WEBVTT 1 00:00:24.000 --> 00:00:25.150 Hello 2 00:00:25.150 --> 00:00:32.040 I am Jin-ho Ryu, an animation director who will be teaching 2D animation motion expression 3 00:00:32.041 --> 00:00:34.240 Today, we are going to 4 00:00:34.240 --> 00:00:42.360 learn how to draw digitally using a program dedicated to 2D animation 5 00:00:42.361 --> 00:00:45.690 Digital drawing methods 6 00:00:45.710 --> 00:00:54.799 have advanced significantly and become more efficient compared to traditional methods using paper and pencil 7 00:00:54.799 --> 00:00:59.959 but I believe the basic principles of animation haven't changed 8 00:00:59.960 --> 00:01:03.289 As in today's class, 9 00:01:03.309 --> 00:01:08.599 by properly understanding the principles of animation 10 00:01:08.599 --> 00:01:15.880 and becoming familiar with the drawing software, you can also become good animators 11 00:01:15.880 --> 00:01:22.110 Through this course, I hope you will gain the basic knowledge needed for expressing animation motion 12 00:01:22.111 --> 00:01:29.401 and practice simple actions with the program to fall in love with the charm of animation 13 00:01:29.401 --> 00:01:31.484 Basics of 2D Animation Production 14 00:01:33.560 --> 00:01:39.760 The animation tool we will use in this class is Adobe Animate 15 00:01:39.760 --> 00:01:47.049 This program, created by Adobe, was known from the early 2000s to 2010s 16 00:01:47.049 --> 00:01:51.179 as Flash, which I think you will have definitely heard of 17 00:01:51.199 --> 00:01:56.270 It was a light, web-based program 18 00:01:58.551 --> 00:02:02.701 that was acquired by Adobe and had its name changed 19 00:02:02.720 --> 00:02:06.750 And it has become more powerful in the process 20 00:02:06.751 --> 00:02:12.030 Many animators worldwide are using this program 21 00:02:12.050 --> 00:02:16.559 The biggest advantage is that it's inexpensive 22 00:02:16.559 --> 00:02:21.500 It's also easy to create on it, and it's accessible 23 00:02:21.501 --> 00:02:30.380 Because of perks like these, Animate is being used to produce many animated TV series 24 00:02:30.400 --> 00:02:36.000 Other programs that animation productions often use 25 00:02:36.000 --> 00:02:41.550 are Toon Boom Harmony, TVPaint Animation, and Clip Studio 26 00:02:41.551 --> 00:02:44.901 And there are also iPad apps 27 00:02:44.902 --> 00:02:50.780 that amateur animators can easily access as well 28 00:02:50.800 --> 00:02:53.510 There are other widely known programs, too 29 00:02:54.651 --> 00:03:01.401 The ones I have mentioned are quite expensive 30 00:03:01.401 --> 00:03:09.801 But large companies that professionally produce animation mostly use programs like TVP, Toon Boom Harmony 31 00:03:09.802 --> 00:03:14.601 and Clip Studio 32 00:03:14.601 --> 00:03:19.810 because they are optimized for 2D styles 33 00:03:19.811 --> 00:03:27.940 But for this lesson, I decided that the best tool 34 00:03:27.960 --> 00:03:32.511 in order to allow you to try it out for yourself 35 00:03:32.512 --> 00:03:36.741 and use it easily, Animation would be more appropriate 36 00:03:36.761 --> 00:03:41.771 So today, before you get to the practicing part 37 00:03:41.772 --> 00:03:46.901 there is some basic knowledge you must know 38 00:03:46.921 --> 00:03:53.801 Animation is a kind of video, so you need to know some basics about video 39 00:03:53.801 --> 00:03:59.831 and there are also some basic theories in creating animation 40 00:03:59.832 --> 00:04:07.161 You will learn about those theories as you try out Animation 41 00:04:07.181 --> 00:04:13.040 The first out of those are frames 42 00:04:13.040 --> 00:04:16.741 Frames, as you may know 43 00:04:16.742 --> 00:04:23.421 are the individual images on the screen 44 00:04:23.441 --> 00:04:27.060 So in the case of animation 45 00:04:27.061 --> 00:04:33.940 We are drawing things in the frames which is why we sometimes call them images 46 00:04:33.960 --> 00:04:40.560 In a movie film 47 00:04:40.561 --> 00:04:43.940 a frame is a single image in that film 48 00:04:43.960 --> 00:04:51.091 So in video language, the images that make up the frames 49 00:04:51.091 --> 00:04:55.020 are simply called images, and are interchangeable with frames 50 00:04:55.040 --> 00:05:02.760 So what 'frame' means is a single page 51 00:05:02.761 --> 00:05:07.340 or a single image