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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,337 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:05,739 --> 00:00:06,573 Hello, everyone. 3 00:00:06,573 --> 00:00:08,041 Havtza here. 4 00:00:08,041 --> 00:00:09,843 And this is the final lesson 5 00:00:09,843 --> 00:00:12,278 in the animation production sections. 6 00:00:12,278 --> 00:00:17,717 Basically, after this, you're going to have your complete animation. 7 00:00:17,717 --> 00:00:20,754 This is also the last step in the animation pipeline, 8 00:00:20,754 --> 00:00:25,859 at least on the production side of things, and this is the compositing. 9 00:00:25,859 --> 00:00:28,128 This part is very technical 10 00:00:28,128 --> 00:00:29,496 and it's highly dependent 11 00:00:29,496 --> 00:00:31,898 on which software you're using. 12 00:00:31,898 --> 00:00:36,803 In fact, one of the biggest changes between different animation software 13 00:00:36,803 --> 00:00:40,006 are the compositing features that they have in them. 14 00:00:40,940 --> 00:00:44,611 In that department, the iPad is somewhat lacking 15 00:00:44,611 --> 00:00:47,714 and it's pretty much less effective 16 00:00:47,714 --> 00:00:48,982 than some other software 17 00:00:48,982 --> 00:00:50,483 that you have on the market, 18 00:00:50,483 --> 00:00:53,119 especially in computer software. 19 00:00:53,653 --> 00:00:55,321 But I will be showing you 20 00:00:55,321 --> 00:00:56,823 how you can make 21 00:00:56,823 --> 00:00:58,091 some different approaches 22 00:00:58,091 --> 00:01:00,126 and use different softwares 23 00:01:00,126 --> 00:01:01,227 and different ways 24 00:01:01,227 --> 00:01:04,297 to composite your animation using the iPad. 25 00:01:05,465 --> 00:01:07,500 This type of animation techniques 26 00:01:07,500 --> 00:01:10,070 will work for every software that you try 27 00:01:10,070 --> 00:01:12,872 as long as you have your layer mode 28 00:01:12,872 --> 00:01:14,774 and the clipping mask. 29 00:01:15,341 --> 00:01:19,412 And actually, one of the bigger reason why I use FlipaClip 30 00:01:19,412 --> 00:01:22,382 as my go to animation software on the iPad 31 00:01:22,382 --> 00:01:23,450 is because it does 32 00:01:23,450 --> 00:01:26,019 have some compositing features built in. 33 00:01:26,486 --> 00:01:29,222 But even so, sometimes you want to have 34 00:01:29,222 --> 00:01:32,325 something more serious for compositing, 35 00:01:32,325 --> 00:01:34,694 in which case I will be using Procreate. 36 00:01:35,095 --> 00:01:36,262 And I will be showing you 37 00:01:36,262 --> 00:01:38,565 how to composite using both of them 38 00:01:38,565 --> 00:01:41,901 as well as how to export and import between them. 39 00:01:42,969 --> 00:01:45,271 If you're using a different software 40 00:01:45,271 --> 00:01:47,974 with this video, that's still fine. 41 00:01:47,974 --> 00:01:50,176 You can follow along with your own features 42 00:01:50,176 --> 00:01:51,744 in your own software. 43 00:01:51,744 --> 00:01:53,613 And if you have some automatic features, 44 00:01:53,613 --> 00:01:55,949 then that's all the better for you. 45 00:01:56,950 --> 00:01:58,518 Still, it's good to know how 46 00:01:58,518 --> 00:01:59,786 this things works 47 00:01:59,786 --> 00:02:00,920 so you can 48 00:02:00,920 --> 00:02:02,822 create them in any type of software, 49 00:02:02,822 --> 00:02:05,391 even if you don't have automatic features. 50 00:02:05,391 --> 00:02:06,993 Let us begin. 51 00:02:08,495 --> 00:02:11,831 First, let's talk about what is compositing exactly. 52 00:02:12,599 --> 00:02:15,368 So the compositing stage in production 53 00:02:15,368 --> 00:02:17,337 is where you put all of the shots 54 00:02:17,337 --> 00:02:18,571 elements together 55 00:02:18,571 --> 00:02:20,173 to create your final image 56 00:02:20,173 --> 00:02:21,608 for each frame. 57 00:02:22,142 --> 00:02:23,710 In this stage, you make sure 58 00:02:23,710 --> 00:02:25,178 that everything works together 59 00:02:25,178 --> 00:02:26,446 and that it looks like 60 00:02:26,446 --> 00:02:29,282 it's really part of the same environment. 