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If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile]
Hello, everyone.
Havtza here.
Last lesson, we learned about animation in perspective,
which gave us a lot of freedom and a lot of options
when wanting to make more cinematic animations.
Because right now we can make animation in a 3D environment, kind of.
And the next step to actually complete this effect
is to be able to move the camera in the environment as well
and match it to the movement
that we're animating in perspective.
A moving camera has a lot of uses.
It can be a way to make a static shot more dynamic.
It can create a certain atmosphere in the scene.
It can reveal information, enhance emotion.
And there are a lot of other
creative ways you can use it as well.
Today, I'll be teaching you
how to make some basic camera moves
and some tricks to creating the illusion of movement
in a 3D space using 2D illustrations.
I will be teaching you
how to do this with the FlipaClip
and Procreate animation softwares.
But this is not something that is usually done in the industry
because these softwares are not actually designed
to have a moving camera in them.
It's just tricks that I used to create my own animations.
And this is where creating animation
in a team becomes kind of difficult with this softwares.
So from this point on,
it's basically more for independent production.
Of course, the same camera moves are relevant
to other animation softwares,
but you will probably have other features
that will let you do them.
But if you don't have an automatic camera movement feature
in your animation software,
this is the way to do it.
In 2D animation, we are trying to sell the idea
that the character is actually part of the environment
while we're animating it,
meaning that you want to make it seem like it moves inside it.
We as animators don't actually have the time
to animate every single detail in the background
from sketch for every frame.
And if we are aiming for a realistic art style,
we might not even be possible
to animate everything from the beginning,
depending on the coloring and the brush texture that we're using.
And because we can only work with
2D illustrations for the background
which are static and cannot change
it might seem like we wouldn't
be able to create a movement in 3D space with just that.
And we might need to use a 3D CGI model of the environment
and the moving camera.
But, there's actually a bunch of tricks and smart compositing methods
that we can use to create the illusion of movement in 3D space.
I like to divide the camera movement into two different categories.
The first is stationary lens changes,
and the second is position changes in the environment.
The stationary lens changes are common movements
where the camera itself stays in the same place in the environment.
And the only thing that changes
is the direction to which the camera points to
and how zoomed in or out it is.
In this type of shots, you will experience
a lot of perspective changes.
Because the perspective point will shift
depending on the direction of the camera
relative to the object that we're trying to film.
In this category,
you will find that the zoom in and zoom out
and the panning camera movement.
The second category is
where the camera itself moves in the environment.
In this type of shots,
you might experience perspective changes
because the camera is free to look around.
But you can also follow different subjects
while keeping the same perspective.
In this category,
you will find the follow, shake, track in and track out
and the spinning shots as well as tracking pan.
Now, I haven't really addressed this yet,
but in animation, we don't actually have a camera
and an environment for it to move around in.
So what I'm saying with this type of vocabulary is
what we're actually trying to replicate
in real life filming techniques.
But we actually have even less restrictions
than what you find with real cameras
because we can switch focal points and distance from the camera
without actually changing the type of camera
that we working on, as we would have to do in real life
in different types of shots.
The only thing we need to be concerned about
is how we're drawing the background in which distance
and how we're going to move it.
Because we don't actually have a camera
to move around in animation,
what we are going to move is the background itself.
And by dividing the background into different parts
and moving them in relation to each other,
we can create the illusion of depth
and add our characters into the environment.
FlipaClip does not have an automatic camera feature.
You will have to move the background frame by frame
using the straight ahead method,
so the number of frames has to be final
and the character movement complete
before we are actually tackle the camera movement.
If you have your own software
that allows you to add camera movement using keyframes
such as video editing apps
or more professional animation softwares,
it might be easier to create camera movements,
but unless you have a software
that allows you to move the camera independently in every layer,
there are moves that you might not be able to replicate
using the features that is built in your software.
We need to understand how each move works
in order to recreate it.
So even if you do have an automatic feature,
it might be a good idea to stick around
and see how it is actually done.
And if you don't have an automatic feature,
this method can be replicated in any type of software
and you can even do it on paper.
As I said before,
to create a camera movement in animation,
we physically move the background
to the opposite direction of where we want the camera to move.
If you want the camera to move right,
you move your background left.
And if you want your camera to move up,
you move the background down, etc.
To actually move the background,
you need to select your image and enlarge it
so it's bigger than your frame in canvas.
