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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've seen multiple ways
to creating storyboard and basically starting our project.
And planning it and deciding on which shots
and which timing we're going to use.
And in the last section, we've learned all the techniques
that help us to achieve the animations that we're trying to do,
at both the technical parts and the more cinematic parts
with the perspective and camera.
And in this lesson,
we're going to learn how to combine these two
and basically transform
our storyboard into rough animation.
When it comes to animation,
there are two main approaches on how to animate as we've
discussed in multiple lessons.
These are the straight ahead and pose to pose approaches.
The straight ahead lets you be free and get interesting results
in your animation.
While pose to pose lets you be efficient and keep consistency.
Most commercial animation studios or really any projects
made by multiple people which uses storyboards
will work with the pose to pose approach,
since by default having the main poses
and timing already decided by the storyboard
limits the freedom you can have with your movement.
That being said, some elements in a character design,
such as hair and clothing work better with the straight ahead approach,
and many nuances of the movement as well as its pacing
within the storyboard confinements
are up to the animator making the rough animation stage.
There are multiple tricks and approaches that you can employ
to make your animation smoother while being efficient,
and we're going to let them in this lesson.
Being an independent animator which is in charge of the entire artistic look
and direction of the project
gives you a high degree of freedom in your project,
as you are the person that determines the overall timing and poses
within the storyboard and you will probably be able
to make changes to the storyboard and not stick to it as tightly
as in a more commercial setting,
in which teamwork and clarity are important for the process to work smoothly
because you depend on the works of other people.
This gives you as an independent animator the opportunity
to make large chunks of your animation
with the straight ahead method,
which gives it additional smoothness and makes the animation more interesting.
And actually I on my own personal project,
usually go with an almost straight ahead approach
where I add most of my rough animation as animation in low frame rate
and then just add additional in-betweens as necessary.
But in general, the amount of keyframes
as you can call it is pretty high
because it's almost a straight ahead approach.
But of course, when they have actual clients where they have a storyboard
and limitations with the entire length of the video
and the timing of each individual movement,
then I go with the more traditional pose to pose approach.
But even so, there are somethings that you can do
within the animation itself to make it more appealing
and make the entire process easier.
So if you're here for independent animation and being a single creator,
I generally just create the thumbnails
of my storyboard in the actual format that we've seen last lesson,
and then I animate my ideas straight ahead and basically just change around
the timing of each individual shots
to make it fit with the movement
instead of going the other way around
and fitting the movements to the length of the animation.
This approach will give you the most natural looking movement,
but you also need to be able to estimate your abilities
and the amount of effort
that you want to dedicate to your project.
And create something that balances your vision
with the amount of work that it requires.
Otherwise, you might not be able to actually finish your project
and get frustrated and just abandon it.
Now this, same as when making projects for a client,
might limit the actual time and amount of frames
that you can dedicate for each individual shot.
So you would need to limit yourself to the confinement
of the timing in the actual storyboard.
So in this cases, you will actually need to plan your movement in advance
to fit the length of the shot and not the other way around.
Ideally, you want that within the time of your shot,
the movement in the animation will be clear to the viewer
and that you will be able to complete it.
So you might need to change it,
tweak it, or simplify it to make sure that you
get both of these conditions,
while planning your animation in each shot.
And if you're working with an animatic or with a studio,
the length of some shots might not even be decided by timing,
but by the amount of frames, so you really have to plan
each individual frame.
So the first step to actually planning your animation in advance
and transforming your storyboard to animation
is importing your storyboard
into your animation software.
So as we've done in the last lesson,
we basically created either
a still storyboard or an animatic in Procreate.
There is no real way
to transform the still storyboard,
so we first have to make
the still storyboard into animatic,
and then we're going to import it
into FlipaClip as a video file.
To do this, we simply save the Procreate file as an MP4
and then again save the MP4
to our actual files application.
We do this because importing it as a file
instead of as a video
from our photo album will make it,
so it's in better quality.
Then we go to Filpaclip
and open the toolbar at the top right corner
and then choose the import video option
and add the file option within that
and just import our video.
FlipaClip translates the video to the frame rate of your project.
So in instances where each frame is planned or in cases
where you're working with professional clients,
make sure to match your frame rate to the frame rate of your actual
final production to get the exact timing of your storyboard.
Again, the industry standard is currently 24 frames per second,
but in cases where you know the timing,
it doesn't have to be frame perfect,
or when you're making your own personal project
which doesn't have to be on 24 frames per second,
you can just import this to Procreate
in any frame rate which is convenient for you.