61 00:02:29,282 --> 00:02:30,617 This is usually where you're going 62 00:02:30,617 --> 00:02:33,019 to add your parallax effect 63 00:02:33,019 --> 00:02:34,621 and your camera movement. 64 00:02:34,621 --> 00:02:35,755 If you have a software 65 00:02:35,755 --> 00:02:37,290 with automatic features 66 00:02:37,290 --> 00:02:40,426 which allows for built in camera movement, 67 00:02:40,426 --> 00:02:42,362 but for our purposes, 68 00:02:42,362 --> 00:02:43,830 this is going to be the place 69 00:02:43,830 --> 00:02:46,132 where we only adding the lighting 70 00:02:46,132 --> 00:02:47,901 as well as compositing 71 00:02:47,901 --> 00:02:50,136 any overlays that we need to have 72 00:02:50,136 --> 00:02:51,404 in the environment, 73 00:02:51,404 --> 00:02:54,974 depending on which type of scenes we're having. 74 00:02:58,378 --> 00:03:00,480 Compositing includes the technical 75 00:03:00,480 --> 00:03:02,515 putting together of the scene, 76 00:03:03,616 --> 00:03:05,018 things like making sure 77 00:03:05,018 --> 00:03:07,587 that all the layers are at the collect order 78 00:03:07,587 --> 00:03:10,990 with overlays covering each other and your character 79 00:03:10,990 --> 00:03:12,659 at the correct position. 80 00:03:12,659 --> 00:03:14,794 As well as the environment elements 81 00:03:14,794 --> 00:03:16,496 that make the scene look good, 82 00:03:16,496 --> 00:03:20,366 such as shadows or textures that need to be added. 83 00:03:21,301 --> 00:03:23,369 You will use compositing to add character 84 00:03:23,369 --> 00:03:25,171 shading and highlights 85 00:03:25,171 --> 00:03:27,207 onto your character itself, 86 00:03:27,207 --> 00:03:28,908 environmental lighting effects 87 00:03:28,908 --> 00:03:29,943 that make the character 88 00:03:29,943 --> 00:03:31,711 fully part of the scene 89 00:03:31,711 --> 00:03:34,981 and interactive lighting that affects the environment, 90 00:03:34,981 --> 00:03:38,918 such as shadows between the characters and the environment 91 00:03:38,918 --> 00:03:40,620 or changing light sources, 92 00:03:40,620 --> 00:03:42,689 which again creates different shadows 93 00:03:42,689 --> 00:03:45,558 depending on their location and if they're moving. 94 00:03:45,959 --> 00:03:47,327 You will also use effects 95 00:03:47,327 --> 00:03:48,895 that enhance your image, 96 00:03:48,895 --> 00:03:52,332 like color shift, gradients and textures 97 00:03:52,332 --> 00:03:55,101 that can't be drawn consistently by hand. 98 00:03:55,501 --> 00:03:57,670 This is usually more for the artistic 99 00:03:57,670 --> 00:03:59,772 looking types of animations, 100 00:03:59,772 --> 00:04:01,507 where you want to have textures 101 00:04:01,507 --> 00:04:03,042 within your brushes, 102 00:04:03,042 --> 00:04:06,479 or where you want to have a good gradients 103 00:04:06,479 --> 00:04:10,583 which are not included in the FlipaClip software. 104 00:04:10,583 --> 00:04:12,452 Depending on your software features 105 00:04:12,452 --> 00:04:14,454 and especially on Procreate 106 00:04:14,454 --> 00:04:15,722 you can take advantage 107 00:04:15,722 --> 00:04:18,591 of the artistic features in the software, 108 00:04:18,591 --> 00:04:23,329 such as using texture brushes, the glow, blur and pixelation 109 00:04:23,329 --> 00:04:25,565 or chromatic aberration effects. 110 00:04:28,501 --> 00:04:29,702 There are many softwares that 111 00:04:29,702 --> 00:04:32,772 you can use for compositing on the computer. 112 00:04:32,772 --> 00:04:35,541 On the iPad, our options are more limited 113 00:04:35,541 --> 00:04:37,076 especially since some effect 114 00:04:37,076 --> 00:04:38,678 require drawing new elements 115 00:04:38,678 --> 00:04:41,948 directly in the compositing software itself. 116 00:04:41,948 --> 00:04:43,016 So for this reason, 117 00:04:43,016 --> 00:04:44,417 I tend to use Procreate 118 00:04:44,417 --> 00:04:46,319 and some features and FlipaClip 119 00:04:46,319 --> 00:04:47,220 because they allow me 120 00:04:47,220 --> 00:04:51,057 to have greater control on the look of each frame. 