within a video or animation 52 00:05:07.360 --> 00:05:13.911 But in order to make the frame look like it is moving 53 00:05:13.912 --> 00:05:19.741 you need 30 images in a second, so 30fps 54 00:05:19.761 --> 00:05:24.361 But 30fps is required for regular videos 55 00:05:24.362 --> 00:05:30.741 The requirement for animation is 24 frames in a second 56 00:05:30.761 --> 00:05:40.201 So the animation has to be at least 24fps 57 00:05:40.201 --> 00:05:50.351 in order for the animation to resemble natural movement 58 00:05:50.352 --> 00:05:53.152 But that means you need to draw all of those frames 59 00:05:54.201 --> 00:05:59.111 And it isn't easy to draw 24 images for each second 60 00:05:59.112 --> 00:06:05.541 In the beginning era of animation, for example Disney 61 00:06:05.561 --> 00:06:10.561 animators used to draw all 24 frames by hand 62 00:06:10.562 --> 00:06:16.541 If you watch classic Disney animations like Snow White or Cinderella 63 00:06:16.561 --> 00:06:21.181 The movements are very smooth 64 00:06:21.182 --> 00:06:29.261 Countless animators drew each of the 24 images, one by one 65 00:06:29.281 --> 00:06:34.890 This way of production is called full frame animation 66 00:06:34.891 --> 00:06:40.040 But full frame animation is very expensive 67 00:06:40.040 --> 00:06:47.891 It also takes a long time, and you need a lot of staff 68 00:06:47.891 --> 00:06:53.271 which made it less efficient 69 00:06:53.272 --> 00:06:56.701 In order to remedy these flaws 70 00:06:56.721 --> 00:07:02.021 people came up with the method of showing one image twice 71 00:07:02.022 --> 00:07:06.701 If you use one image twice 72 00:07:06.721 --> 00:07:10.930 When you used to have to draw 24 frames to make a second of animation 73 00:07:10.931 --> 00:07:18.060 Now you only need 12 images to create a second 74 00:07:18.080 --> 00:07:23.181 So this method of animation, showing the same frame twice 75 00:07:23.182 --> 00:07:30.281 and thus creating 12fps animation, is called limited animation 76 00:07:30.281 --> 00:07:33.550 Producing animation this way 77 00:07:33.551 --> 00:07:41.830 resulted in more smoother movements than expected even though it wasn't in full frame 78 00:07:41.850 --> 00:07:47.870 It also made the process less expensive and required half the workforce 79 00:07:47.871 --> 00:07:49.541 Which is why nowadays 80 00:07:49.561 --> 00:08:01.001 Animated movies mostly use limited animation to produce 12fps animations 81 00:08:01.001 --> 00:08:03.731 and 2D works worldwide 82 00:08:03.732 --> 00:08:09.861 now are made as 12fps pictures 83 00:08:09.881 --> 00:08:16.920 Of course, this isn't the only way to animate 84 00:08:16.920 --> 00:08:26.881 you can utilize this concept to show the same image 3 times and draw 8 images per second 85 00:08:26.881 --> 00:08:33.571 Then you would get 8fps animation 86 00:08:33.572 --> 00:08:38.101 That is a also a method you can use 87 00:08:38.121 --> 00:08:48.121 Limited animation such as these were mainly produced in Japan 88 00:08:48.121 --> 00:08:54.321 and then spread to the rest of the world 89 00:08:54.321 --> 00:09:02.800 So 2D animation nowadays are mostly 12fps or 8fps 90 00:09:02.800 --> 00:09:10.161 If you lower the framerate further, to 6fps or lower 91 00:09:10.161 --> 00:09:14.051 It will give too much of a choppy feeling 92 00:09:14.052 --> 00:09:19.581 which is why it's not used that much 93 00:09:19.601 --> 00:09:30.001 But for beginners, even 12fps or 8fps animation 94 00:09:30.001 --> 00:09:38.520 will feel a bit overwhelming 95 00:09:38.520 --> 00:09:41.571 Which is why to make the process fun 96 00:09:41.572 --> 00:09:47.101 it's also a good idea to start with 6fps or lower 97 00:09:47.121 --> 00:09:50.680 even if the result gets a bit choppy 98 00:09:50.680 --> 00:09:51.921 So like this 99 00:09:55.104 --> 00:10:03.404 24fps means that there are 24 images in a second and you show a single image only once 100 00:10:03.404 --> 00:10:04.204 Which is why 101 00:10:04.253 --> 00:10:12.253 you can also call it frame per second 102 00:10:12.253 --> 00:10:18.983 That's where the abbreviation fps comes from 103 00:10:18.984 --> 00:10:26.513 and why we call 24 frames per second 24fps 104 00:10:26.533 --> 00:10:31.453 But Japan uses different terminology 105 00:10:31.453 --> 00:10:36.692 In Japan, they use the