WEBVTT 1 00:00:24.049 --> 00:00:28.849 In this lecture, we will be doing hands-on practice with animation production 2 00:00:28.849 --> 00:00:33.929 We will practice basic animation together 3 00:00:33.929 --> 00:00:37.809 and we will have time to learn and apply the 12 principles of animation 4 00:00:37.809 --> 00:00:42.529 that I mentioned earlier 5 00:00:42.529 --> 00:00:46.969 We will be using a program called Animate 6 00:00:46.969 --> 00:00:49.729 I will give you a brief explanation of the program 7 00:00:49.768 --> 00:00:55.928 And for the practical exercise, we will practice animating a bouncing ball together 8 00:00:56.380 --> 00:00:58.600 Bouncing ball 9 00:01:00.569 --> 00:01:03.478 Let's choose FHD 10 00:01:04.328 --> 00:01:06.889 Now, this is the screen that will appear 11 00:01:06.889 --> 00:01:10.488 On this screen, you'll see a white canvas 12 00:01:10.488 --> 00:01:15.209 Here you can determine the screen size 13 00:01:16.449 --> 00:01:20.648 And if you right-click here on the right 14 00:01:20.648 --> 00:01:24.008 you'll see "Fit in window" 15 00:01:24.008 --> 00:01:26.129 which adjusts the screen size to fit the window perfectly 16 00:01:26.129 --> 00:01:28.979 You can decide on various screen sizes right here 17 00:01:30.129 --> 00:01:32.248 And if you look at the top part here 18 00:01:32.248 --> 00:01:34.888 Here it says "Timeline" right here 19 00:01:34.888 --> 00:01:37.568 In the timeline, there are layers like this 20 00:01:37.569 --> 00:01:38.520 Here 21 00:01:39.548 --> 00:01:43.809 the frames are listed in a sequence like this 22 00:01:43.809 --> 00:01:45.248 Above that 23 00:01:45.249 --> 00:01:48.228 it shows 1 second, 2 seconds, 3 seconds, like this 24 00:01:48.248 --> 00:01:49.919 Now, as you can see 25 00:01:49.920 --> 00:01:53.749 it says 30 frames per second here 26 00:01:53.769 --> 00:01:58.089 If you look up here, you'll see FPS. Remember that? 27 00:01:58.089 --> 00:01:59.809 Frames per second 28 00:01:59.809 --> 00:02:03.829 so it's 30 frames per second 29 00:02:04.729 --> 00:02:07.129 Right now, it's set to 30 frames per second 30 00:02:07.129 --> 00:02:09.579 If you want to change this 31 00:02:12.640 --> 00:02:14.120 you'll find 32 00:02:14.469 --> 00:02:16.568 "Modify" at the top here 33 00:02:16.568 --> 00:02:18.508 Select Document under Modify 34 00:02:19.008 --> 00:02:20.629 If you click on "Document" 35 00:02:22.569 --> 00:02:27.048 you can now adjust the settings for the current project here 36 00:02:27.568 --> 00:02:30.409 Here, you can see this is about the units 37 00:02:30.849 --> 00:02:33.489 At the very bottom, you can see "Frame rate" 38 00:02:33.489 --> 00:02:35.528 So, it's currently set to 30 frames per second 39 00:02:35.528 --> 00:02:36.149 Let's change it 40 00:02:37.200 --> 00:02:39.240 to 12 41 00:02:39.860 --> 00:02:40.860 Alright 42 00:02:41.509 --> 00:02:44.929 now the overall setting has been changed to 12 frames per second 43 00:02:45.849 --> 00:02:49.369 And down below, you'll see "Tool" 44 00:02:49.369 --> 00:02:51.769 This is where you'll find drawing tools 45 00:02:51.769 --> 00:02:56.409 and below that, various other tools needed for animation 46 00:02:56.409 --> 00:02:59.248 There are also selection tools available here 47 00:02:59.248 --> 00:03:01.108 Then there are drawing tools 48 00:03:01.728 --> 00:03:04.909 erasers, various brushes 49 00:03:04.909 --> 00:03:07.248 drawing aids 50 00:03:07.248 --> 00:03:10.088 pens, and tools for adding text 51 00:03:10.088 --> 00:03:11.588 And this is the coloring tool 52 00:03:12.328 --> 00:03:15.929 And this tool is for moving the canvas screen 53 00:03:15.929 --> 00:03:20.129 These are color picker tools 54 00:03:20.129 --> 00:03:22.308 The ones below are for strokes 55 00:03:22.908 --> 00:03:24.328 And the ones above are 56 00:03:25.080 --> 00:03:26.620 for filling in lines 57 00:03:28.508 --> 00:03:31.848 or areas with color 58 00:03:32.908 --> 00:03:34.449 Then, it would 59 00:03:35.209 --> 00:03:36.209 look like this 60 00:03:36.209 --> 00:03:40.448 And below on the right 61 00:03:40.448 --> 00:03:42.608 it shows the properties of these tools here 62 00:03:42.608 --> 00:03:45.708 Alright, let's go ahead and try animating the bouncing ball 63 00:03:46.600 --> 00:03:47.600 First 64 00:03:49.188 --> 00:03:51.608 when we typically work 65 00:03:51.608 --> 00:03:56.688 we often use the pencil tool or the brush tool 66 00:03:56.688 --> 00:03:59.389 Let's start by 67 00:04:00.100 --> 00:04:02.360 using the brush tool first 68 00:04:03.049 --> 00:04:04.129 Either one is fine 69 00:04:04.129 --> 00:04:06.569 But let's try using the brush tool first 70 00:04:06.569 --> 00:04:11.248 The brush size is currently set to 6 here 71 00:04:11.248 --> 00:04:14.168 The smoothing is set to 100 here 72 00:04:14.168 --> 00:04:16.009 Smoothing helps 73 00:04:16.009 --> 00:04:18.129 to refine shapes 74 00:04:19.009 --> 00:04:22.409 when drawing rounded lines 75 00:04:22.409 --> 00:04:25.369 This helps to smooth out slight tremors in the lines 76 00:04:25.369 --> 00:04:29.108 Having smoothing at this level should help to keep the lines more stable 77 00:04:30.688 --> 00:04:32.748 Let's try setting the size to about 5 78 00:04:33.608 --> 00:04:35.909 Alright, so first 79 00:04:35.910 --> 00:04:38.549 to animate the bouncing ball 80 00:04:38.569 --> 00:04:42.369 we need a ground surface to make it easier to animate 81 00:04:42.369 --> 00:04:45.729 So, let's double-click on Layer 1 here 82 00:04:47.489 --> 00:04:50.209 and rename it to "floor" for the ground 83 00:04:50.209 --> 00:04:54.529 So, while holding down Shift 84 00:04:54.530 --> 00:04:55.419 I've quickly sketched out 85 00:04:56.589 --> 00:04:59.528 the ground like this 86 00:05:00.039 --> 00:05:03.799 Alright, here on the side 87 00:05:03.799 --> 00:05:05.899 you can see it's extending beyond the edge of the screen 88 00:05:06.339 --> 00:05:09.299 this line represents the boundary 89 00:05:09.759 --> 00:05:14.759 even though it extends beyond the edge of the screen like this 90 00:05:14.759 --> 00:05:18.818 This phenomenon is due to 91 00:05:19.658 --> 00:05:24.599 the "Click to Content Outside Stage" feature here 92 00:05:24.600 --> 00:05:27.044 If you click it 93 00:05:27.279 --> 00:05:28.279 it hides the boundary lines outside the stage area 94 00:05:28.999 --> 00:05:29.999 This feature toggles 95 00:05:30.599 --> 00:05:37.298 the visibility of the boundary lines outside the stage area 96 00:05:37.298 --> 00:05:41.798 I'll hide it for now 97 00:05:41.798 --> 00:05:43.548 to make it less distracting 98 00:05:44.279 --> 00:05:47.279 And to center the screen again 99 00:05:47.839 --> 00:05:51.099 just press the spacebar 100 00:05:51.099 --> 00:05:55.869 If you right-click and select "Fit in