121 00:04:53,860 --> 00:04:56,629 And I will be explaining my thought process 122 00:04:56,629 --> 00:04:58,531 for when I composite and plan 123 00:04:58,531 --> 00:05:01,134 my compositing in the test frame, 124 00:05:01,134 --> 00:05:03,136 because this is the place 125 00:05:03,136 --> 00:05:05,938 where we get to be creative 126 00:05:05,938 --> 00:05:08,841 and inventive in our approaches to animation, 127 00:05:08,841 --> 00:05:13,246 depending on what compositing we want to have in each scene. 128 00:05:15,114 --> 00:05:16,482 You will need to make changes 129 00:05:16,482 --> 00:05:18,451 depending on your software limitations 130 00:05:18,451 --> 00:05:19,819 and define the looks that you want 131 00:05:19,819 --> 00:05:22,021 to give to your frames. 132 00:05:24,390 --> 00:05:26,759 So this is less about the technical 133 00:05:26,759 --> 00:05:28,127 aspects of what you can do 134 00:05:28,127 --> 00:05:30,263 with your software and more about 135 00:05:30,263 --> 00:05:32,732 how you can find solution to problems 136 00:05:32,732 --> 00:05:34,267 and push the boundaries of your software 137 00:05:34,267 --> 00:05:37,303 to create the look that you want. 138 00:05:39,505 --> 00:05:40,506 Up until now, 139 00:05:40,506 --> 00:05:43,543 we've seen pretty standard compositing. 140 00:05:43,543 --> 00:05:47,880 Basically, I only concern myself about the lighting 141 00:05:47,880 --> 00:05:50,049 both the direct character lighting 142 00:05:50,049 --> 00:05:52,885 and the environmental lighting. 143 00:05:52,885 --> 00:05:55,321 But because we are using Procreate 144 00:05:55,321 --> 00:05:57,590 as our compositing software, 145 00:05:57,590 --> 00:06:01,361 we have many more options to get very creative. 146 00:06:01,361 --> 00:06:02,962 We've our compositing 147 00:06:02,962 --> 00:06:04,197 because we are using 148 00:06:04,197 --> 00:06:09,402 an illustration software and not a traditional compositing software. 149 00:06:09,402 --> 00:06:11,270 We have a lot more freedom 150 00:06:11,270 --> 00:06:13,473 and options for us to choose 151 00:06:13,473 --> 00:06:16,042 when it comes to artistic effects, 152 00:06:18,044 --> 00:06:20,880 but we also have many more limitations 153 00:06:20,880 --> 00:06:23,216 because of the layer limit 154 00:06:23,216 --> 00:06:25,118 and the fact that we have to add 155 00:06:25,118 --> 00:06:26,452 every single detail 156 00:06:26,452 --> 00:06:28,755 by hand for every single frame. 157 00:06:28,755 --> 00:06:31,357 This is where your test frame is really going 158 00:06:31,357 --> 00:06:34,327 to help you to get organized at the beginning. 159 00:06:34,327 --> 00:06:35,995 But for each effect 160 00:06:35,995 --> 00:06:37,830 and things that you trying to make, 161 00:06:37,830 --> 00:06:40,466 you need to be very creative 162 00:06:40,466 --> 00:06:43,069 and test to see how you can get the effect 163 00:06:43,069 --> 00:06:45,805 that you want in the most efficient way. 164 00:06:46,472 --> 00:06:49,842 Here you see some examples of the compositing groups 165 00:06:49,842 --> 00:06:52,412 that they have to many of my animations. 166 00:06:53,312 --> 00:06:54,847 For example, 167 00:06:54,847 --> 00:06:57,483 you can see that simply by adding 168 00:06:57,483 --> 00:07:01,220 some texture to a very simple animation, 169 00:07:01,220 --> 00:07:03,689 I can give it more details 170 00:07:03,689 --> 00:07:05,958 and make it seem more artistic. 171 00:07:06,559 --> 00:07:08,661 By using the built in brushes 172 00:07:08,661 --> 00:07:10,930 to give textures to the lines, 173 00:07:11,631 --> 00:07:13,633 and use a combination of texture 174 00:07:13,633 --> 00:07:15,501 brushes and clipping mask 175 00:07:15,501 --> 00:07:17,737 to give more details to the characters, 176 00:07:18,538 --> 00:07:21,674 I can create a more interesting effect. 177 00:07:33,719 --> 00:07:35,621 In some other examples, 178 00:07:35,621 --> 00:07:39,392 you can see that I can create very interesting lighting 179 00:07:39,392 --> 00:07:41,327 by using a combination 180 00:07:41,327 --> 00:07:45,698 of add, multiply and overlay layers. 