And we can move our camera, we don't want to actually cut off our tree, we actually
03:46only have a little bit there.
03:49And we'll do something different with our animation to make sure our Animate is still on.
04:00And there you have it.
04:01A way to push this even further would be to add more layers as well as animate the camera's
04:06path using ease ins and ease outs as well as maybe even turning or rotating the camera.
Collapse this transcript
Saving your character as a template
00:00Imagine you've spent the time creating Stick Dude Bob for a scene in Animate.
00:04But you like to use him for other scenes as well or send him to a client, friend, or studio.
00:09We'll need to make him a template.
00:11So to get started with this, the first thing I want to do is go to my Library view.
00:15We have symbols, and we also have the Animate Library.
00:18What I want to do is right-click on the Animate Library and select Right to Modify.
00:24The next thing we're going to do is we have Bob here, and I'm going to select Bob in the
00:30very first frame of all of his layers, and I want to insert a keyframe.
00:35Simply press F6, and I'm going to expand all of our hierarchies here just to make sure
00:42that each one of these has a keyframe.
00:46Now if you look at the Camera view, you'll notice that some of Bob's parts, like the
00:51arms and part of the legs are highlighted in red.
00:54It simply means that these are symbols.
00:56Now, if this is a symbol, you're going to need to go to your Symbols Library.
01:01Double-click on each symbol to take you into its editing mode and select both glares here
01:08and insert a keyframe as well, F6.
01:13Now it's very possible you do not have symbols for your character.
01:16You can actually build a character that is nothing but drawings.
01:19We had a lot of symbols with Stick Dude Bob here because we used what's referred to as
01:24patches to cover up where the seams are in Bob's different joints. Let's do F6.
01:33So each one of these symbols we're going in, selecting both layers, pressing F6, and here is the last one.
01:52We'll go back to our Top view, and I'll collapse all of my hierarchies.
02:02I want to make sure that the Animate Library is viewable, and I will select all of my layers
02:09and what I want to do next is I can do one of two things.
02:13I can pull this directly into the library as is, or I can come here--I'm going to add
02:18a peg, and I'll simply call the peg stick_dude_bob.
02:28We'll take all of our pieces and drag it directly on to the peg, and now I'll simply click
02:35and drag this peg to our Animate Library.
02:41It's asking for a name, and I will give the same name.
02:43I'll just call it Stick Dude Bob, and that's .tpl for template.
02:48So let's click OK, and we now have our template.
02:52So, for example, if we decided to delete this layer, we could go to my Animate Library and
02:59drag Stick Dude Bob straight to our timeline, and we have a working template.
03:06In addition to this, you can save Bob's walk cycle or even full scenes as templates.
Collapse this transcript
Exporting the scene
00:00Once you're ready to export your movie, Animate has several options to choose from.
00:04But for this tutorial, I will go over the two settings I use the most, SWF and MOV.
00:10Let's go to File, and we'll come down to Export, and there are several options here.
00:16There are images, so you can actually export your movie as a PNG sequence or GIF or
00:23even a series of JPEGs. There is Movie, or MOV, Flash video, and SWF.
00:29So let's take a look at Movie.
00:32The first setting here is actually saying this is where you're going to save out your movie.
00:37So, you're going to browse and pick the area you want to save it.
00:43I'm going to give it a name, but we're going to come back to the naming in a minute.
00:48I want to show you something that's very important.
00:50So I'm just going to call this walking.
00:52The export range, now you can select all of your movie or perhaps you actually have a
00:57longer movie, and you just need to take a look at a section of it.
01:02So you could come in here and say, well, maybe I just need frames 1 to 24.
01:08It would just export those frames. Movie options, I'm going to click here.
01:15Now, I usually do not bother any of these settings, but if you're going to--I'm going
01:20to click on settings, and I'll show you exactly what to change--
01:22make sure your keyframes are set to Automatic, and you want to make sure the Compressor is
01:29Millions of Colors and the Quality is set to Best, so click on OK.