term 'comma' as a unit 106 00:10:36.692 --> 00:10:43.613 So if you show one image per second, that's 1 comma 107 00:10:43.613 --> 00:10:50.093 The reason I'm suddenly talking about Japan 108 00:10:50.093 --> 00:10:54.692 is because the unit comma is used very often in Korea as well 109 00:10:54.692 --> 00:11:02.532 Animators working in the field right now use the word 110 00:11:02.532 --> 00:11:11.892 People in the US or Europe use the term fps more often 111 00:11:11.892 --> 00:11:17.413 In Korea or Japan, comma is more common 112 00:11:17.413 --> 00:11:23.733 So the full frame method that shows a frame only once per second is 1 comma 113 00:11:23.733 --> 00:11:28.942 And if you show a frame twice 114 00:11:28.943 --> 00:11:34.872 that's 12fps, or 2 commas in Japan 115 00:11:34.892 --> 00:11:42.492 So 2 commas or 3 commas is a term used in animation 116 00:11:42.492 --> 00:11:50.812 The reason why fps is important 117 00:11:50.812 --> 00:11:58.492 is because it determines the playback speed 118 00:11:58.492 --> 00:12:01.563 If you show the same image 3 times 119 00:12:01.564 --> 00:12:04.593 that would slow down the video speed 120 00:12:04.613 --> 00:12:10.493 Because you show the same image 3 times, each image is shown 3 times 121 00:12:10.494 --> 00:12:13.673 to lower the speed to 1/3 122 00:12:13.693 --> 00:12:18.452 If you show the same image twice the playback becomes 1/2 the speed at 24fps 123 00:12:18.493 --> 00:12:26.613 So how the frames work will also affect the playback speed 124 00:12:26.613 --> 00:12:32.413 and thus the timing of movements, so be careful 125 00:12:32.413 --> 00:12:39.092 This is why you should decide which fps to create in before you begin 126 00:12:39.092 --> 00:12:43.493 Next is about resolution 127 00:12:43.493 --> 00:12:51.652 The basic screen proportions are 16 horizontally to 9 diagonally 128 00:12:51.652 --> 00:12:59.073 There used to be a standard image size of 720 horizontally to 480 diagonally 129 00:12:59.074 --> 00:13:02.803 which is 720x480, so 4:3 130 00:13:02.823 --> 00:13:08.413 That was the standard definition then, SD for short 131 00:13:08.413 --> 00:13:16.213 But recently as screens got better 132 00:13:16.213 --> 00:13:22.853 The screens are getting longer, and now the standard proportion is 16:9 133 00:13:22.853 --> 00:13:25.882 and the SD is now 1920x1080 134 00:13:25.883 --> 00:13:33.712 We call this definition Full HD, or FHD 135 00:13:33.732 --> 00:13:40.242 There are higher quality images, like UHD, which is 3840x2160 136 00:13:40.243 --> 00:13:44.072 or Ultra High Definition 137 00:13:44.092 --> 00:13:51.053 4K video is also being developed and used practically 138 00:13:51.053 --> 00:14:00.652 But the basic image size currently being used 139 00:14:00.652 --> 00:14:03.100 is FHD, 1920x1080 140 00:14:03.100 --> 00:14:05.250 The 12 Principles of Animation 141 00:14:07.652 --> 00:14:13.213 Next I will tell you about the 12 principles of animation 142 00:14:13.213 --> 00:14:20.573 these rules are essential for creating animation 143 00:14:20.573 --> 00:14:25.772 and it was established by the animators from Walt Disney 144 00:14:25.772 --> 00:14:31.013 It's also called the bible of animators 145 00:14:31.013 --> 00:14:38.212 It contains theory necessary for creating movements that are smooth and look alive 146 00:14:38.212 --> 00:14:45.893 It's also sometimes called the textbook for new animators 147 00:14:45.893 --> 00:14:52.853 I hope that by learning about these 12 principles and trying them out for yourselves 148 00:14:52.893 --> 00:14:58.973 you understand what they mean 149 00:14:58.973 --> 00:15:03.913 There isn't an exact hierarchy 150 00:15:04.251 --> 00:15:10.171 between the 12 principles, but I'll introduce them in order 151 00:15:10.172 --> 00:15:11.762 There's Squash and Stretch 152 00:15:12.402 --> 00:15:14.002 Anticipation 153 00:15:14.556 --> 00:15:16.406 Ease in & Ease out 154 00:15:17.006 --> 00:15:18.756 Secondary Action 155 00:15:19.335 --> 00:15:21.785 Follow Through & Overlapping 156 00:15:22.256 --> 00:15:23.706 Staging 157 00:15:23.707 --> 00:15:25.156 Timing 158 00:15:25.157 --> 00:15:25.956 Arc 159 00:15:26.706 --> 00:15:28.206 Solid Drawing 160 00:15:28.804 --> 00:15:32.754 Pose to Pose Animation & Straight Ahead Animation 161 00:15:33.401 --> 00:15:37.931 Exaggeration, and