By copying and pasting the selection between frames
without releasing the selection,
You can continuously change the position of the background
without changing its size
which allows you to create pretty smooth movements.
So let's see how to move the backgrounds in different patterns
can allow us to make different camera movements.
Starting with the follow camera movement,
this is one of the most common movement that you will see.
It's something that follows the character actions
and keeps them in frame
which can give more energy to the movement.
I'll just enhance it generally.
To make it, you have to make the background move
in the opposite direction from the action itself.
So first we need to analyze the trajectory of the character movement
and then mirror it to the other direction for the camera to follow.
To plan the background trajectory,
we need to choose an anchor point.
The background has many details in it,
but they all keep the same distance from each other.
So by choosing an anchor point and moving it correctly
according to the planned trajectory,
your entire background will move correctly.
In this example, I drew the background directly in FlipaClip
so you can see the detail in the onion frame feature,
but when using actual finished background,
it will be one drawing imported as an image.
So you wouldn't be able to see the individual details in it.
Because of this,
it's better to use the actual selection center dot as the anchor,
and plan the trajectory from its location.
With each new trajectory,
starting from the anchor point and position in the last trajectory.
When using the selection point for your background,
you need to be careful
not to change its position on the selected photo
since the selection itself will move differently
if you move this point.
Once you have enough practice
and develop good memory for positions of different things
on your screen,
you can go back to using points
in the background itself with your anchor.
This will allow you to have more complicated movements
because you will be mostly without
actually, planning the trajectories each time
and just putting the background in the correct position
in relation to your character.
This is how I myself do the animation.
I basically just remember the position of the details on the screen
and move them relative to the character between frames,
but this does take a lot of practice
so start with an anchor point.
Okay, so now that we have the trajectory of the character planned,
we just copy and paste the background between the frames
while changing its position.
Remember to not release the selection tool
when copying and pasting,
otherwise you will only copy the cropped part
that is showing on the screen
and you will have to start from the beginning again
because you wouldn't have the entire background.
As we've seen in the last video,
the closer an object is to the camera, the faster it moves
and the bigger the spacing is going to be between each frame.
Because usually the background is going to be further away
from the camera than the character,
we're going to animated more slowly.
By animating it more slowly,
I don't mean creating a delay in the actual timing
because the frame has to match the character movement.
To animated more slowly,
We're just going to make the entire trajectory smaller.
And because the spacing will be smaller,
it will seem like the background
is moving more slowly than the character.
This will also make sure
that your back movement will not distract
from your character movement itself.
A very nice thing about using this animation method
is that you have complete control on the camera movement.
So you can actually plan your trajectory with ease in and ease out,
which are completely dependent on your character animation
and can match it perfectly with both curves and timing.
You can also play around with your trajectory
to make some interesting effects with your camera.
For example,
by making it move more quickly or slowly than your character animation
or actively changing the spacing and timing of the trajectory
to create different drag and delay effects with the camera,
you can create more illusions of force and speed
with your character animation.
I myself use this technique quite a lot.
Because by making the camera 'lag' behind your character action,
you can create the impression that the movement is much quicker,
even too quick for the camera to follow.
And if you want to show force,
you can add camera shakes and delays with your camera movement
to show that the action is much quicker and stronger
than the camera can handle.
To create the camera shake effect,
you basically use the same technique as your track follow.
But instead of making your camera move
in relation to your character action with opposing trajectories,
you're just going to move everything in your layers
in the exact same random trajectory.
Because what we'll try to replicate
is the entire environment moving, which means that both the camera, the character
and everything else around it
are going to be moving in the same way.
You need to try and make the trajectory as exact as possible
between every layer that you have.
Otherwise, you might create some inconsistencies
and it will seem like your character, or parts of it, are sliding around.
Luckily, camera shakes usually have a lot of movement to them,
so if you're making small mistakes,
they wouldn't be very noticeable.
The track in and out movement is meant to replicate the effect
of your character and camera moving in the environment
while keeping the same distance between them.
This means that from the camera point of view,
the character size is not going to change.
So any type of movement that they're going to perform
is going to stay at the same distance.
The only thing that is going to change size in the shot
is going to be the background itself.
And the effect of the camera movement is created
by changing the relative size of the background
in relation to the character.
To create the track in effect,
you need to enlarge the image
and make it seem like the camera is getting closer
to each object in the environment.