I personally import in eight frames per second,
when making my own personal projects
because my main frame rate is eight
and then I later duplicate certain frames
to adjust the timing to the 24 frames per second standard frame rate.
Once you've imported your storyboard into FlipaClip
and you know your exact timing
for each individual shot and each keyframe.
Now you can start planning your actual rough animation.
Again, there two approaches to actually creating your animation,
even if your overall timing is dictated
by the keyframes in the storyboard.
And we're going to choose them
depending on the actual trajectory of the movement itself.
If you have a very clear trajectory
where you can basically
just plan your entire movement in one go,
Even if your movement is complicated,
then it is better to use keyframes
because you will make sure
that your spacing is consistent, your character is consistent,
and that each ease in and ease out, works well together.
But if you have a shot which has a lot of camera movement,
the character basically
stays in place for the entire scene and just each individual part
is seen from multiple angles,
or if your character movement is going back and forth and repeating
and it's getting really complicated to understand
which direction is which,
it might be better to actually go
with the straight ahead method.
And again, certain object and character
design details are better
to do in straight ahead as well
because they do depend
on the main action of your animation.
So starting with the pose to pose method,
first, you just go into your storyboard
and plan your trajectory.
Put a marker on each keyframe in your storyboard
and have your trajectory completely
mapped out between each frame on each scene
so you can see it and have a clear view for
where you're going to put
your ease in and ease out.
This will also help you understand the overall number of frames
that you have for each individual shot.
So, you know if you have enough frames
to complete each part of your movement.
The next step is to actually draw your keyframes.
The entire pose to pose method
works by how important they are to the overall movement.
And then just filling in the blanks between each individual keyframe
or breakdown pose.
Basically, you have three or four main passes
in your entire animation process,
which are the keyframes which dictates the overall movement
and the correct timing,
and they are the most important poses.
Then you have the breakdowns
which are just in the middle of the action
or closer to the edges.
Where you have your indication of
ease in and ease out
as well as any major direction changes in your movement,
which are not affecting the timing,
and then you have your in-betweens
which are just additional frames
which help you smooth
the ease in and ease out
between each part of your trajectory
as well as raise up your frame rate,
if you want to increase it later on.
Just remember that if you
are increasing your frame rate,
you still need to make sure
that your timing is being kept.
So you need to add
your additional in-betweens
with the concept of
ease in and ease out in mind.
So basically, if we're going with the pose to pose method,
we have full clear passes with each one
serving a slightly different purpose.
First, we have the storyboard poses,
which are the base poses
and can also be classified as key frames.
These are the crucial poses
needed to understand the perspective, positioning
and timing of your character in the shot.
Next, we have the actual key frames.
These include the storyboard frames
but add the additional frames,
which help better define the pacing
between each of the storyboard poses.
These frames are the most essential poses
that help you understand the complete movement
with the correct timing and nuance
with the smallest amount of frames.
After that, we have the breakdown poses.
These are poses that are important
to determining the pacing
of the overall animation
and help you plan the location
between each key frame.
You will often find them in the middle of the movement
and close to the key frames, as they are important to indicate
the slow in and slow out in your trajectory.
The final stage is the in-betweens,
which are the lowest priority connecting frames.
So if you are using a low frame rate,
you can just omit them,
and they are there to support the movement
and make it smoother
as well as helps you raise the frame rate if needed.
The higher your frame rate,
the more in-betweens you will have,
they will usually increase in a much higher rate than your
key frames and breakdowns frames
because your frame rate is not going to change your actual timing.
So there is no reason to add additional key frames or breakdown frames
which are just for the timing and nuance.
The spacing between your frames
also needs to follow a clear and complete arc.
You have to make sure that your frames
are not accidentally being bunched
together in a way that obstructs your movement.
As you can see,
here I first had the timing
dictated by the storyboard frames
and then planned the actual movement of the character
between each major change in the storyboard.
And since my animation is at a pretty low frame rate
and the movements themselves are pretty low energy
and quite straightforward between each pose,
I did not need to consider
that the breakdown and the in-between
the same way I would in higher
frame rate production.
That being said, this technique is also applicable as a base
when later increasing the frame rate.
Basically what I talked about before,
where I basically create a lot of keyframes
in low frame rate animation
in the straight ahead method.
You can almost say that
by choosing to use a low frame rate, you'll actively choosing
to only use your keyframes and breakdown frames
and to increase the frame rate,
you will just need to add additional in-between
in the appropriate number
that will allow you to achieve a smooth movement,
with increased frame rate while still keeping the timing.
As you can see
in my initial trajectory plan,
I do not include
the overlapping movements and details
in the breakdowns and key framing.