finally Appeal These are the 12 principles 162 00:15:37.931 --> 00:15:47.530 First, Squash & Stretch is about squishing an object and stretching it back out 163 00:15:47.530 --> 00:15:51.820 What it means is that 164 00:15:51.821 --> 00:15:58.150 if an object is squashed due to physical force, you should exaggerate the squash 165 00:15:58.170 --> 00:16:04.491 and also visibly exaggerate the object as it stretches back out 166 00:16:04.491 --> 00:16:11.530 Through this kind of deformation, physical force is effectively conveyed to the viewer 167 00:16:11.530 --> 00:16:16.820 So using Squash & Stretch appropriately 168 00:16:17.770 --> 00:16:23.031 lets you visualize where force is being given in a nice, smooth way 169 00:16:23.031 --> 00:16:29.911 It is a very important rule 170 00:16:29.931 --> 00:16:36.491 And it is not only about the shape of objects 171 00:16:36.492 --> 00:16:41.271 This rule can also apply to facial expressions, like when a character is frowning or is surprised 172 00:16:41.291 --> 00:16:48.170 Or when they curl up and straighten their body Squash & Stretch also applies here 173 00:16:48.170 --> 00:16:51.680 So visualizations 174 00:16:52.307 --> 00:16:59.507 of any compressing & decompressing movement 175 00:16:59.530 --> 00:17:04.971 That is where the Squash & Stretch rule can be applied 176 00:17:05.051 --> 00:17:09.611 Next is Ease-In & Ease-Out 177 00:17:09.611 --> 00:17:16.940 This is referring to how objects move and pause 178 00:17:16.941 --> 00:17:22.870 When something begins to move, it gradually gains speed Likewise, it pauses in a gradual way 179 00:17:22.890 --> 00:17:25.771 So this rule is about acceleration and deceleration 180 00:17:25.771 --> 00:17:32.411 The interaction between an object and forces such as air resistance or friction 181 00:17:32.491 --> 00:17:42.251 Ease-Out is the beginning of a movement 182 00:17:42.251 --> 00:17:48.890 and Ease-In means the deceleration of a moving object 183 00:17:48.890 --> 00:17:53.580 You will often see both when something changes direction 184 00:17:53.581 --> 00:17:57.510 The object eases in as it slows down 185 00:17:57.530 --> 00:18:06.810 and eases out as it accelerates in another direction 186 00:18:06.810 --> 00:18:10.411 Next is Anticipation 187 00:18:10.411 --> 00:18:14.531 The word 'anticipation' itself means 188 00:18:14.532 --> 00:18:20.311 the feeling that something will happen, or the act of preparing for something 189 00:18:20.331 --> 00:18:30.890 So Anticipation is the action taken in preparation for another action 190 00:18:30.890 --> 00:18:39.131 the action a character does before the one they actually want to take 191 00:18:39.131 --> 00:18:42.251 It's sometimes abbreviated to Antic 192 00:18:42.251 --> 00:18:51.530 Anticipation movements are the process of condensing power in preparation of an action 193 00:18:51.530 --> 00:19:00.331 The longer the Antic is, the more powerful the following action will feel 194 00:19:00.331 --> 00:19:08.090 In the same way, the shorter the Antic is the less powerful the following action will seem 195 00:19:08.090 --> 00:19:12.090 Anticipation allows the viewer 196 00:19:12.091 --> 00:19:18.120 to focus on the actor and predict their next action 197 00:19:18.890 --> 00:19:21.680 That's what Antic is, and next up 198 00:19:22.808 --> 00:19:26.008 is something called Secondary Action 199 00:19:26.011 --> 00:19:33.310 Secondary Action is literally a secondary movement 200 00:19:33.311 --> 00:19:38.840 that decorates the primary movement 201 00:19:38.860 --> 00:19:41.501 which is why it's called secondary 202 00:19:41.501 --> 00:19:47.530 Secondary actions make the movements richer 203 00:19:47.691 --> 00:19:57.530 And even simple or abstract movements, through the addition of extra actions 204 00:19:57.530 --> 00:20:01.571 can be made to feel 205 00:20:01.750 --> 00:20:06.930 that they depict a certain action 206 00:20:06.931 --> 00:20:11.010 or a certain emotion 207 00:20:11.011 --> 00:20:12.590 For example 208 00:20:12.610 --> 00:20:20.150 if you're creating an animation of the main character waiting for someone 209 00:20:20.150 --> 00:20:28.589 Multiple movements will make up the action 210 00:20:28.590 --> 00:20:31.490 of the main character as they are leaning on a wall 211 00:20:31.510 --> 00:20:35.130 like