01:37For the sound, we'll click on the settings here.
01:40Leave the Compression at None, for the Rate, you want to do 44.1 and make it 16-bit Stereo,
01:47that's CD quality, so we'll click OK.
01:51I usually do not select Prepare for Internet Streaming, and the reason is the compression
01:57of animation and then uncompressed sound is going to make a very large file, and that
02:02file is not meant for being played on the Internet, say like on Vimeo or YouTube.
02:09Now when I do want to take my animations and place them on a site like YouTube or Vimeo,
02:14what I usually do is export from Animate using this format and then use a third-party video
02:20software to get the settings that I want for YouTube.
02:24So I'm getting ready to click OK, but this is very important, you need to pay attention
02:29to this one little hiccup.
02:30I'm going to click OK, and we go back to the output, and you know what? It turned my movie and title.
02:36I had already given this a title, and that's the one thing you have to watch out for.
02:42So we'll call this Walking again, and I'll say OK.
02:45Now it's exporting my movie.
02:49The next option I'm going to show you, let's go to File and export in SWF.
02:56This is perhaps the file that I use the most.
03:00I typically will export an SWF format to send work sometimes to client, but I like to send
03:08the SWF to a program like Adobe Premiere or After Effects.
03:13It allows me to use the animation with a transparent background, and it's a really nice quality.
03:19There is a drawback, though. When you import the SWF into Premiere or After Effects, it
03:24does not bring the sound with it, so just be aware of that.
03:29At this point we can go ahead and give it a name.
03:31We're just going to call this Walking.
03:33We also have the Export Range, so you can choose how many frames you want to export.
03:38The option of frame rate, this is something I do play around with sometimes if I think,
03:42well, maybe the movie could run faster, what's going to happen at that point?
03:47So I can change the frame rate here and just try it out.
03:50JPEG quality, if you're not using JPEGs in your movie, it's not something you need to
03:55worry about, but for instance in this particular movie, we do have JPEGs, so I would leave
04:01it at 80 or if you're really concerned, bump it up to about 100.
04:06Protect from Import and Compress Movie, these two options are pretty much--if you're going
04:12to be playing your SWF or placing your SWF online.
04:16There are ways of importing an SWF and deciphering how you put together files.
04:22So you can set this up and do your Protect from Import, so it cannot be imported into
04:26a program like Flash or even Toon Boom Animate.
04:30Compressing the movie is also something that happens with the Internet.
04:33It gives a much smaller file size, but neither one of these are things I usually select.
04:39Disabled Effects, this is for more advance things if you would add in shadows and transparencies
04:45or some of the filters.
04:47You can actually turn those off and export without it because it does add to the file size.
04:52So once we're done with this, I'll click on OK, and it exported out my SWF.
04:59Both in Movie and SWF default settings tend to work best.
05:02So just export, and you can take your movies on to the next step in your production pipeline.
Collapse this transcript
Conclusion
What's next?
00:00Hey, congratulations. You've made it through Animating Characters in Toon Boom Animate.
00:05I just want to thank you for watching, and I wanted to share with you some of my favorite Toon Boom resources.
00:12First and foremost, you should check out toonboon.com, and you can get a lot of information from
00:17there as well as their full portfolio of animation software.
00:22There are online tutorials as well as different forums.
00:27You could even submit your works in progress and get critiques from other people in the field.
00:32Another good resource, you should check out the Toon Boom Channel on YouTube.
00:38One of my favorite places to go is bitey.com, and if you go there just click on the academy
00:46and go under Toon Boom.
00:48This is by Adam Philips, and he is an incredible effects animator.
00:52You can learn things like rain, fire, running water.
00:57There is a lot to learn.
00:58He actually has an online academy you can sign up for.
01:01So this has been Tony Ross for lynda.com. Thanks again, and have a good one.
Collapse this transcript


Suggested courses to watch next:

2D Character Animation (5h 50m)
George Maestri



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