Join Dermot O' Connor for an in-depth discussion in this video Recognizing the Flash style, part of Flash: Hand-Drawn Animation.
In this course, I'm going to take traditional hand-drawn animation techniques and demonstrate how to use them in Flash. The beauty of this method is that it allows the animator to return to traditional cartoon styles and to escape from the confines of the Flash rig. So let me show you what I mean by the confines of the the Flash rig. In this example, you can see a very typical Flash scene. We have the little guy just moving up and down. And the character is made out of flat symbols and these constrict the range of motion that the character and the kind of things he can do.
So this kind of thing is all too typical. It's an up down settled movement. And it's as if the figure is a spring, he's being pushed by an invisible hand. So let me show you the invisible hand. >> Bounce, and a very common cliché now at this point. So let me go into the symbol very quickly and show you how it's laid out. So everything is on a separate layer. Let's go into outline mode so we can see them. So we can select the arm for example and move it out and so forth. And when this is the case, something very insidious happens. The animator begins to edit what he does based on the limitations of the rig.
So, instead of doing what he really should be doing, they're doing what the rig wants them to do. So, this obviously is a problem. Here's another example of a Flash turn. And let's go into this little scene and see what it looks like. So as you can see, we moved from this key frame into the second key frame. We're easing, and then we just simply snap. Because doing these transitional drawings with the rig is either difficult or impossible. So we end up with these cheats happening all over the place.
So let me demonstrate an alternative to this. So in this example, we see a complete rough animation of a character breaking out of a standing pose. And into this really wonderful fully animated dance. In this scene, another character performs a fully animated acting scene. And here's the amazing part, notice how he transitions from this hand-drawn action into a classic Flash rig. It's right here. Now this shows that you can have the best of both worlds. Let me go into this Flash rig and you'll see.
This will look very familiar if you're use to animating figures using the traditional Flash rigging system. Notice again how the transition from one into the other is so smooth you can barely tell. And one last little detail just to note, you might have noticed this, for a single frame we have this blurred image or a wipe. And this is a fantastic cheat that used to be widely used in the good old days of the 40s and 50s for the really fast Loony Tunes effect. If you wanted to get your guy from one pose into a different one without going through all of this. You would use a wipe and then just ease out of it and ease into the end state.
So you'll see that as a really snazzy little cheat, right at the end of the scene. So finally, I want to show you a much simpler example of my use of this technique. Remember our very cliché and gimmicky Flash turn? Well, here's the addition of only six hand-drawn images to soften that turn on the right side. You can see. Suddenly we're animating again. And these drawings, I deliberately made them horrible. I didn't try to make them good. So that a person with a maybe moderate, intermediate drawing skills might see how even a clunky drawing would adds so much.
And these go by so quickly. Let me show you. It's just, you see this is from the original level. We had the original slow out. And then I simply drew these six frames. Doing this one as the major break down between the two. And the others are just some in-betweens. And that was enough to add that extra level of vitality to the scene. So as you can see this method can be used along side a Flash rig working seamlessly with it. So if you want to see more, let's get started.
- Creating thumbnails
- Building rough keys and pose tests
- Adding secondary keys
- Symbolizing body parts
- Creating loose breakdowns
- Drawing in-betweens
- Coloring the character
- Cleaning up the animation