looking at their watch, or smoking a cigarette 212 00:20:35.131 --> 00:20:40.210 Or tapping their foot in impatience 213 00:20:40.230 --> 00:20:49.020 If you simply animate them leaning on the wall and staring into the distance 214 00:20:49.021 --> 00:20:55.450 It will still seem like they're waiting for someone but not as much with the extra actions 215 00:20:55.470 --> 00:20:58.670 Looking at their watch 216 00:20:58.671 --> 00:21:06.450 Or looking side to side to see if there's anyone coming 217 00:21:06.470 --> 00:21:14.879 Or tapping their foot are all extra indicators 218 00:21:14.880 --> 00:21:19.009 that this character is nervously waiting for someone 219 00:21:19.029 --> 00:21:23.480 By giving the character these extra movements 220 00:21:23.481 --> 00:21:32.410 Anyone who's watching can get an accurate idea of how they feel and what they are doing 221 00:21:32.430 --> 00:21:36.629 That is what Secondary Actions are for 222 00:21:36.629 --> 00:21:42.389 Next is Follow Through & Overlapping 223 00:21:42.389 --> 00:21:47.910 Though these two are grouped together, they're different concepts 224 00:21:47.910 --> 00:21:53.309 The reason they are put together is because the actions look similar 225 00:21:53.309 --> 00:21:59.649 The movement of following something else 226 00:21:59.650 --> 00:22:03.929 can be called as Follow Through or Overlapping, but these two are a bit different 227 00:22:03.949 --> 00:22:08.150 In Follow Through, the movement has a main actor 228 00:22:08.150 --> 00:22:14.630 The object that is following through is attached to that actor 229 00:22:14.630 --> 00:22:19.429 Because the object is dangling behind, naturally the movement will be a few steps behind as well 230 00:22:19.429 --> 00:22:26.910 So Follow Through is applied to for example the movement of hair when the character turns their head 231 00:22:26.910 --> 00:22:30.309 The flow of clothing as the person wearing it walks 232 00:22:30.309 --> 00:22:34.570 Or the tail of a dog or horse 233 00:22:35.996 --> 00:22:40.136 wagging as the animal moves 234 00:22:40.136 --> 00:22:43.229 Follow Through applies to instances such as those 235 00:22:43.229 --> 00:22:48.130 In other words, instances where the object cannot move on its own 236 00:22:48.131 --> 00:22:51.943 and has to trail behind something else 237 00:22:52.163 --> 00:22:54.323 On the other hand, Overlapping 238 00:22:54.870 --> 00:22:59.350 also has delayed movement timing 239 00:22:59.351 --> 00:23:03.870 But both the moving and following object 240 00:23:04.970 --> 00:23:11.750 are able to move on their own 241 00:23:11.750 --> 00:23:19.630 It simply means that the following object is a tempo late 242 00:23:19.630 --> 00:23:25.990 For example, Overlapping is often used for 243 00:23:25.991 --> 00:23:30.130 movement of animals or people, that have joints 244 00:23:30.131 --> 00:23:32.750 If you lift your arm 245 00:23:32.770 --> 00:23:38.490 Your arm has shoulder joints, elbow joints, and wrist joints 246 00:23:38.491 --> 00:23:42.470 If they all move at the same time 247 00:23:42.490 --> 00:23:45.710 It is possible in reality to do that 248 00:23:45.710 --> 00:23:54.990 But in animation, it looks smoother 249 00:23:54.990 --> 00:23:58.309 to move the elbow first, and then the wrist later 250 00:23:58.309 --> 00:24:03.069 This type of movement is called Overlapping 251 00:24:03.389 --> 00:24:12.910 This might be confusing, but once you try it out for yourself 252 00:24:12.910 --> 00:24:17.790 you will realize there's a difference between the two 253 00:24:17.790 --> 00:24:22.149 That's something we can learn during the practice exercises 254 00:24:22.149 --> 00:24:26.750 Next is the concept of Arcs 255 00:24:26.751 --> 00:24:30.950 Arcs mean curves 256 00:24:30.970 --> 00:24:37.630 and the Arc rule is that all movement in animation is in a curve 257 00:24:37.631 --> 00:24:42.550 Because that will make the movement smoother 258 00:24:42.570 --> 00:24:45.869 if the object moves in a curved trajectory 259 00:24:45.869 --> 00:24:51.670 You know that aniamals all have joints 260 00:24:51.670 --> 00:24:54.990 Because of those joints 261 00:24:54.991 --> 00:24:59.531 they are due to move in curved lines 262 00:24:59.943 --> 00:25:07.263 So if you utilize that movement, a lot of the rigidness you might have had in your