181 00:07:45,698 --> 00:07:47,400 This way I can play around 182 00:07:47,400 --> 00:07:51,003 with both saturation and brightness 183 00:07:51,003 --> 00:07:52,839 between different layers, 184 00:07:52,839 --> 00:07:56,642 which can really affect the glow of the environment 185 00:07:56,642 --> 00:07:58,544 in a much more interesting way 186 00:07:58,544 --> 00:08:02,982 than simply turning on the glow effect or the bloom effect 187 00:08:02,982 --> 00:08:05,051 in a traditional software. 188 00:08:15,495 --> 00:08:18,498 You can also see some examples of shots 189 00:08:18,498 --> 00:08:22,235 where I have more complicated compositing, 190 00:08:22,235 --> 00:08:24,437 where I have many different layers 191 00:08:24,437 --> 00:08:27,173 that create many different effects 192 00:08:27,173 --> 00:08:30,343 in different part of the character animation. 193 00:08:30,343 --> 00:08:33,813 You can see it in the video of the woman 194 00:08:33,813 --> 00:08:36,215 with the transparent black dress, 195 00:08:36,215 --> 00:08:38,484 where the different parts of the characters 196 00:08:38,484 --> 00:08:40,686 have lower opacity 197 00:08:40,686 --> 00:08:44,123 and you can actually see the different layers, 198 00:08:44,123 --> 00:08:46,225 one behind the other. 199 00:08:46,225 --> 00:08:49,028 And this is without all the lighting 200 00:08:49,028 --> 00:08:52,198 and gradient layers that are made 201 00:08:52,198 --> 00:08:55,201 on top of each individual layer 202 00:08:55,201 --> 00:08:58,804 and the additional lighting textures 203 00:08:58,804 --> 00:09:01,908 on the glowing palettes as well. 204 00:09:11,117 --> 00:09:12,718 When you're having shots, 205 00:09:12,718 --> 00:09:15,254 we’ve a lot of compositing in them, 206 00:09:15,254 --> 00:09:16,222 you need to make sure 207 00:09:16,222 --> 00:09:18,391 that you actually have enough frames 208 00:09:18,391 --> 00:09:21,761 to create the entire effect that you're aiming for, 209 00:09:21,761 --> 00:09:23,396 and if you know that you have 210 00:09:23,396 --> 00:09:26,532 too many frames for the entire shot, 211 00:09:26,532 --> 00:09:29,068 maybe you should actually divide it 212 00:09:29,068 --> 00:09:31,103 between two different projects 213 00:09:31,737 --> 00:09:33,973 and later edit them together 214 00:09:33,973 --> 00:09:35,408 to a single shot. 215 00:09:45,451 --> 00:09:47,286 Sometimes you will have shots 216 00:09:47,286 --> 00:09:50,523 with interactive environmental lighting. 217 00:09:50,523 --> 00:09:52,291 This is where the lighting 218 00:09:52,291 --> 00:09:55,494 in the environment itself has to move, 219 00:09:55,494 --> 00:09:57,363 But you cannot physically 220 00:09:57,363 --> 00:10:01,067 draw them with the brushes in FlipaClip. 221 00:10:01,067 --> 00:10:03,202 Oh, you might not be able to draw them 222 00:10:03,202 --> 00:10:06,138 with the brushes in Procreate as well, 223 00:10:06,138 --> 00:10:07,940 while keeping consistency. 224 00:10:08,374 --> 00:10:11,811 For this, you will have to use assets 225 00:10:11,811 --> 00:10:15,181 that we've made in advance in the test frames. 226 00:10:15,181 --> 00:10:18,150 You can see here with this sea example 227 00:10:18,150 --> 00:10:20,753 that they have many different layers 228 00:10:20,753 --> 00:10:23,723 that compose the lighting in the scene. 229 00:10:24,624 --> 00:10:27,893 Some of them are hand-drawn and manipulated 230 00:10:27,893 --> 00:10:30,997 between individual frames in Procreate 231 00:10:30,997 --> 00:10:34,767 and some of them are just assets that I copy and paste, 232 00:10:34,767 --> 00:10:37,103 while moving them between flames. 233 00:10:38,638 --> 00:10:40,673 Again, same as before, 234 00:10:40,673 --> 00:10:41,607 You need to make sure 235 00:10:41,607 --> 00:10:44,543 that you have enough frames in your project 236 00:10:44,543 --> 00:10:46,712 to create all of the effects. 