window" 101 00:05:55.898 --> 00:05:57.598 it will fit the screen perfectly 102 00:05:57.999 --> 00:06:03.339 Alright, since we won't be moving the floor anymore 103 00:06:03.340 --> 00:06:07.839 let's lock this layer. Now, let's create another layer 104 00:06:07.859 --> 00:06:13.578 To create a new layer, you can see the "New Layer" icon at the top left here, the plus sign 105 00:06:13.579 --> 00:06:17.098 Click on it and name this layer "ball" 106 00:06:17.118 --> 00:06:20.978 Okay, typically for a basic flow 107 00:06:25.939 --> 00:06:29.559 we'll use about 2 seconds, roughly 48 frames 108 00:06:30.339 --> 00:06:33.258 Press F5 here to insert frames 109 00:06:33.859 --> 00:06:36.998 so when you press F5 110 00:06:36.998 --> 00:06:39.948 what happens is that in Animate 111 00:06:40.198 --> 00:06:43.248 each frame 112 00:06:43.248 --> 00:06:47.998 where the drawing is present 113 00:06:47.998 --> 00:06:49.299 is marked with a solid black dot 114 00:06:49.898 --> 00:06:52.748 If you click and drag to the right here 115 00:06:52.748 --> 00:06:55.519 each click creates a keyframe 116 00:06:55.519 --> 00:06:57.199 It becomes a keyframe 117 00:07:00.579 --> 00:07:04.199 and when you click on it, a black dot like this appears 118 00:07:04.758 --> 00:07:06.138 These black dots represent individual frames 119 00:07:06.979 --> 00:07:10.899 where drawings or changes are recorded separately 120 00:07:10.899 --> 00:07:14.938 So each frame is independent and represents a separate instance of the drawing or change 121 00:07:14.948 --> 00:07:16.298 When you use 122 00:07:16.698 --> 00:07:18.398 "Insert Frame" (F5) 123 00:07:18.398 --> 00:07:21.679 it means adding another frame 124 00:07:21.680 --> 00:07:25.009 with the same drawing 125 00:07:25.379 --> 00:07:26.119 Because inserting a frame (F5) adds 126 00:07:26.120 --> 00:07:30.047 another instance of the same drawing 127 00:07:30.098 --> 00:07:33.048 the black dot representing the drawing is consolidated 128 00:07:33.048 --> 00:07:37.289 into one box to avoid clutter 129 00:07:37.289 --> 00:07:38.948 So, for example 130 00:07:38.948 --> 00:07:42.898 if you click here and press F5 131 00:07:42.898 --> 00:07:45.278 it means you're adding frames 132 00:07:45.279 --> 00:07:50.448 where the same drawing repeats: one, two, three, four, five frames all showing the same image 133 00:07:50.448 --> 00:07:51.800 Let's open up 134 00:07:51.800 --> 00:07:56.278 the timeline generously for the flow 135 00:07:56.278 --> 00:07:59.179 allowing plenty of space for both the ground and the ball 136 00:07:59.180 --> 00:08:01.259 Let's make sure the ground is visible 137 00:08:01.279 --> 00:08:06.138 Next, let's go to the ball position and draw the first frame 138 00:08:06.138 --> 00:08:10.539 Since we need to draw a picture here, of course, we could draw it directly right now 139 00:08:10.540 --> 00:08:15.379 but we need an empty frame, so I will press F6 140 00:08:15.380 --> 00:08:18.759 Now, from this point, the ball will actually appear 141 00:08:18.779 --> 00:08:23.100 Now, the ball will appear 142 00:08:23.100 --> 00:08:27.248 For someone like me 143 00:08:27.248 --> 00:08:29.099 experienced people would just draw it right away, like this 144 00:08:30.519 --> 00:08:35.579 If the motion is still unfamiliar to you 145 00:08:36.959 --> 00:08:39.899 and you're not well-acquainted with it in your mind 146 00:08:39.900 --> 00:08:45.319 nor have you analyzed it thoroughly, and for beginners, the motion won't be as smooth as you'd like it to be 147 00:08:45.339 --> 00:08:50.378 So, it will be very helpful to develop the habit of first creating a guide animation 148 00:08:50.379 --> 00:08:54.359 and then drawing over it 149 00:08:54.739 --> 00:08:57.059 So, I will create a new layer in between here 150 00:08:57.398 --> 00:09:00.959 and temporarily lock this ball layer 151 00:09:01.319 --> 00:09:05.419 so it doesn't go onto the new layer 152 00:09:05.419 --> 00:09:08.178 I will create a layer here 153 00:09:08.197 --> 00:09:10.647 and name it "Guide" 154 00:09:11.359 --> 00:09:13.447 First 155 00:09:13.447 --> 00:09:15.397 let's delete the frames we don't need 156 00:09:15.999 --> 00:09:17.239 For this empty frame 157 00:09:18.178 --> 00:09:20.939 since this is purely a guide 158 00:09:20.940 --> 00:09:25.479 let's use something different for the guide 159 00:09:25.839 --> 00:09:29.339 I'll use a black pencil like this to demonstrate 160 00:10:26.319 --> 00:10:27.699 So first 161 00:10:28.659 --> 00:10:29.959 the drawing will show 162 00:10:31.879 --> 00:10:32.879 the ball like this 163 00:10:33.719 --> 00:10:35.459 The ball has appeared 164 00:10:35.898 --> 00:10:39.598 and then in the next frame, the ball is falling at this interval 165 00:10:40.339 --> 00:10:41.739 The size of the ball should be drawn 166 00:10:42.418 --> 00:10:44.447 relatively consistent 167 00:10:44.447 --> 00:10:48.297 And next, here and here, now in the next frame 168 00:10:48.308 --> 00:10:49.818 when it gets here 169 00:10:49.819 --> 00:10:51.599 Then, in the next frame 170 00:10:52.678 --> 00:10:55.597 it will come about this far with a similar interval 171 00:10:56.319 --> 00:10:57.319 If 172 00:10:58.397 --> 00:11:00.747 the ball is 173 00:11:00.747 --> 00:11:02.047 falling from top 174 00:11:02.047 --> 00:11:04.218 to bottom 175 00:11:05.597 --> 00:11:07.897 will it gradually speed up 176 00:11:07.897 --> 00:11:10.378 or slow down? 177 00:11:10.378 --> 00:11:12.698 Or will its speed remain the same? 178 00:11:12.699 --> 00:11:14.139 At first 179 00:11:14.139 --> 00:11:17.108 when the ball starts falling from here 180 00:11:17.108 --> 00:11:19.997 it will gradually pick up speed like this for a while 181 00:11:20.058 --> 00:11:23.878 Then, after a certain point, it will continue falling at a constant speed like this 182 00:11:23.878 --> 00:11:24.657 Right? 