movements will disappear 263 00:25:07.263 --> 00:25:16.783 This rule is about moving in arcs to make the movement smoother 264 00:25:17.483 --> 00:25:21.443 And next is Staging 265 00:25:21.443 --> 00:25:29.043 The stage is where things take place 266 00:25:29.044 --> 00:25:30.675 On the stage 267 00:25:30.675 --> 00:25:32.238 there is a main character 268 00:25:32.239 --> 00:25:34.147 then the background 269 00:25:34.148 --> 00:25:35.994 and all of the props 270 00:25:36.003 --> 00:25:45.363 And any supporting characters or additional objects 271 00:25:45.364 --> 00:25:50.163 Controlling the trajectory of these characters 272 00:25:50.163 --> 00:25:55.603 That is what Staging is 273 00:25:55.604 --> 00:25:59.923 You could call it the layout of animation 274 00:25:59.924 --> 00:26:05.263 Everything you see within the screen in an animation 275 00:26:06.363 --> 00:26:14.102 Is the result of staging the objects within it 276 00:26:14.103 --> 00:26:15.410 Like that 277 00:26:17.022 --> 00:26:26.033 the relationship between the characters on screen 278 00:26:26.033 --> 00:26:30.043 their positions and movement is what we call Staging 279 00:26:30.963 --> 00:26:36.723 So with proper staging, the viewers can follow along with the story we're telling 280 00:26:36.724 --> 00:26:41.583 without any accidental misinterpretations 281 00:26:41.603 --> 00:26:44.802 which is why this is an important component 282 00:26:44.803 --> 00:26:46.717 The next rule is Timing 283 00:26:46.718 --> 00:26:48.626 Timing is 284 00:26:48.626 --> 00:26:56.043 the appropriate time in which each movement should take place 285 00:26:56.043 --> 00:27:04.713 Each person will have a different interval 286 00:27:05.361 --> 00:27:07.311 between one movement and the next 287 00:27:07.363 --> 00:27:11.723 The same is true for objects 288 00:27:11.724 --> 00:27:18.103 So how much an object can move in a given situation 289 00:27:18.104 --> 00:27:21.461 is an important part 290 00:27:23.073 --> 00:27:31.683 of animation, and this is something 291 00:27:31.684 --> 00:27:34.613 that keeps being highlighted in the 12 principles 292 00:27:34.633 --> 00:27:43.442 The timing for the same movement can change depending on the scene 293 00:27:43.442 --> 00:27:51.683 So you have to consider what situation the object is in to select the appropriate timing 294 00:27:51.684 --> 00:27:52.884 For example 295 00:27:54.184 --> 00:27:57.684 If a character is opening a door 296 00:27:58.903 --> 00:28:06.362 The usual timing for opening a door might be too slow in an urgent situation 297 00:28:06.362 --> 00:28:11.723 If a character is being chased, and they leisurely open the door 298 00:28:11.724 --> 00:28:17.203 The movement itself will become inappropriate 299 00:28:17.203 --> 00:28:24.843 In contrast, if the character opens the door hurriedly in a relaxed situation 300 00:28:24.843 --> 00:28:31.562 that isn't an appropriate timing, either 301 00:28:31.563 --> 00:28:36.882 So what situation the movement is happening in 302 00:28:36.902 --> 00:28:41.683 is something you have to consider when timing actions 303 00:28:41.722 --> 00:28:44.763 Next is about Solid Drawing 304 00:28:44.764 --> 00:28:46.244 Solid Drawing means 305 00:28:48.123 --> 00:28:54.443 that the pose of a character makes their actions clear 306 00:28:54.444 --> 00:28:58.823 and is framed very solidly 307 00:28:58.824 --> 00:29:03.024 The person that established the 12 principles 308 00:29:05.503 --> 00:29:09.103 had thought it very important 309 00:29:09.104 --> 00:29:16.863 that you check for that ceaselessly 310 00:29:16.883 --> 00:29:25.402 As a character on screen moves quickly, or moves according to the story 311 00:29:25.402 --> 00:29:30.542 their movements might overlap 312 00:29:31.964 --> 00:29:34.344 or not be clear what actions they are 313 00:29:34.842 --> 00:29:42.562 and the viewers may not be sure what is happening 314 00:29:42.563 --> 00:29:46.162 In order to prevent that from happening 315 00:29:46.163 --> 00:29:51.083 you must use very strong poses and distinct silhouettes 316 00:29:51.704 --> 00:29:53.104 in order to animate 317 00:29:55.142 --> 00:30:00.722 a proper story That is what Solid Drawing aims to tell you 318 00:30:01.493 --> 00:30:07.973 After that is Pose to Pose Animation and Straight Ahead Animation 319 