I will only be adding them later on
on the multiple separate layers,
while using the straight ahead method
in order to preserve the natural
look of the drag effect,
which can be easier to understand
once you have your full movement of your character
with the correct momentum.
And once you have all of your frames
and the animation is basically all done,
then can change your actual frame rate
by increasing your frames per second to 24
and then duplicating each individual frame the appropriate amount
depending on the nuance and timing that you want.
So if you have (slow movement), you will duplicate it
three times to have 8 frame per second
And if you have fast movement,
you might want to duplicate it once to make it 12 frame per second,
or you might want to leave it at once
for 24 frame per second.
It all depends on the effect that you want
to have with your timing.
This technique can really
help you with your independent animation
because it allows you to save energy
by lowering the amount of actual frames
that you have to draw
and making the overall workload lower.
This might not be possible to do
if you're working with clients
because they might need consistent
frame rate or they will specifically choose
frame rate for individual shots or parts of your movement.
If your character movement
does not have a very clear trajectory
then it's better to use the straight ahead method.
By this, I don't mean completely going off the rails
and basically changing your entire scene,
both short lengths and character movement
because you've used
the straight ahead method.
What I mean by using
the straight ahead method
is that between each individual
keyframe on the storyboard,
you're going to fill them
in using the straight ahead method.
The first step to do this is basically analyze the environment your character is in
because your character perspective
will depend on that environment.
This is especially important
if you have moving camera or 3D spaces.
The next stage is to actually mark your keyframes.
You want to be sure that your movement
is following your actual storyboard
and that you're not going
to just randomly go off the rails
and just completely ditch the original movement and idea,
especially because you already have the perspective setting.
Once you do have your
keyframes and the overall perspective
of each individual frame,
then you just go back and forth
and fill in the blank frames between each individual keyframe.
To do this, I usually reference
both the background and the perspective
as well as the Onion Skin.
Now the Onion Skin feature has the possibility
to show less or more frames
by changing the settings.
So to be efficient
when I have a large gap
in the number of frame between each individual keyframe,
what I do is that I just go to the middle
between the keyframes
and then increase the Onion Skin feature
the appropriate amount of frames
so I can see
which poses I need to connect
and connect it naturally
like I would in a regular straight ahead.
Now, the reason I call this
straight ahead instead of pose to pose
even though we are filling in blanks
between individual keyframes
is because we don't actually know
which pose is going to be correct.
We have uneven spacing
in the amount of frames in each gap,
and we're basically just making guess work
to the placement of your character
within the trajectory.
I have a loose guideline
where if I know that the spacing is uneven
and that I increased the Onion Skin
more in one side,
I will try and shift
and draw the character's position
closer to that side of the trajectory,
especially if I know
that I'm going to use ease in and ease out.
But if it doesn't work out
well, I will just delete and redraw it or
I’ll adjusted to fit the overall trajectory of the movement.
And basically I will just go back and forth between each frame
and fill it in as necessary.
Really, this method is just
basically a combination
between straight ahead and pose to pose and works
best where you have a lot of keyframes
like I do when they actually create my animatics.
This is important
because we still want to keep our timing
like it was in the storyboard
and the consistency of our character model.
In general, I wouldn't recommend going
completely straight ahead and adjust
and never adjusting your trajectory or your timing
because it can get very frustrating
and also really hard
to adjust your trajectories
with slow in and slow out
if you don't know
your overall timing
and range of movement.
Now that we've reached the rough animation stage in the production,
we've actually arrived at the first big barrier
and the motivator
when it comes to independent animation production.
Up until now, we've put a lot of effort into many different things
in the animation production.
Even though each one of them
was very time consuming,
it was still pretty thoughtful work
and you had a lot of variation
in the process itself.
Even if a certain character design
or background took a long time to complete
at least you were working on different parts of it
with different techniques and different brushes and different colors.
Even if your animation
took you a long time to figure it out,
you are still thinking constantly
and trying new things and variations
within the process itself.
But now that we've reached the rough animation stage,
this is where the work starts to become automatic.
You've already figured out the base of your movement
using the pose to pose or straight ahead methods.
You've already had your understanding of your animation
and your camera movement.
You already know how your scene is going to be designed
and you figured out the perspective
and you have your character designs
and your background already made.
You don't need to think about anything anymore.
You just need to mechanically
add the frames in between.
This is the in-betweener's job
and this is the most technical aspect in actual animation.
This is where you just look at the joints of your character,
the positioning in your timing,
and just add them completely mechanically
and completely automatically
because there's basically only one correct answer
between two individual poses,
if they are close to each other
and if you're having a slightly bigger movement
which lets you have more wiggle room,
it's still not enough to create completely new poses
or think of completely new ideas
because you still need to work
within the limitations of your keyframes.