183 00:11:25.799 --> 00:11:26.799 Therefore 184 00:11:27.097 --> 00:11:30.817 when you throw the ball here 185 00:11:30.817 --> 00:11:35.218 you need to decide whether the ball will gradually accelerate 186 00:11:35.218 --> 00:11:40.658 or if it's already fast and maintains a constant speed from this point 187 00:11:40.658 --> 00:11:42.777 That decision will guide how you animate the drawing 188 00:11:42.778 --> 00:11:44.799 So, looking at it now 189 00:11:45.637 --> 00:11:48.538 if you throw the ball from here 190 00:11:48.538 --> 00:11:53.817 it seems like the ball will gradually accelerate from this point onward 191 00:11:53.817 --> 00:11:55.237 I'll try widening the spacing 192 00:11:56.759 --> 00:11:58.959 between the positions a bit more 193 00:12:08.037 --> 00:12:08.757 Like this 194 00:12:09.077 --> 00:12:12.058 And then, when it hits here 195 00:12:12.819 --> 00:12:14.699 it will make a "thud" sound 196 00:12:17.218 --> 00:12:19.258 and bounce like this 197 00:12:19.258 --> 00:12:22.417 Next, when it bounces off here 198 00:12:22.417 --> 00:12:24.197 it will have a rebound force 199 00:12:24.499 --> 00:12:27.199 pushing it outwards 200 00:12:27.199 --> 00:12:30.578 So, this rebound force 201 00:12:30.579 --> 00:12:31.699 originally from here to here 202 00:12:32.398 --> 00:12:35.977 in terms of spacing 203 00:12:36.719 --> 00:12:39.338 the spacing from here to here 204 00:12:39.797 --> 00:12:42.737 gradually widened 205 00:12:42.737 --> 00:12:46.657 and when it bounced off, it will bounce quite a lot 206 00:12:46.657 --> 00:12:48.497 Let's think about it like this 207 00:12:49.657 --> 00:12:52.138 and try bouncing with this spacing 208 00:13:52.707 --> 00:13:55.558 Since this is just a guide 209 00:13:55.559 --> 00:13:57.778 it might be uncomfortable 210 00:13:58.418 --> 00:14:00.817 if the guide lines are too dark 211 00:14:00.817 --> 00:14:02.417 If you right-click here 212 00:14:04.578 --> 00:14:05.578 click on "Profiles" 213 00:14:06.337 --> 00:14:08.778 and go to "Properties" 214 00:14:08.778 --> 00:14:10.097 you'll find an option for "Opacity" 215 00:14:10.097 --> 00:14:13.858 Opacity controls how transparent 216 00:14:13.858 --> 00:14:17.377 or opaque something appears 217 00:14:17.377 --> 00:14:19.598 So, you set it to 35% 218 00:14:20.218 --> 00:14:23.498 You adjusted 219 00:14:23.499 --> 00:14:24.638 the opacity to 35% in the properties 220 00:14:26.438 --> 00:14:27.858 allowing you to 221 00:14:29.558 --> 00:14:30.898 overlay drawings 222 00:14:30.898 --> 00:14:34.577 on top of it like this 223 00:14:34.577 --> 00:14:38.058 Next, I'll lock the guide again and start drawing the ball 224 00:14:38.058 --> 00:14:41.277 I'll unlock it later to continue drawing 225 00:14:41.278 --> 00:14:41.898 First 226 00:14:42.317 --> 00:14:45.878 in the very first frame 227 00:14:46.046 --> 00:14:47.896 there will be an empty screen 228 00:14:47.896 --> 00:14:51.147 Since the ball hasn't entered the screen yet 229 00:14:51.147 --> 00:14:53.137 let's proceed to draw the next frame 230 00:14:53.137 --> 00:14:56.778 It's good to know shortcut keys 231 00:14:56.778 --> 00:15:00.017 for navigating between frames like this one 232 00:15:00.018 --> 00:15:01.782 There might be different keyboard layouts 233 00:15:02.418 --> 00:15:03.418 with two keyboards 234 00:15:04.738 --> 00:15:08.298 like this 235 00:15:11.278 --> 00:15:14.638 On my keyboard, right above the spacebar 236 00:15:17.978 --> 00:15:20.918 there's the Korean/English key 237 00:15:22.338 --> 00:15:24.438 Right above here 238 00:15:26.298 --> 00:15:28.338 there's a keyboard with this seagull-shaped key (Greater than, less than symbols) 239 00:15:28.338 --> 00:15:31.998 So, leave the first frame empty, and from the next frame onwards, the ball 240 00:15:59.178 --> 00:16:02.858 here we're creating keyframes 241 00:16:02.858 --> 00:16:05.918 so now we need to make another blank keyframe here 242 00:16:07.778 --> 00:16:10.597 If you press F7 here 243 00:16:11.198 --> 00:16:14.838 you'll see there's an option for a blank keyframe 244 00:16:14.838 --> 00:16:17.897 Alright, this blank keyframe is 245 00:16:17.898 --> 00:16:19.478 the same as this one here 246 00:16:20.178 --> 00:16:23.638 "Insert blank keyframe" means 247 00:16:24.077 --> 00:16:28.618 it's a separate frame from the previous one 248 00:16:28.619 --> 00:16:32.878 and when you want to create a new empty frame 249 00:16:32.898 --> 00:16:34.937 you just need to select 250 00:16:34.945 --> 00:16:38.237 "Insert blank keyframe" 251 00:16:38.237 --> 00:16:43.937 So now you've inserted another blank frame like this 252 00:16:43.938 --> 00:16:45.958 Okay, like this, you've drawn one 253 00:16:47.217 --> 00:16:51.837 and then you've created another blank frame where you can draw a new picture again 254 00:16:51.837 --> 00:16:56.337 As mentioned earlier, you need to press the shortcut key F7 to create this 255 00:17:51.158 --> 00:17:54.497 and there's a very useful feature 256 00:17:56.037 --> 00:18:00.217 that comes in handy when doing animations like this 257 00:18:01.098 --> 00:18:04.098 That's when, like now 258 00:18:05.445 --> 00:18:07.245 the spacing gradually decreases 259 00:18:07.245 --> 00:18:10.658 Then, since the images between intervals aren't visible 260 00:18:10.658 --> 00:18:14.518 you can't check the pictures before and after 261 00:18:14.519 --> 00:18:16.048 In such cases 262 00:18:16.068 --> 00:18:20.708 there's a feature that allows you to 263 00:18:20.745 --> 00:18:23.595 check the positions before and after 264 00:18:23.659 --> 00:18:25.894 That's called 265 00:18:26.358 --> 00:18:31.018 the Onion Skin tool, represented by two circles at the top here 266 00:18:31.438 --> 00:18:37.278 It makes the previous and next frames transparent 267 00:18:38.638 --> 00:18:39.458 so you can see them 268 00:18:41.258 --> 00:18:42.258 like this 269 00:18:42.578 --> 00:18:47.638 It's a feature that makes the previous and next frames transparent like this 270 00:18:47.638 --> 00:18:53.138 allowing you to confirm the current frame's position 271 00:18:55.198 --> 00:18:59.018 So, by toggling this on and off appropriately 272 00:18:59.618 --> 00:19:01.498 you can check 273 00:19:01.718 --> 00:19:05.718 and adjust the intervals of the animation smoothly 274 00:19:05.718 --> 00:19:08.638 Next, because the speed gradually decreases 275 00:19:09.098 --> 00:19:11.218 the frames will overlap more 276 00:20:32.958 --> 00:20:35.038 Alright, I'll try turning off the guide for now 277 00:20:35.658 --> 00:20:36.658 I've turned it off 278 00:20:37.135 --> 00:20:39.475 and I'll press play button 279 00:20:40.040 --> 00:20:41.680 You can see play button here 280 00:20:46.238 --> 00:20:49.508 Got it? 281 00:20:49.509 --> 00:20:50.558 This way of animating gives 282 00:20:50.559 --> 00:20:51.838 a bouncing ball feeling 283 00:20:51.858 --> 00:20:52.938 This would be 284 00:20:55.158 --> 00:20:56.938 a relatively straightforward bouncing ball 285 00:20:58.338 --> 00:21:01.658 wouldn't it? 286 00:21:02.358 --> 00:21:04.917 If we analyze 287 00:21:05.537 --> 00:21:11.117 how the 12 principles of animation 288 00:21:11.118 --> 00:21:11.944 apply 289 00:21:13.097 --> 00:21:14.637 in this movement 290 00:21:15.197 --> 00:21:18.757 during the process 291 00:21:20.037 --> 00:21:22.657 where the ball is falling and then bounces 292 00:21:22.658 --> 00:21:25.294 gaining speed and rising 293 00:21:26.482 --> 00:21:28.932 Let me illustrate 294 00:21:29.944 --> 00:21:31.594 how this process of the ball 295 00:21:32.144 --> 00:21:33.594 rising up to here looks 296 00:21:34.344 --> 00:21:35.344 So 297 00:21:35.345 --> 00:21:37.741 in this process of rising up to here 