00:30:07.974 --> 00:30:11.353 This is a rule about production methods 320 00:30:11.354 --> 00:30:13.493 Pose to Pose Animation 321 00:30:14.693 --> 00:30:22.052 is a production method used often in both 2D and 3D animation 322 00:30:22.053 --> 00:30:26.472 You draw a pose, and the one that comes after it 323 00:30:26.473 --> 00:30:32.072 then animate movement by drawing the frames between them 324 00:30:32.072 --> 00:30:38.452 That is what Pose to Pose Animation is 325 00:30:38.453 --> 00:30:44.592 The poses are called keyframes in 2D animation 326 00:30:44.612 --> 00:30:52.452 and P2P animation is a very traditional method which inbetweens the keyframes in intermediate frames 327 00:30:52.453 --> 00:30:54.952 Unlike P2P, in Straight Ahead animation 328 00:30:54.972 --> 00:31:01.292 you draw all the frames in order from the beginning 329 00:31:01.293 --> 00:31:03.312 This production method 330 00:31:05.374 --> 00:31:09.614 makes it difficult to set timing 331 00:31:09.615 --> 00:31:14.554 As you animate every action in the order they happen 332 00:31:15.734 --> 00:31:20.432 before you realize it 333 00:31:20.433 --> 00:31:24.112 the actions are taking up too many frames 334 00:31:24.113 --> 00:31:29.312 So this method of production makes it difficult to get the right timing 335 00:31:30.794 --> 00:31:33.914 But it can also let you create more varying and creative movements 336 00:31:33.914 --> 00:31:38.853 So if you want fresher movements, you choose Straight Ahead 337 00:31:38.854 --> 00:31:42.493 Not only is this method used in 2D 338 00:31:43.453 --> 00:31:48.573 but in stop motion animation, Straight Ahead is mandatory 339 00:31:48.574 --> 00:31:51.573 There are these two differing production methods 340 00:31:52.393 --> 00:31:57.872 but Pose to Pose is used much more often 341 00:31:59.114 --> 00:32:00.092 in the field 342 00:32:00.092 --> 00:32:05.092 The reason for that has to be efficiency 343 00:32:05.093 --> 00:32:09.052 It's easier to calculate the time it would take 344 00:32:09.053 --> 00:32:16.132 And the number of keyframes required can be estimated before you go into production 345 00:32:16.152 --> 00:32:21.293 In production companies that leverage large budgets 346 00:32:21.293 --> 00:32:25.652 it would be much safer to use the Pose to Pose method 347 00:32:28.394 --> 00:32:29.834 rather than Straight Ahead 348 00:32:30.054 --> 00:32:30.972 But 349 00:32:30.972 --> 00:32:38.192 For natural phenomena, you have no choice but to use Straight-Ahead Animation 350 00:32:39.334 --> 00:32:42.634 With immaterial, amorphous movements 351 00:32:43.872 --> 00:32:47.653 you can't decide the keyframes beforehand 352 00:32:47.653 --> 00:32:52.712 So for depicting the flow of water or wind 353 00:32:52.713 --> 00:32:56.932 you have no choice but to use Straight Ahead 354 00:32:56.933 --> 00:33:01.472 Except for cases like those, Pose to Pose is mostly used 355 00:33:01.492 --> 00:33:09.672 And Straight Ahead is mostly used when it is absolutely necessary 356 00:33:09.692 --> 00:33:15.493 Next is Exaggeration 357 00:33:15.493 --> 00:33:22.393 The movement of people in actual life 358 00:33:22.394 --> 00:33:25.694 is not very exaggerated 359 00:33:26.213 --> 00:33:30.653 Neither are those of characters in movies or dramas 360 00:33:30.654 --> 00:33:33.433 At least, not as much as in animation 361 00:33:33.434 --> 00:33:38.553 Exaggeration is that important in animation 362 00:33:38.573 --> 00:33:44.532 You have to exaggerate movements much more than you think you need 363 00:33:44.532 --> 00:33:50.453 in order for the viewer to notice and focus on the animation 364 00:33:50.453 --> 00:33:55.852 That it why exaggerated movement is important 365 00:33:55.853 --> 00:33:58.512 This principle is a reminder of that 366 00:33:58.532 --> 00:34:02.813 And Disney animation is a good example 367 00:34:02.813 --> 00:34:09.132 Every movement in Disney animations seems a bit exaggerated 368 00:34:09.132 --> 00:34:12.672 If you watch a Disney production while conscious of that 369 00:34:12.673 --> 00:34:15.992 you will see that the movements are extremely exaggerated 370 00:34:16.012 --> 00:34:21.253 We are already used to how animation moves 371 00:34:22.134 --> 00:34:24.894 which is in an exaggerated way 372 00:34:25.414 --> 00:34:29.754 if a movement is too small or