The reason I find this part to be the biggest barrier
when it comes to animation
is because even though this step is extremely simple,
it's very very time consuming.
You can see here with this example
that even though
this part of the video is edited
and run in high speed,
this section is still way longer
than any other sections
that we had before.
And the type of work that I'm making
is very very repetitive,
especially in frames that look very similar to each other.
I want to give you some advice
on how to keep yourself motivated
because the rough animation stage
is only one of three barriers
that you're going to have
as an independent animator.
The reason this one is special
is because you have to have it
in order to have animation at all.
With the clean up and coloring,
you're just not going to have a complete product.
But without the rough animation stage,
you're not going to have an animation at all,
unless you're working as part of a studio
where you have dedicated in-betweeners,
you're going to have to complete this stage
in order to create any type of smooth movement.
And of course, if you are an independent animator,
the other two stage of cleanup
and coloring are even more mechanical
and even more time consuming.
But I find that once you get over
the initial barrier
of the rough animation stage,
it's much easier to get into the mind frame that allows you
to create the other time consuming stages of independent production.
So here are my tips on how I keep myself motivated
while creating this very long and time
consuming steps.
Of course, these are only my methods
and they might not work for you.
So you really need to sit with yourself
and see which things
can give you motivation
to complete your project.
Once you start making this exercise by yourself
that this last section in the course
is basically just a whole bunch of manual labor.
So it's important that you figure out your motivation now,
or you might not be able to actually complete it.
So the first thing that keeps up
my motivation when I'm working
is that I give myself a very clear goal
when it comes to my personal works
and my professional works.
On my personal project
I decide straight from the beginning
the length of the video
that I'm going to work on,
and I calculate the number of frames
that I have to draw,
and I give myself a
limit of the amount of frames
that I'm going to dedicate to each project.
For me, the limit is around 120 frames for personal projects per week,
because I know that I'm going to work on
professional projects as well.
With these types of limitation,
I know how to divide my work
per the amount of time
that I'm willing to give my project.
I know, for example, that I need to make around ten frames per hour
and so I give myself a quota
which I need to complete,
and it's very easy to keep track of.
Of course, you will need to adjust your frames
quotas according to your own ability.
So think about one of the first lessons
where I talked about
adjusting the workload
to your physical and mental condition
in order to not burn yourself out.
Even within the quota,
you can give yourself smaller goals,
which helps you divide the work even further
and help you keep track on it.
So it doesn't feel quite as endless and repetitive.
For example,
if you are dividing
your character details
into separate layers,
you can decide on
only completing one detail
within your dedicated number of frames.
So, for example, in this case
you could decide to only animate the hair
or the clothing or the eyes
for a single day quota.
Using this method is actually very useful
to get your quality up as well,
because you can give yourself time to focus
on the smaller details of your animation.
You can make sure that you have the right
effect and animation exactly like you want them,
which also keeps your mind
a little bit more engaged
and makes the entire process
a little bit less stifling.
Another thing that you can focus on
is trying and keep your line quality consistent.
Right now we are still not making our final lines,
so you don't have to make sure
that the line itself is at final quality.
But you do want to make your sketches as
readable as possible,
even if the line itself is not completely stable
and doesn't connect at exactly the right spot.
You still want to find
the one perfect line
which completely captures the volume
and model of your character design.
And of course, the final thing you can focus on
when it comes to making your rough animation
at a higher quality
is actually paying attention to the variations
between the location of the poses
in your ease in and ease out
sections of your rough animation.
Like we've seen with the timing example,
way back at the first animation lesson,
you can create a completely new nuance in your motion
by small changes to the position of your object
within the trajectory.
In your rough animation stage is where
you're going to have your final timing
and nuance in the motion.
So focusing on getting it exactly right
is a good way to make the entire process
more thoughtful and enjoyable.
If any of these fail and don't entice you enough to complete
the entire process,
you can also use outside methods
to keep up your motivation
because this type of work is so repetitive,
you can take this time to complete
any other tasks or interest that you have
that only require audio.
A lot of the time when I'm animating,
I'm not listening to music
because my music selection is not big enough
to the amount of animation that they're making.
Instead, having something like podcasts or audiobook is very helpful
to keep up your concentration
and keeping the world interesting
because you can really focus
on what you're hearing
since the process is very automatic.
Using this time
for other listening activities
such as lectures, phone calls
or language lessons
is also very nice in my experience.