To create the track out,
you just need to shrink it to make it look like it's getting further away.
So, to keep the change in size consistent
this time, we will choose an anchor point
in the details of the background itself.
Because we are not going to move
the middle point in the selection itself
and actually want it to stay constant
in order to keep the change correct.
Once we have an anchor point in the background detail themselves,
we're going to shrink it or enlarge it by using the grid feature.
Just match the size of the grid to the amount of change
that you want to create with your camera movement.
The larger the grid, the easier it's going to be to animate faster movement
and the smaller it is,
the easier it's going to be to animate slower movements.
You want to have a good view of your entire background at once,
so try and match your grid size
instead of making it very small and then being unable to see
where exactly your anchor point is.
And while you're matching your anchor point to the grid itself,
match it only to either the horizontal or vertical lines
and don't try and put it in a corner
because this is going to create inconsistent change in size.
Another important thing to remember
when creating a track in or track out chart
is that your initial background needs to be big enough
for the movement that you have in mind.
If your background is too small,
you wouldn't be able to enlarge it enough for the track in and out
without compromising its quality.
So it's better to draw a very big background
and then move it around a little bit,
then draw a smaller background
and then not be able to actually move it.
The same technique for the track in and out
is used for the zoom in and out.
The only thing is
that you need to change your character size in relation to the background
instead of keeping it at the same size.
This is pretty much similar to the shake effect
because we need to keep
the same trajectory as the background.
And to do this correctly,
I recommend simply making the animation at the same size
and then slowly shrinking or enlarging it
at the same rate as we did with the background.
You can also create variation by enlarging your character
in a different rate than your background
and thus basically showing it moving in 3D space
with your camera moving in 3D space as well,
but not exactly tracking the character.
The next type of movement is the tracking pan.
The camera keeps constant distance from the character
while it's moving to the side.
This is similar to the track in and out moves
because the character itself will stay
at the same position on the screen.
But unlike it,
we need to create a special background to make it work.
A size tracking shot is going to cover more distance
than what is actually seen in a single frame.
We don't have the time to animate
each detail between each frame,
and it will be extremely hard
to keep the correct distance of each detail
because we're moving them to the side.
And of course, similarly to regular backgrounds,
if you have too many details or textures,
it might not even be possible
to animate them correctly for each frame.
So in order to make a tracking shot,
what we actually do is create a very long background
and slowly move into the side to create the illusion of movement.
Basically, you're just going to draw
a whole bunch of different frames in the environment
in the correct proportions of your canvas,
and then just put them side by side
and connect them in a way
that lets you have one continuous background with the correct perspective.
This is good for pretty flat backgrounds
because we don't need to create a different perspective
for each part of the screen.
But as you can see,
just by having one long background and moving it to the side,
we can't create a 3D-looking movement
because the perspective at the edges does not change
and you can't really see the depth in the details in your background.
This also relates to the fact
that the farther the object is from the camera, the slower it moves
and the closer it is, the quicker it moves.
This is also true in the big distances that you see in your background.
And if each part of it is moving at the same speed,
it doesn't look like it has depth to it.
To make the background look like it has some depth,
we use something called the Parallax Effect.
I kind of mentioned it at the second background creation lesson.
For this camera movement,
you're going to need to separate your background into different layers,
depending on distance.
So we have the foreground, midground and background
as well as some overlays.
And by moving each layer
at a different speed in relation to each other
and the distance that we estimated them to have from the camera,
we can create the parallax effect
which gives us the illusion of depth.
You need to move them in relation to each other and the camera.
So if you know the two layers
are theoretically closer to each other than the camera,
you will need to make the speeds more close to each other
than any other type of details that you have in your background.
For this,
I recommend having both layers present on screen at the same time.
This can be quite confusing
if you have a lot of onion skin layers,
or the if you have a lot of details in your frame.
But I find that it's worth it
in order to have a realistic looking camera movement
with the relation of speed between each layer on your background.
Also, I recommend using multiple frames
in your onion skin feature.
This will help you make sure
that your layers are going in a constant trajectory
and are not jittering too much.
You can also use less frames
if the amount of detail in your background is confusing
and might be even too much to actually see clearly.
But in that case,
it might be better to actually play
with the onion skin settings themselves
and try and make something that is easier for you to see
instead of just turning them off.
Now, to create the track effect,
we are going to move each layer at the same direction,
but at different speeds.