298 00:21:44.244 --> 00:21:47.694 as the ball bounces and ascends 299 00:21:48.203 --> 00:21:49.353 it gradually 300 00:21:50.160 --> 00:21:52.260 as it ascends to this point 301 00:21:54.483 --> 00:21:55.483 the speed 302 00:22:10.094 --> 00:22:11.094 and spacing 303 00:22:11.143 --> 00:22:14.163 gradually decrease like this 304 00:22:18.113 --> 00:22:19.523 Then 305 00:22:20.044 --> 00:22:21.044 the spacing 306 00:22:24.144 --> 00:22:26.394 widens again 307 00:22:27.194 --> 00:22:30.044 The variation in spacing before and after 308 00:22:30.633 --> 00:22:33.473 where it changes 309 00:22:33.513 --> 00:22:36.473 isn't governed by a specific principle 310 00:22:36.473 --> 00:22:38.473 but rather 311 00:22:39.544 --> 00:22:41.223 mimics natural phenomena 312 00:22:41.244 --> 00:22:43.594 However 313 00:22:44.194 --> 00:22:47.594 applying these movements within the 12 principles 314 00:22:47.594 --> 00:22:50.193 helps establish more accurate and natural motion 315 00:22:50.193 --> 00:22:54.153 It's important to keep this in mind 316 00:22:54.153 --> 00:22:58.592 for creating smoother animations 317 00:22:58.592 --> 00:23:03.353 In the motion of a freely bouncing ball, as it rebounds upwards 318 00:23:03.354 --> 00:23:05.583 at its highest point 319 00:23:05.584 --> 00:23:09.546 gravity's influence diminishes its speed 320 00:23:09.553 --> 00:23:11.792 until it eventually stops 321 00:23:11.793 --> 00:23:13.722 So 322 00:23:13.742 --> 00:23:16.713 when we depict this natural phenomenon through animation 323 00:23:16.713 --> 00:23:21.113 you can see that the spacing gradually decreases like this 324 00:23:21.113 --> 00:23:23.312 We call this principle 325 00:23:24.143 --> 00:23:25.143 as 326 00:23:25.693 --> 00:23:27.143 "ease in" 327 00:23:27.443 --> 00:23:28.943 Yes, ease in 328 00:23:28.943 --> 00:23:32.993 And this is gradually accelerating again 329 00:23:32.993 --> 00:23:36.173 Let's call this kind of acceleration 330 00:23:37.293 --> 00:23:39.443 "ease out" 331 00:23:40.073 --> 00:23:43.153 So, among our 12 principles, we have 'ease in / out' 332 00:23:43.153 --> 00:23:46.262 We can say that 333 00:23:46.263 --> 00:23:48.743 this represents acceleration and deceleration motion 334 00:23:49.493 --> 00:23:51.943 So here 335 00:23:51.944 --> 00:23:53.443 the interval between the previous position 336 00:23:54.062 --> 00:23:58.713 and the next position of this movement 337 00:23:58.713 --> 00:24:00.023 is called 338 00:24:00.943 --> 00:24:03.593 "Spacing" in technical terms 339 00:24:04.673 --> 00:24:08.272 It's the space 340 00:24:08.272 --> 00:24:13.153 The distance from here to here, the distance moved in one frame, is what we call Spacing 341 00:24:13.154 --> 00:24:14.392 If this Spacing 342 00:24:15.643 --> 00:24:16.993 gets wider 343 00:24:16.993 --> 00:24:20.993 it means the speed is faster 344 00:24:20.993 --> 00:24:24.922 If the spacing is narrow, like here 345 00:24:24.923 --> 00:24:27.623 it means the speed is getting slower 346 00:24:27.722 --> 00:24:32.522 Since it only moved this much in one frame 347 00:24:32.522 --> 00:24:36.632 it means the speed is slow, and here, the speed is a bit faster 348 00:24:36.632 --> 00:24:39.122 Here, since it moved this much 349 00:24:39.123 --> 00:24:41.652 the spacing has widened 350 00:24:41.672 --> 00:24:44.613 Widening means that 351 00:24:44.614 --> 00:24:48.343 the speed has increased accordingly 352 00:24:48.663 --> 00:24:52.233 So here, you can see that the spacing is very wide 353 00:24:52.233 --> 00:24:57.073 Because the spacing is quite wide here, we can consider the speed to be high 354 00:24:57.073 --> 00:25:00.392 And here, compared to here, the spacing has become even wider 355 00:25:00.392 --> 00:25:05.472 So, we can see that the speed has increased further, indicating acceleration 356 00:25:05.472 --> 00:25:08.633 In other words 357 00:25:10.143 --> 00:25:13.243 we could also say that it's easing out 358 00:25:13.243 --> 00:25:15.912 transitioning outward like this 359 00:25:15.913 --> 00:25:19.693 Remember 360 00:25:21.362 --> 00:25:22.832 the term "ease in/out" 361 00:25:22.833 --> 00:25:23.737 "Slow in" 362 00:25:25.343 --> 00:25:26.232 or "slow out" 363 00:25:26.232 --> 00:25:28.903 are also ways to describe this 364 00:25:29.353 --> 00:25:32.483 So far 365 00:25:34.143 --> 00:25:35.193 we've seen a lot of animations 366 00:25:35.193 --> 00:25:39.312 that intentionally exaggerate these expressions 367 00:25:39.693 --> 00:25:42.093 when watching animations 368 00:25:42.112 --> 00:25:44.103 So 369 00:25:44.104 --> 00:25:45.793 to make animations more lively 370 00:25:47.743 --> 00:25:48.943 dynamic 371 00:25:48.953 --> 00:25:50.113 and visually impactful 372 00:25:53.513 --> 00:25:59.192 to convey a sense of strength and elasticity to our eye 373 00:25:59.192 --> 00:26:03.272 I've mentioned before that 374 00:26:03.272 --> 00:26:08.513 by exaggerating movements a bit, animations can appear more lively and dynamic 375 00:26:08.513 --> 00:26:13.353 If we think about it in that sense 376 00:26:13.353 --> 00:26:16.313 to make bouncing objects 377 00:26:17.043 --> 00:26:20.693 like a bouncing rod 378 00:26:20.713 --> 00:26:24.023 or ball move more dynamically 379 00:26:24.024 --> 00:26:26.853 and lively 380 00:26:26.873 --> 00:26:29.552 Here, like I mentioned earlier 381 00:26:29.553 --> 00:26:30.932 the ball accelerates from here to here 382 00:26:30.952 --> 00:26:33.153 As the movement speeds up 383 00:26:33.153 --> 00:26:36.232 visually, we might perceive the round ball elongating 384 00:26:36.232 --> 00:26:41.893 almost like an optical illusion 385 00:26:41.894 --> 00:26:44.143 where it appears egg-shaped 386 00:26:44.143 --> 00:26:47.072 Utilizing such effects can be quite effective 387 00:26:47.072 --> 00:26:51.093 Using that approach 388 00:26:51.094 --> 00:26:52.642 you stretched the circular shape of the ball 389 00:26:57.552 --> 00:26:59.222 a bit into 390 00:27:00.222 --> 00:27:04.862 an egg shape 391 00:27:11.093 --> 00:27:13.552 Alright, if we follow this guide for a moment 392 00:27:13.553 --> 00:27:16.192 the endpoints of this elongated ball 393 00:27:17.852 --> 00:27:24.993 should be symmetrical 394 00:27:24.993 --> 00:27:26.792 and the direction needs to be correct as well 395 00:27:26.792 --> 00:27:29.932 So, either it ends up like this 396 00:27:30.832 --> 00:27:35.433 or the current flow direction of the ball is like this 397 00:27:35.433 --> 00:27:38.392 If it goes this way, or perhaps like this 398 00:27:38.392 --> 00:27:43.033 then the ball's movement isn't quite accurate 399 00:27:43.033 --> 00:27:46.883 So, if you briefly turn on the guide and draw it accurately 400 00:27:47.633 --> 00:27:49.502 let's try to refine the drawing more precisely 401 00:27:52.352 --> 00:27:53.472 By 402 00:27:55.672 --> 00:27:57.222 accurately capturing 403 00:27:57.742 --> 00:27:59.192 the trajectory like this 404 00:28:08.783 --> 00:28:11.922 and adding acceleration 405 00:28:11.923 --> 00:28:14.892 the ball elongates slightly 406 00:28:14.892 --> 00:28:17.373 Let's think about it that way 407 00:28:17.373 --> 00:28:20.092 And then, bang! 408 00:28:20.092 --> 00:28:21.622 At the moment it hits here 409 00:28:21.623 --> 00:28:23.552 bang! 410 00:28:23.552 --> 00:28:26.562 it receives a strong force 411 00:28:28.462 --> 00:28:30.002 causing it to deform 412 00:28:30.002 --> 00:28:34.743 In reality, the ball wouldn't deform that much 413 00:28:34.743 --> 00:28:36.343 but intentionally 414 00:28:37.192 --> 00:28:38.192 exaggerating the deformation like this 415 00:28:39.442 --> 00:28:40.742 can be effective 416 00:28:43.142 --> 00:28:44.142 If 417 00:28:45.343 --> 00:28:47.193 it drops from this height 418 00:28:49.142 --> 00:28:52.192 and goes bang! 419 00:28:52.192 --> 00:28:54.993 how much would it deform? 420 00:28:54.993 --> 00:28:57.143 This ball wouldn't appear to deform so drastically 421 00:28:59.312 --> 00:29:03.102 as to become 422 00:29:03.103 --> 00:29:04.542 floppy 423 00:29:04.952 --> 00:29:08.112 or severely damaged 424 00:29:08.112 --> 00:29:11.713 But it's about intentionally exaggerating 425 00:29:11.714 --> 00:29:12.942 the expression in that way 426 00:31:07.690 --> 00:31:09.440 Okay, now turn off the guide 427 00:31:10.191 --> 00:31:13.541 and let's see 428 00:31:15.691 --> 00:31:18.191 how the feel of the movement has changed 429 00:31:21.341 --> 00:31:22.341 How does it look? 430 00:31:22.941 --> 00:31:23.941 It gives 431 00:31:24.840 --> 00:31:27.560 a much bouncier feel now 432 00:31:27.791 --> 00:31:28.491 doesn't it? 433 00:31:30.310 --> 00:31:33.410 Alright, here, as I mentioned earlier 434 00:31:34.510 --> 00:31:38.750 there's a slight sense of it compressing, so I'll make some adjustments 435 00:33:13.440 --> 00:33:15.690 Shall we play it again to see how it looks? 436 00:33:20.190 --> 00:33:21.690 The movement feels much better now 437 00:33:22.191 --> 00:33:23.841 doesn't it? 438 00:33:25.241 --> 00:33:27.591 By adding this kind of deformation 439 00:33:27.591 --> 00:33:30.190 the sense of speed has definitely improved 440 00:33:30.190 --> 00:33:34.190 compared to before 441 00:33:34.191 --> 00:33:37.391 Now, using these changes in shape 442 00:33:37.391 --> 00:33:41.570 to exaggerate the movement 443 00:33:41.590 --> 00:33:48.190 enhancing the effect, we call this technique "Squash & Stretch" 444 00:33:48.190 --> 00:33:51.790 The principle 445 00:33:51.790 --> 00:33:52.740 being applied to the bouncing ball right now is 446 00:33:54.690 --> 00:33:57.490 the Squash & Stretch technique 447 00:33:59.190 --> 00:34:04.190 By visualizing acceleration 448 00:34:04.190 --> 00:34:10.640 through squashing and stretching 449 00:34:10.641 --> 00:34:15.170 we've effectively enhanced the sense of speed and physical expression 450 00:34:15.190 --> 00:34:15.940 By applying 451 00:34:16.490 --> 00:34:17.740 the effects of Ease In 452 00:34:19.140 --> 00:34:20.140 and Ease Out 453 00:34:20.190 --> 00:34:22.490 we've managed to convey 454 00:34:23.290 --> 00:34:24.840 the feeling of acceleration through changes in spacing 455 00:34:27.040 --> 00:34:30.390 This captures the sense of speed slowing down 456 00:34:30.391 --> 00:34:33.640 as it reaches a higher altitude 457 00:34:35.440 --> 00:34:41.490 and gaining momentum again as it falls 458 00:34:41.491 --> 00:34:44.170 effectively expressing 459 00:34:44.190 --> 00:34:50.790 the movement in a natural and lively manner 460 00:34:50.791 --> 00:34:53.786 That summarizes 461 00:34:55.490 --> 00:34:58.740 the application of these principles in the outcome 462 00:34:58.741 --> 00:35:02.142 Surprise expression and walking motion 463 00:35:03.390 --> 00:35:06.540 Let's take a look at this case 464 00:35:07.940 --> 00:35:08.940 Alright, this is a movement 465 00:35:09.940 --> 00:35:14.140 where the boy is startled in surprise 466 00:35:14.141 --> 00:35:15.590 When the boy 467 00:35:15.591 --> 00:35:17.590 tilts his head like this 468 00:35:19.940 --> 00:35:25.840 When we stoop 469 00:35:27.390 --> 00:35:30.390 the proportion of our body to our face changes like this 470 00:35:31.840 --> 00:35:34.840 Currently 471 00:35:34.840 --> 00:35:37.890 because of the hair 472 00:35:37.891 --> 00:35:40.623 it looks like this 473 00:35:40.623 --> 00:35:43.731 but in reality, it's about this far 474 00:35:43.731 --> 00:35:47.390 Here, the body is stooped down to here 475 00:35:51.290 --> 00:35:53.040 When we stoop down 476 00:35:53.590 --> 00:35:54.390 like this 477 00:35:54.391 --> 00:35:55.815 we refer to it 478 00:35:57.840 --> 00:36:00.790 as "Squash" 479 00:36:02.190 --> 00:36:04.940 And then 480 00:36:05.790 --> 00:36:06.990 when the body stretches out 481 00:36:08.590 --> 00:36:10.140 it becomes significantly longer 482 00:36:10.190 --> 00:36:14.390 Since he's startled, he stretches out in surprise 483 00:36:14.391 --> 00:36:16.290 In this case 484 00:36:17.540 --> 00:36:20.140 as the upper body stretches out while he extends 485 00:36:21.440 --> 00:36:24.690 both his body and face elongate 486 00:36:24.690 --> 00:36:28.440 When it stretches out like this 487 00:36:30.040 --> 00:36:31.790 we call it "stretching" 488 00:36:32.390 --> 00:36:35.890 Here 489 00:36:35.891 --> 00:36:39.890 this stooping motion 490 00:36:40.390 --> 00:36:45.240 can be a preparatory action 491 00:36:45.240 --> 00:36:48.740 before the surprise expression 492 00:36:50.540 --> 00:36:52.290 Do you understand? 493 00:36:57.390 --> 00:36:59.540 This would be considered Anticipation 494 00:36:59.540 --> 00:37:02.590 So, this Anticipation leads into the main action 495 00:37:02.591 --> 00:37:06.890 which is the main movement or main action 496 00:37:06.890 --> 00:37:10.974 followed by the aftermath or follow-through motion here 497 00:37:10.975 --> 00:37:12.513 This follow-through motion here 498 00:37:12.514 --> 00:37:16.418 also applies another animation principle 499 00:37:17.190 --> 00:37:21.190 That's called Secondary Action 500 00:37:21.191 --> 00:37:22.939 In the returning motion 501 00:37:23.789 --> 00:37:26.139 you can see the hair 502 00:37:28.039 --> 00:37:29.489 follows 503 00:37:31.890 --> 00:37:34.190 and then quickly rises like this 504 00:37:34.191 --> 00:37:38.039 That's what we call Secondary Action. Here, when he's startled 505 00:37:38.040 --> 00:37:39.289 after being startled like this 506 00:37:40.439 --> 00:37:44.089 and then returning 507 00:37:44.090 --> 00:37:47.489 you've depicted the action of blinking like this 508 00:37:48.940 --> 00:37:52.540 at the end 509 00:37:52.541 --> 