When making this
part of the animation process,
you can actually communicate
and meet up with other people,
and I find this to be a pretty pleasant
part of the work
when combining
all of the outside things that you
can make doing it.
There aren't many other
jobs where you get to do
manual activities
which allow you to continue listening
and seeing other media while working.
Honestly, the main limitation
with making this part of the process
is that you have to continuously
use your hands.
Other than that, you can basically do
whatever you want.
But even after hearing all of this,
you might be struggling with this stage,
if you're just a beginner,
or even if you are an experienced animator
who just dislikes doing it.
I want you to know
that these manual stages of the animation
are still the parts that they really don't like
about my animation process.
No matter how you try to sugarcoat it,
this is a very time consuming and repetitive process.
So if you are still struggling
with this part of the process,
know that it's completely
okay and natural.
Same as with every other thing that we've covered up until now,
it takes work, time and practice
to build up your patience
for you to be able
to sit for long stretches of time,
just doing this part of the process.
But same as with any other thing
that we've done up until now,
the fact that you have to work so much
to complete this part of the animation.
makes it that you're going to improve in it
so much quicker than any other part.
The more animation you're making,
the quicker you're going to get at making them.
You can probably already guess by my output
that they managed to shrink down
this process quite considerably,
and it reaches up to a point
where I make a completely new frame
in less than a minute.
So the overall process doesn't
really take that much time at all.
It's just a process to getting there,
that takes a lot of time,
patience and determination.
So really the best advice
I can give you about keeping up your motivation
is the same is my advice on starting your project.
You need to think about
the actual skills you're acquiring
and the practice itself
and not the product
that you're trying to create.
And you need to keep in mind your capabilities
and physical condition
in order to not burn yourself out.
Once you've completed all the rough stages,
including finalizing
your overall movement
and adding the overlapping elements
with the correct pacing,
using both in between
and frame multiplication
to create nuance with your timing,
you need to make sure
that your characters
are actually easy to understand,
with the correct volumes, proportions
and details in the character design.
Especially if you have multiple layers in different colors
that are hard to understand
and differentiate.
And overall create a pretty messy drawing
that will make it
so that the your cleanup artist
would not know
where to place the clean line.
In order to complete your rough animation stage,
you need to add an additional layer
which goes over the different layers
and combines them in a way
that allows you to have clear vision
of your character.
In this stage your lines do not have to be pretty
and can still retain some imperfections
for the cleanup artist to fix later,
of course, the less imperfections,
the easier jobs they will have,
and if you are an independent animator,
you would want to make this stage easier
for yourself as well.
What's really important
is to make sure
that you keep your character
model consistent and make it
so that it's kept
with the correct proportions, size and volume at all time.
The cleanup artist's job is to make the lines clean.
They need to have a good base
to work effectively.
They don't actually have the time
to clean your volumes
and correct your details.
If you are an independent animator,
you might put less effort in this stage
because you already know
how to fix this volume imperfection
in the cleanup stage.
Because as both the animator
and the character designer,
you already know where you have
incorrect details.
In my personal project, I sometimes leave the animation
line art in this rough stage
because it is clear enough for my viewers to see,
while taking much less time and effort
to create the final product.
I also quite like the aesthetic
and the extra energy
that these squiggly lines
bring to the animation.
But even if the lines are squiggly,
you need to make sure
that you only use one line
and that you're not making
too much of a mess of your sketch.
Because if you're adding too many lines
and affecting the thickness of your sketch,
it's still going to be very difficult for your clean up artist
to place the line in the correct way.
If you are an independent animator,
you can kind of get away with simplifying
some details in your character
because you know that
you're going to add them later
on in the cleanup stage.
This is what I usually do
when I add hair or certain eye details
because I know they are
going to be edited in the cleanup
or in the actual coloring stage.
Still it's worth keeping them, at least in a rough version
if you know that you're going
add them later on
just so you can make sure
that you keep your model consistent
and that you don't have any flickering on these details.
The exercise for this lesson is pretty straightforward.
Basically, just create rough animations
from the storyboards
that we've made the last lesson
try and create the rough animation
using the two different approaches
so you can test both of them.
Again, make sure that your line quality is correct
and that you're keeping the proportions
and volumes of your characters
as well as the correct perspective
with the environment.
To recap
today, we've learned how to import your storyboard to FlipaClip
and how to animate within its timing
limitation in two different methods.
We especially expanded
upon the pose to pose animation method and seen several tricks
that can be done with the layers
and duplication features of FlipaClip
to make the animation process more efficient.
Next lesson we learn how to effectively
polish your animation
and make preparations for your coloring
and compositing stage.
Thank you for watching and see you next time.
Bye.
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