Or even sometimes almost not moving them at all
if they're far enough from the camera.
But we can also use a similar technique
to create the camera spin effect.
But in this case,
instead of moving each layer at the same direction,
we will going to move the layer
behind and in front of the character in opposite directions
with the layer closer to the camera moving faster than the layer
which is further away.
And by matching the character animation to this camera spin,
we create the illusion of your camera actually being in 3D space
even with only using 2D illustration.
The next type of pan that we can make with 2D animation
is the perspective pan.
For this, we will again need a special background,
but this one is actually even more difficult to do.
Similarly to the tracking shot,
we don't have time or ability to animate the changes to perspective
between each frame.
But this doesn't mean that we can't have perspective changes
with 2D illustrations.
Basically,
you can break down the perspective shift in your frames
for each part of your shot.
And then you just need to take each different point of view
and connect them into a single long background.
You need to make sure
that the perspectives are not clashing with each other
so that you don't have a frame in the middle of your movement
which has incorrect perspective in it.
There are
basically two methods that you can use to create the perspective pan.
The first is actually sketching your background in the animation itself,
so you know for sure that the perspective matches your character.
Of course, if you are a beginner,
you can basically just add simple cubes in the correct perspective
and maybe add a little bit of grid.
But since here, we don't have one single perspective,
you don't need to make your grid correct
and the only thing that is important is
that your connections between each type of perspectives
are going to be good enough to pass when adding your character
as the movement itself is going to be pretty quick
with this type of technique.
Then, after you have your rough sketches of the background
within the animation itself,
you just take them and copy them to your illustration
and background creation software
and just add them together into a singular background
and make sure that the connection between them are smooth.
Once you have your rough layout
and placement of everything in your own background,
you can now start adding perspective points into some areas
that need more construction and try and make your grid correct.
But this stage is actually not necessary
and can make your entire drawing a little bit worse.
Because what is important is not that each individual frame
is going to be 100% correct perspective,
but that the entire impression
that is given to the camera movement looks good.
With this technique, you can't really add perspective points
since we're changing the perspective all the time.
In this case, you just need to make sure
that each one of your perspective
works together well with each other.
So you need to plan your elements
in a way that allows you to switch between them
without it looking too jarring
or with making too many incorrect perspective connections.
But you can even use this technique to create changes
with your horizon line
which basically lets you change the type of shots
that you're working with.
This usually means
that you're going to make your background a lot longer,
or that you have to make each part of your background
a lot more deformed.
This can be seen quite a lot in old cartoons,
but they don't let you have very realistic background.
So it's better to just make the entire background longer
and then just add more details
to the collections of perspectives.
For this, the second method can be quite useful.
Because what you're going to do
is take your base perspectives,
add them to a single long stripe,
and then use a smaller cutout
in the size of your actual canvas
and slowly fill it in between each different perspective.
This way, you know that
whatever every frame you're looking at
is going to have a perspective
which looks good enough.
This is why I think it is important
to be able to create lots of perspectives
which look correct without the use of a grid.
As we've discussed in the background creation lessons.
You wouldn't be able to have such an effect
without using incorrect perspective.
But you still want to make it seem like it is correct
and at least make it passable
when the camera is moving quickly.
You do need to be careful though,
because some details do need to have their own perspective point.
And you need to make sure to keep in mind
the relative sizes of the objects in your scene.
So for this,
I basically just recommend using both methods
and connecting a whole bunch of backgrounds
before you reach your final one
and actually edit into animation.
By combining different camera movement techniques
and using them in a smart way
with different elements and different layers,
you can actually create the illusion of movement
in 3D space quite well.
And if you match the movements of your character and camera well,
you can really make something that is very dynamic
and can replicate a 3D environment quite well.
I especially like to combine perspective and tracking pan
with parallax effect
to really create some dynamic and complicated movements.
The final type of backgrounds
that we can create in 2D animation
is the background loop.
We're going to use this type of background
in cases where the movement is too long
to create a tracking pan background for it
when it's just too time-consuming to create
a long enough background.
We might also use background loops
in cases where your camera movement
requires the perspective to shift
in different parts on the screen.
This is especially common with animation
where you have one perspective point
in the middle of the frame.
To create a loop,
first, you need to figure out the perspective in your frame
and how it is going to change
depending on the movement.