00:37:55.839 This action isn't necessary, actually 510 00:37:56.339 --> 00:37:59.339 Removing this action doesn't mean 511 00:37:59.990 --> 00:38:04.790 the startled motion won't work 512 00:38:05.189 --> 00:38:11.190 So, by adding the eye blinking 513 00:38:11.190 --> 00:38:13.446 as a secondary 514 00:38:13.790 --> 00:38:20.290 or incidental movement to the startled action, it actually enhances the emotion more effectively 515 00:38:20.291 --> 00:38:22.240 In this case 516 00:38:22.240 --> 00:38:26.190 we can say we added Secondary Action to the eye blinking 517 00:38:26.689 --> 00:38:29.139 So 518 00:38:30.039 --> 00:38:32.989 what you're saying is that squash & stretch movements were incorporated into these surprising actions 519 00:38:32.990 --> 00:38:35.202 anticipation movements were included 520 00:38:35.202 --> 00:38:38.190 and then secondary action movements were added afterwards 521 00:38:38.190 --> 00:38:39.890 It's not the end here 522 00:38:40.439 --> 00:38:45.039 Before performing this surprising action 523 00:38:45.039 --> 00:38:48.090 let's take a look at the movement of our hair 524 00:38:48.091 --> 00:38:51.170 This time, let's focus on the movement of the hair 525 00:38:51.171 --> 00:38:53.539 As you lower your head 526 00:38:53.540 --> 00:38:55.089 the hair 527 00:38:55.489 --> 00:38:57.639 follows a beat later 528 00:38:58.039 --> 00:38:59.289 So 529 00:38:59.290 --> 00:39:04.070 originally neat hair slightly separates 530 00:39:04.090 --> 00:39:05.390 and seems to 531 00:39:06.891 --> 00:39:10.220 float upwards with movement 532 00:39:10.240 --> 00:39:11.690 Then, at the moment it springs up 533 00:39:12.789 --> 00:39:16.389 534 00:39:19.239 --> 00:39:20.389 It's continuing to fall down, right? 535 00:39:21.289 --> 00:39:22.289 It's continuing to go down 536 00:39:22.839 --> 00:39:24.489 And then, how about the body? 537 00:39:25.439 --> 00:39:26.439 Here 538 00:39:26.839 --> 00:39:27.839 it moves up 539 00:39:28.639 --> 00:39:29.639 to here 540 00:39:31.089 --> 00:39:32.089 The face is 541 00:39:33.890 --> 00:39:35.190 also moving upwards 542 00:39:35.539 --> 00:39:37.089 The face is rising 543 00:39:39.639 --> 00:39:40.739 but 544 00:39:41.339 --> 00:39:43.289 the body is starting to rise too 545 00:39:43.290 --> 00:39:45.940 The hair is still coming down 546 00:39:45.941 --> 00:39:48.520 a beat later, right? 547 00:39:48.520 --> 00:39:51.590 And during the sudden jump 548 00:39:52.339 --> 00:39:53.839 take a look at the hair again 549 00:39:54.489 --> 00:39:58.689 It keeps going down, right? 550 00:40:00.100 --> 00:40:04.300 The hair is probably light and doesn't have much strength 551 00:40:05.250 --> 00:40:08.900 so it's being pulled down 552 00:40:10.139 --> 00:40:11.589 as the person's face moves up 553 00:40:15.089 --> 00:40:17.420 It's being pulled up, right? 554 00:40:18.570 --> 00:40:21.059 It was pulled up 555 00:40:21.060 --> 00:40:23.439 and now the face has stopped 556 00:40:23.459 --> 00:40:26.150 The movement of the face has stopped 557 00:40:26.989 --> 00:40:28.189 While it stopped momentarily 558 00:40:28.839 --> 00:40:32.339 the hair continued to rise 559 00:40:33.050 --> 00:40:34.360 right? 560 00:40:34.360 --> 00:40:36.980 It continues to rise like this 561 00:40:38.280 --> 00:40:41.880 Then from here 562 00:40:41.880 --> 00:40:44.300 it continued to rise like this 563 00:40:45.588 --> 00:40:46.588 and now the movement of the face is going down again 564 00:40:48.850 --> 00:40:50.000 It's going down 565 00:40:51.200 --> 00:40:52.950 It's going down like this 566 00:40:54.300 --> 00:40:55.549 It's going down, right? 567 00:40:56.038 --> 00:40:57.438 At that time 568 00:40:58.099 --> 00:41:00.750 the hair continued to rise belatedly 569 00:41:00.751 --> 00:41:02.330 the hair follows the movement of the face 570 00:41:02.350 --> 00:41:06.379 coming down afterwards 571 00:41:06.379 --> 00:41:10.419 Then 572 00:41:10.419 --> 00:41:14.219 when the face suddenly stops 573 00:41:14.220 --> 00:41:16.038 the hair starts to rise slowly again 574 00:41:16.919 --> 00:41:18.659 Because of its lightness 575 00:41:20.009 --> 00:41:23.319 the movement of the hair naturally follows 576 00:41:23.320 --> 00:41:25.599 the movement of the person's face and body 577 00:41:25.619 --> 00:41:28.819 creating a smooth 578 00:41:29.419 --> 00:41:32.070 and natural motion 579 00:41:32.538 --> 00:41:33.538 The movement of the hair 580 00:41:33.620 --> 00:41:37.260 in this surprising action corresponds to 581 00:41:37.260 --> 00:41:39.810 the principle of "Follow Through" 582 00:41:42.660 --> 00:41:48.680 In this surprising action, a wide variety of movements are all applied 583 00:41:48.680 --> 00:41:53.160 Animation principles need to be applied appropriately 584 00:41:53.160 --> 00:41:57.639 even in seemingly simple movements 585 00:41:57.639 --> 00:42:04.040 to achieve smooth and natural motion that looks effortless to the viewer 586 00:42:04.040 --> 00:42:08.040 Walking animations are typically animated 587 00:42:09.440 --> 00:42:14.290 at around 24 frames per second as a standard 588 00:42:14.838 --> 00:42:15.838 The poses 589 00:42:16.438 --> 00:42:17.688 where both legs are furthest apart 590 00:42:18.840 --> 00:42:20.940 and touching the ground 591 00:42:20.940 --> 00:42:26.619 are spaced apart by 24 frames 592 00:42:26.619 --> 00:42:34.300 as a standard in walking animations 593 00:42:34.300 --> 00:42:37.519 That's how we typically perceive 594 00:42:37.520 --> 00:42:39.769 the timing of 595 00:42:39.769 --> 00:42:41.559 a normal person's walking stride 596 00:42:41.559 --> 00:42:47.030 So, we establish this pose 597 00:42:51.080 --> 00:42:54.030 where the legs are spread the widest as the first key pose 598 00:42:56.080 --> 00:42:59.440 Below is the floor, the ground 599 00:42:59.440 --> 00:43:03.829 and above that, you've drawn the person in this key walking pose 600 00:43:04.779 --> 00:43:07.110 So this is now the first key pose 601 00:43:07.860 --> 00:43:10.419 Next, let's duplicate this pose 602 00:43:10.419 --> 00:43:15.339 Let's continue duplicating this pose like this, considering the stride length 603 00:43:15.339 --> 00:43:16.460 This should be about right 604 00:43:16.460 --> 00:43:19.500 Later on, you can always adjust it as needed 605 00:43:19.500 --> 00:43:23.539 Let's start by roughly setting it up like this for now 606 00:43:23.539 --> 00:43:26.799 The positions can be adjusted later 607 00:43:27.399 --> 00:43:31.759 Next, let's draw the next key pose here again 608 00:43:31.759 --> 00:43:34.720 Here, you can now turn on onion skinning 609 00:43:34.720 --> 00:43:38.800 Right now, this pose shows the right foot extended forward 610 00:43:38.800 --> 00:43:43.320 The next key pose would be where the left foot