too aggressively large 373 00:34:30.213 --> 00:34:35.452 you will not be able to perceive it as well 374 00:34:35.452 --> 00:34:41.252 Which is why you should try to be more brave with your movements 375 00:34:41.253 --> 00:34:43.834 and exaggerate them a bit more 376 00:34:44.172 --> 00:34:47.012 And finally, there's the principle about Appeal 377 00:34:47.013 --> 00:34:48.494 Appeal is also a verb 378 00:34:49.052 --> 00:34:53.572 whose object is a person 379 00:34:53.572 --> 00:34:55.813 So it means to try to make someone accept something 380 00:34:55.814 --> 00:35:02.173 Appeal is one of the 12 principles because 381 00:35:02.193 --> 00:35:08.973 it's important to make the audience accept your character 382 00:35:08.973 --> 00:35:12.512 In order for a character to show their personality 383 00:35:12.513 --> 00:35:16.992 first you need the visual design aspect 384 00:35:16.993 --> 00:35:25.152 Is the character timid? Or are they very brave and strong? 385 00:35:25.152 --> 00:35:30.052 Visual design can appeal those kinds of character traits 386 00:35:30.052 --> 00:35:36.373 But another component in giving appeal to a character 387 00:35:36.374 --> 00:35:36.935 is movement 388 00:35:38.195 --> 00:35:42.955 Because a brave character would act 389 00:35:42.955 --> 00:35:46.513 in exaggerated, large movements 390 00:35:46.514 --> 00:35:54.133 And if the character is timid and small 391 00:35:54.633 --> 00:35:59.093 you can appeal that through animating their movements to be very small and quiet 392 00:35:59.093 --> 00:36:07.033 Like so, character traits must be appealed very aggressively through movement 393 00:36:07.034 --> 00:36:10.633 That is what the principle is trying to tell you 394 00:36:10.634 --> 00:36:13.395 Now, I just told you that 395 00:36:13.933 --> 00:36:19.253 a brave character moves bravely 396 00:36:19.253 --> 00:36:23.712 and a timid character moves timidly 397 00:36:23.713 --> 00:36:25.752 Appeal can be done in that way 398 00:36:25.772 --> 00:36:30.832 But maybe if you switch those two around 399 00:36:30.833 --> 00:36:34.532 you could make a very interesting character 400 00:36:35.012 --> 00:36:40.352 For example, if a big, bulky character makes extremely small movements 401 00:36:40.952 --> 00:36:45.452 That would say something about that character that you can't tell from their looks 402 00:36:45.453 --> 00:36:48.655 And the reverse case as well 403 00:36:49.795 --> 00:36:55.995 Where a small, munchkin character is depicted as having a wild temper 404 00:36:55.995 --> 00:37:00.213 That's also a very strong character 405 00:37:00.214 --> 00:37:03.773 So depending on how you appeal a character 406 00:37:03.774 --> 00:37:08.773 It can give your whole animation a huge amount of appeal 407 00:37:08.793 --> 00:37:12.253 which is why it's so important 408 00:37:12.254 --> 00:37:18.373 This lesson we learned about the 12 principles of animation 409 00:37:18.393 --> 00:37:23.852 Next time let's do some real animation practice 410 00:37:23.852 --> 00:37:29.272 using these 12 principles 411 00:37:29.273 --> 00:37:31.336 See you in the next lesson 412 00:37:32.217 --> 00:37:33.055 1. Basics of 2D Animation Production 2D Animation-Specific Programs 413 00:37:33.055 --> 00:37:33.948 Adobe Animate: Inexpensive, easy production, accessible More expensive, specialized tools: Toon Boom Harmony, TVP, Clip Studio, etc. 414 00:37:33.948 --> 00:37:34.642 Frames 415 00:37:34.642 --> 00:37:35.383 Frame: Unit that stands for 1 image FPS: Frame Per Second, number of frames in a second 416 00:37:35.383 --> 00:37:36.059 Full Frame Animation: 24 frames per second Limited Animation: 8 or 12 frames per second 417 00:37:36.059 --> 00:37:36.611 Resolution 418 00:37:36.611 --> 00:37:37.335 The standard screen size is 16:9=H:D Current Standard Definition is 1920x1080 FHD (2K) 419 00:37:37.335 --> 00:37:38.056 2. 12 Principles of Animation 12 Principles of Animation 420 00:37:38.056 --> 00:37:38.816 Squash and Stretch Anticipation 421 00:37:38.816 --> 00:37:39.536 Easy In / Out Secondary Action 422 00:37:39.536 --> 00:37:40.196 Follow Through and Overlapping Staging 423 00:37:40.196 --> 00:37:40.836 Timing Arc 424 00:37:40.836 --> 00:37:41.436 Solid Drawing Pose to Pose Animation & Straight-Ahead Animation 425 00:37:41.436 --> 00:37:42.255 Exaggeration Appeal