Here you can see that they actually built rough grid
to figure out where everything needs
to be on screen.
Here, I want to make sure
that the building that I'm trying to draw still looks correct
at every single frame.
You can make your own grid like I do here,
but you can also import a grid from Procreate
if you want to make something that is more exact.
You just need to edit as an image from the photo feature
and then use it as a reference.
But since we're going to later polish the entire background in Procreate,
I don't find it necessary most of the time
and just having the rough background is going to be enough for you
to figure out the camera movement.
Once you have your base perspective frames,
you just need to add the appropriate amount of in betweens
to create a loop and the length that you want.
This is quite obvious
but the more frames you have in your loop,
the longer and smoother it's going to be.
You also need to remember
that you will have to render and detail each frame in your loop
according to background style.
So you need to strike a good balance
between the look of the loop and the amount of work
that is going to take you.
Adding different objects in your shot,
some of which in loop and some of which are not
is going to give more variation
and more interesting look to the environment that you try to create.
Because not all elements in your environment
might require a looping animation.
Some of them can be done
by using the regular track or perspective change.
Actually adding more static elements to the scene
will make it seem more realistic
and will give you the opportunity to lengthen the shot
without it looking cheap and repetitive.
You can see here
that just by adding buildings in the background
which move in different speed,
I can create a better looking and more interesting shot.
Not to mention that this helps me keep the work in check
as I can just draw each building as its own separate element
and move them independently later on,
which is much easier than drawing
each one of them from sketch each time,
especially if I want to give them a lot of details
and use texture brushes.
When you're adding the different layers
of static images into your scene,
remember that in order to keep the perspective correct and interesting,
you want to use the parallax effect again.
If you have multiple elements on your screen
which can move without touching each other,
it's a good idea to put them on the same layer
in order to conceal the different layers
since we have a limit.
Just make sure
you give them the right speed
by changing the spacing of each individual object on the layer.
You don't need to have a different layer for each individual object
because the timing of it
is not related to it being on a different layer.
But if you have an overlapping object,
then you're going to have to use another layer.
Otherwise you will copy and paste it on top of the object below
and if you make a mistake, you wouldn't be able to change it
because it will affect the object
that you've covered with your pasting.
I also recommend giving your looping object a layer of its own
to make it easier to spot and fix mistakes
that you see in your individual frames.
This way, you can just copy and paste the entire frame
when you need to repeat it.
Instead of selecting the correct part of it
and replacing it in each individual frame,
which will take considerably longer to do.
Unlike the regular panned track parallax,
which has a set placement for each object in the scene
because of the way that we made the layers
with a repeating loop and individual objects
that you add to it,
you can play around with the timing
in which you introduce each individual object into the frame.
You don't have to place all of them in the frame right from the start.
By introducing
different objects of different sizes and speeds into your frame,
you can actually play around with the composition
and fit it to give more interesting timing, pacing and energy to your scene
as well as fit it to your character location on the screen,
in a way that makes the entire composition better.
The exercise in this lesson is to follow along
and create your own variations of the examples that I've given here.
You can either use your existing backgrounds
and the existing animations if they allow it,
or you can create your new backgrounds and animations
as a sketch format.
Try and include at least one perspective change background
and one parallax background
to test and practice your ability
to test and practice your ability
to create column movements to different shots.
Again, if you're making new layouts and animations,
make sure that your lines are as readable as possible.
An additional exercise is just to make different variations
of perspective change background
using both techniques that I've shown you.
You can either create a straightforward perspective change,
which is just a one long stripe
or you can combine multiple stripes together
to create a more complicated camera movement.
If you're an experienced animator,
then actually try and create a background
which fits the animation that we've made in the last exercise
with the many perspective changes.
To do this,
you can either combine multiple background layouts together,
or you can actually try and animate a background loop.
Again, make sure that you keep
your proportions, perspective and line quality consistent.
Today, we cover how to create different camera moves in animation
and the techniques that we are using
to create the illusion of movement in 3D space
using 2D Illustration.
We specifically looked on
how to plan our background layout
and the trajectory of its movement
using analog techniques
which can be replicated in every software.
And we've also seen some tips and techniques
that I personally use when creating my animation
using FlipaClip and Procreate.
Next time we're going to learn on
how to connect different shots together
and create your scene and animation
with the correct energy and a readable flow.
Thank you for watching
and see you next time.
Bye.
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