is moved forward 611 00:43:43.320 --> 00:43:44.720 as the new pose 612 00:43:44.721 --> 00:43:45.438 So 613 00:43:47.038 --> 00:43:48.020 let's take a look at this key pose 614 00:43:48.020 --> 00:43:50.049 one more time 615 00:43:51.199 --> 00:43:53.779 You're setting the position firmly with the toes like this 616 00:43:54.599 --> 00:43:56.720 and then 617 00:43:56.720 --> 00:43:58.650 you'll adjust the arms next 618 00:44:05.899 --> 00:44:09.860 Since the shoulders are slightly forward 619 00:44:09.860 --> 00:44:12.020 rather than drawing the arms exactly in the middle 620 00:44:12.020 --> 00:44:17.240 Around here, the shoulders naturally moved forward a bit, so 621 00:44:18.290 --> 00:44:22.940 the position of the hand will be almost the same 622 00:44:22.959 --> 00:44:25.689 but you need to consider 623 00:44:25.690 --> 00:44:26.787 the length 624 00:44:26.788 --> 00:44:29.087 and width of the joints as you draw 625 00:44:35.679 --> 00:44:38.020 So now 626 00:44:38.021 --> 00:44:40.300 since the left foot will move forward 627 00:44:40.320 --> 00:44:43.380 the right leg 628 00:44:43.381 --> 00:44:46.050 will move backward this time 629 00:44:47.437 --> 00:44:48.437 So 630 00:44:49.180 --> 00:44:54.450 the pelvis will tilt slightly backward, causing the body to twist a bit 631 00:45:12.859 --> 00:45:14.100 So 632 00:45:15.440 --> 00:45:16.679 here 633 00:45:20.119 --> 00:45:24.820 we have the 13th key pose set up like this 634 00:45:28.037 --> 00:45:30.137 Here 635 00:45:30.138 --> 00:45:32.387 this would actually be the 25th key pose 636 00:45:33.150 --> 00:45:34.720 not the first 637 00:45:34.720 --> 00:45:36.100 Let's go back for a moment 638 00:45:36.100 --> 00:45:39.799 So, this would be the 25th pose, this one would be the 1st pose 639 00:45:39.799 --> 00:45:42.359 and this one would then be the 13th key pose 640 00:45:42.359 --> 00:45:46.330 Alright, so now we've already completed 641 00:45:46.331 --> 00:45:47.587 about half of drawing these key poses 642 00:45:49.830 --> 00:45:54.019 So here we've now changed the positions of the hands and feet 643 00:45:54.019 --> 00:45:58.750 Since this is the left arm here 644 00:45:58.751 --> 00:46:00.580 let's add a bit of shading 645 00:46:00.600 --> 00:46:02.629 for shadow effects and rendering 646 00:46:02.629 --> 00:46:06.760 Let's depict the inner side of the left arm and left hand 647 00:46:07.760 --> 00:46:09.679 Next, let's also consider this 648 00:46:13.440 --> 00:46:16.119 as the left hand here 649 00:46:16.119 --> 00:46:18.650 Then, there's another key pose 650 00:46:20.000 --> 00:46:22.559 between these two 651 00:46:23.937 --> 00:46:24.937 Let's now move 652 00:46:25.529 --> 00:46:27.570 this one to the center 653 00:46:28.220 --> 00:46:30.220 Moving it to the center 654 00:46:30.220 --> 00:46:32.700 but the difference here is that 655 00:46:32.700 --> 00:46:34.540 one leg 656 00:46:35.987 --> 00:46:38.037 supports the weight 657 00:46:38.540 --> 00:46:39.890 while the height 658 00:46:41.287 --> 00:46:42.287 increases 659 00:46:42.540 --> 00:46:44.059 This time 660 00:46:46.579 --> 00:46:47.565 and this time 661 00:46:47.565 --> 00:46:48.215 and this time 662 00:46:48.215 --> 00:46:49.315 There's a difference in height 663 00:46:50.380 --> 00:46:52.069 between this time and this time 664 00:46:52.887 --> 00:46:53.887 Remember that 665 00:46:54.519 --> 00:46:56.110 there's a significant height difference 666 00:46:57.687 --> 00:46:59.337 like this 667 00:47:00.460 --> 00:47:02.839 as it forms 668 00:47:02.839 --> 00:47:05.040 Keep this in mind 669 00:47:05.040 --> 00:47:10.079 So naturally, the legs will cross like this 670 00:48:11.419 --> 00:48:12.559 because of the movement 671 00:48:12.559 --> 00:48:16.440 And the arms 672 00:48:17.440 --> 00:48:19.840 won't stretch out like this here 673 00:48:21.459 --> 00:48:23.609 Alright, let's try turning on onion skinning here 674 00:48:24.859 --> 00:48:25.899 It's quite complicated 675 00:48:25.899 --> 00:48:29.279 In this segment 676 00:48:29.280 --> 00:48:32.159 where the arms are passing like this 677 00:48:32.179 --> 00:48:35.020 the arms shouldn't bend like this 678 00:48:35.020 --> 00:48:40.059 Of course, the arms naturally bend when they become more natural 679 00:48:40.059 --> 00:48:45.059 but they shouldn't bend excessively at such angles like this 680 00:48:45.059 --> 00:48:48.739 Because the arms are in the process 681 00:48:48.739 --> 00:48:51.179 of passing like this 682 00:48:51.200 --> 00:48:54.479 they naturally straighten out slightly 683 00:48:54.479 --> 00:48:54.979 You copy this pose 684 00:49:28.229 --> 00:49:30.179 this pose 685 00:49:31.036 --> 00:49:32.736 exactly as it is 686 00:49:33.429 --> 00:49:35.020 then 687 00:49:38.920 --> 00:49:39.803 leave it empty 688 00:49:43.419 --> 00:49:45.140 and paste it 689 00:49:47.086 --> 00:49:48.736 for the next step 690 00:49:49.440 --> 00:49:50.400 And then 691 00:49:51.836 --> 00:49:52.836 you need to position it here 692 00:49:53.600 --> 00:49:55.680 at the point 693 00:49:56.586 --> 00:49:58.636 where the foot touches 694 00:50:01.486 --> 00:50:02.736 like this 695 00:50:05.791 --> 00:50:07.091 So 696 00:50:09.000 --> 00:50:11.750 you turn on this skin 697 00:50:14.640 --> 00:50:16.630 and place the position at the foot location 698 00:50:19.686 --> 00:50:21.836 Now 699 00:50:23.000 --> 00:50:27.109 the key pose is completed like this 700 00:50:27.110 --> 00:50:28.986 This is based on 24 frames 701 00:50:29.559 --> 00:50:34.500 but I'll play it at 12 frames per second 702 00:50:35.686 --> 00:50:36.986 Did you see? 703 00:50:38.040 --> 00:50:40.640 Yes, it looks like it's walking 704 00:50:42.436 --> 00:50:43.986 Now 705 00:50:44.800 --> 00:50:49.899 the key pose is completed here 706 00:50:50.599 --> 00:50:58.400 Also, when considering not only the arms 707 00:50:58.401 --> 00:51:00.586 but also the face and the head 708 00:51:01.650 --> 00:51:04.400 this part might need to rise a bit more 709 00:51:04.400 --> 00:51:08.840 Alright, if the arms physically rise a bit more with the body 710 00:51:11.599 --> 00:51:16.820 I'll lift this part up The knees seem a bit shorter 711 00:51:16.821 --> 00:51:19.300 so I'll raise this part like this 712 00:51:19.320 --> 00:51:24.550 If I raise it, but I didn't raise the head, why is that happening? 713 00:51:27.250 --> 00:51:29.090 If you slightly 714 00:51:30.959 --> 00:51:32.050 tuck 715 00:51:33.585 --> 00:51:34.585 in this head part 716 00:51:35.859 --> 00:51:38.059 instead 717 00:51:42.270 --> 00:51:44.409 If you tuck it in slightly like this 718 00:51:47.680 --> 00:51:54.959 due to the upper body rising, the head naturally tilts down a bit 719 00:51:54.959 --> 00:51:57.759 This is related to the overlapping part 720 00:51:58.435 --> 00:52:01.835 You intentionally give 721 00:52:02.585 --> 00:52:03.585 some movement to the head 722 00:52:05.435 --> 00:52:07.235 to make it look like 723 00:52:07.259 --> 00:52:10.519 the joint of the head 724 00:52:10.519 --> 00:52:12.590 moves well 725 00:52:14.360 --> 00:52:15.629 That is the world of overlapping 726 00:52:17.199 --> 00:52:22.720 Let's try drawing another picture in between 727 00:52:22.720 --> 00:52:25.190 Here, we're now in the process of going down 728 00:52:25.885 --> 00:52:28.535 If we went up here 729 00:52:28.536 --> 00:52:31.185 now we're going down. Like this 730 00:52:32.839 --> 00:52:36.060 Now, between here and here, we're going down like this 731 00:52:36.985 --> 00:52:39.985 So, in this upward motion 732 00:52:41.160 --> 00:52:47.910 as one step is supported by this leg, you stand up straight like this 733 00:52:51.109 --> 00:52:53.289 your height increases 734 00:52:53.290 --> 00:52:55.685 and then it decreases again 735 00:52:55.686 --> 00:52:58.819 as your leg extends forward 736 00:52:58.839 --> 00:53:01.169 Let's insert another illustration 737 00:53:01.170 --> 00:53:03.532 depicting the process 738 00:53:03.533 --> 00:53:08.382 where the left leg now crosses over to the right leg 739 00:55:05.584 --> 00:55:10.884 Then, one thing to note here is that 740 00:55:11.399 --> 00:55:14.309 while we come down to here 741 00:55:14.684 --> 00:55:16.734 the body comes down first 742 00:55:17.834 --> 00:55:20.784 and the head moves slightly later 743 00:55:21.559 --> 00:55:27.290 If you grasp it with a slight feeling like this, you can express the sense of overlapping 744 00:55:29.634 --> 00:55:32.284 Like this 745 00:55:33.509 --> 00:55:39.279 so now the upper body movement and arms have slightly settled down overall 746 00:55:39.280 --> 00:55:42.784 So, we'll lift this up a bit 747 00:55:43.734 --> 00:55:47.334 If you look, check the overlapping of the wrists 748 00:55:48.179 --> 00:55:53.440 and whether the contact of both feet is well executed 749 00:55:53.441 --> 00:55:58.765 Also, pay attention to whether the bounce is well represented 750 00:55:59.134 --> 00:56:01.134 Now, you should focus on 751 00:56:01.490 --> 00:56:06.320 detailing certain parts more 752 00:56:06.320 --> 00:56:11.880 and confirm what parts are working well 753 00:56:13.320 --> 00:56:16.340 Alright, so here 754 00:56:16.341 --> 00:56:19.984 think of this as your guide 755 00:56:22.399 --> 00:56:25.669 Label this as cleanup 756 00:56:25.670 --> 00:56:30.434 From here onwards, you can proceed with the actual animation 757 00:56:31.119 --> 00:56:35.839 If you go into properties, you can adjust the opacity here 758 00:56:35.839 --> 00:56:38.230 Reduce the opacity to around 40% 759 00:56:38.231 --> 00:56:40.184 or 35% 760 00:56:40.185 --> 00:56:43.284 Now that it's more transparent 761 00:56:47.209 --> 00:56:49.549 let's try to express it 762 00:56:50.399 --> 00:56:51.969 a bit more cleanly 763 00:57:50.169 --> 00:57:55.200 Afterward, we can turn off this guide later, right? 764 00:57:55.200 --> 00:57:59.990 For the cleanup 765 00:58:23.769 --> 00:58:25.090 areas that need fixing can be colored later like this 766 00:58:27.183 --> 00:58:28.783 Afterward 767 00:58:29.440 --> 00:58:31.170 you can designate colors 768 00:58:31.833 --> 00:58:34.183 and fill them 769 00:58:34.683 --> 00:58:36.383 in accordingly 770 00:58:36.720 --> 00:58:40.880 to the figure 771 00:59:26.290 --> 00:59:30.280 So, it's not filling in properly because there's a gap in this flow here 772 00:59:30.280 --> 00:59:34.880 You need to fill that in 773 00:59:34.880 --> 00:59:38.180 and once it's filled 774 00:59:38.883 --> 00:59:42.933 the coloring should load correctly again 775 00:59:42.934 --> 00:59:44.033 Like this, now color it 776 00:59:47.233 --> 00:59:50.030 then set the guide first 777 00:59:50.031 --> 00:59:51.683 then set the guide 778 00:59:52.980 --> 00:59:57.440 like this first 779 00:59:57.440 --> 01:00:02.919 During this cleanup process 780 01:00:02.920 --> 01:00:07.869 refine the slightly inaccurate poses 781 01:00:11.480 --> 01:00:17.359 shapes, or proportions in the guide with more detail 782 01:00:17.359 --> 01:00:22.729 After that, you can complete it by coloring like this 783 01:00:23.679 --> 01:00:30.080 We've practiced various motion expressions together up to now. How was it for you? 784 01:00:30.081 --> 01:00:34.331 Have you truly fallen for the charm of animation? 785 01:00:34.380 --> 01:00:39.189 If you apply the 12 principles of animation like we did just now 786 01:00:39.189 --> 01:00:45.760 and strive to create smooth movements, you will definitely be able to produce great animations 787 01:00:45.760 --> 01:00:51.840 I hope you experience the excitement of seeing your drawings come to life and move 788 01:00:51.840 --> 01:00:54.969 You've worked hard up to now. Thank you 789 01:00:55.633 --> 01:00:56.284 1. Bouncing ball Bouncing ball 2D animation Recommend to create a guide animation before proceeding with the actual animation 790 01:00:56.284 --> 01:00:57.084 A bouncing ball that slows down and then speeds up A ball that gradually speeds up while widening gaps in between the frames After bouncing off the ground, it widens the gaps due to the rebound force 791 01:00:57.084 --> 01:00:57.833 As the motion speeds up, the spherical ball may appear flattened due to an optical illusion, so intentionally elongate it into an egg shape during the acceleration phase Exaggerate its deformation as it hits the ground 792 01:00:57.834 --> 01:00:58.733 The 12 principles of animation observable in a bouncing ball Ease in/ Ease out Squash & Stretch 793 01:00:58.733 --> 01:00:59.634 2. Surprised expression and walking movement Surprised expression 2D animation Preparing for a surprised movement with a crouching action 794 01:00:59.634 --> 01:01:00.483 The proportion of the face and body shortens when crouching The proportion of the face and body lengthens when surprised Expressing heightened emotions through secondary movements 795 01:01:00.484 --> 01:01:01.083 The 12 principles of animation observable in a surprised expression Squash & Stretch Anticipation 796 01:01:01.084 --> 01:01:01.763 Secondary Action Follow Through 797 01:01:01.783 --> 01:01:02.783 2D animation of walking movement First key pose: The legs are spread apart as wide as possible, touching the ground pose Second key pose: The left foot comes forward and touches the ground pose 798 01:01:02.784 --> 01:01:03.683 Passing pose: Supporting the weight on one leg, creating height difference, and naturally extending the arms during the passing process 799 01:01:03.684 --> 01:01:04.583 Movement check points: Overlapping of the wrists, the contact status of both feet, and the expression of bounce