237 00:10:47,213 --> 00:10:51,417 If you can, it's a good idea to merge down your layers, 238 00:10:51,417 --> 00:10:52,685 once you know that you 239 00:10:52,685 --> 00:10:55,321 placed all of your compositing correctly 240 00:10:55,321 --> 00:10:56,589 to make more room 241 00:10:56,589 --> 00:10:59,325 to more compositing with more layers. 242 00:11:00,059 --> 00:11:03,596 When you're adding your environmental lighting using either 243 00:11:03,596 --> 00:11:06,899 assets or hands drawing palettes, 244 00:11:06,899 --> 00:11:08,701 you need to make sure that they interact 245 00:11:08,701 --> 00:11:12,204 correctly with both the environment and your character. 246 00:11:12,204 --> 00:11:15,975 So if you're using a copy paste asset, 247 00:11:15,975 --> 00:11:18,310 you need to have a standard base 248 00:11:18,310 --> 00:11:22,181 that you place correctly on the environment, 249 00:11:22,181 --> 00:11:26,485 and then you can erase or change it 250 00:11:26,485 --> 00:11:28,854 in accordance to your character movement 251 00:11:28,854 --> 00:11:31,557 in any individual frame. 252 00:11:46,839 --> 00:11:47,940 You can see this here 253 00:11:47,940 --> 00:11:50,676 with this dragon example 254 00:11:50,676 --> 00:11:53,145 where the amount of compositing layers 255 00:11:53,145 --> 00:11:55,614 on the environment changes 256 00:11:55,614 --> 00:11:58,584 depending on the presence of the dragon 257 00:11:58,584 --> 00:12:00,953 on the scene and its location. 258 00:12:00,953 --> 00:12:04,190 You can also see that the human character 259 00:12:04,190 --> 00:12:06,892 has different shadows between frames, 260 00:12:07,760 --> 00:12:11,130 depending on the dragon location on the screen. 261 00:12:13,733 --> 00:12:16,769 In general, for each type of compositing 262 00:12:16,769 --> 00:12:19,972 that you're making, be it interactive lighting, 263 00:12:19,972 --> 00:12:22,007 complex compositing, 264 00:12:22,007 --> 00:12:24,944 or just simple compositing with a twist, 265 00:12:24,944 --> 00:12:26,779 you need to think about the overall 266 00:12:26,779 --> 00:12:29,014 look that you're aiming for 267 00:12:29,014 --> 00:12:32,084 and find the most efficient way 268 00:12:32,084 --> 00:12:33,352 to get to it. 269 00:12:34,253 --> 00:12:37,123 You will want to experiment and strike a balance 270 00:12:37,123 --> 00:12:39,592 between the limitation of your software, 271 00:12:39,592 --> 00:12:43,829 the look that your're aiming for and the amount of work that it requires. 272 00:12:44,764 --> 00:12:49,335 My best advice about this is to time yourself 273 00:12:49,335 --> 00:12:53,739 when you're making the compositing of your test frame. 274 00:12:53,739 --> 00:12:55,641 This will allow you to estimate 275 00:12:55,641 --> 00:12:58,177 the actual amount of work and time 276 00:12:58,177 --> 00:12:59,712 that you're going to put 277 00:12:59,712 --> 00:13:03,282 into the compositing stage of your animation. 278 00:13:03,282 --> 00:13:05,284 This will also give you an estimation 279 00:13:05,284 --> 00:13:06,585 on the number of frames 280 00:13:06,585 --> 00:13:08,754 that your animation is going to take 281 00:13:08,754 --> 00:13:10,956 because, you know the number of frames 282 00:13:10,956 --> 00:13:13,626 in the actual animation of each shot, 283 00:13:13,626 --> 00:13:15,961 and you can multiply it by the amount 284 00:13:15,961 --> 00:13:19,999 of additional layers that you put into your test frames. 285 00:13:28,007 --> 00:13:31,043 Whenever you're trying to composite a scene, 286 00:13:31,043 --> 00:13:33,679 there are basically three lighting elements 287 00:13:33,679 --> 00:13:35,614 that you need to keep in mind. 288 00:13:35,614 --> 00:13:38,551 This is your character lighting, 289 00:13:38,551 --> 00:13:40,319 your background lighting, 290 00:13:40,319 --> 00:13:42,955 where your character interacts with it, 291 00:13:42,955 --> 00:13:45,524 and your environmental lighting. 292 00:13:48,093 --> 00:13:51,263 The easiest and most important one 293 00:13:51,263 --> 00:13:53,232 is your character lighting. 294 00:13:53,232 --> 00:13:55,267 If your animation is simple enough 295 00:13:55,267 --> 00:13:59,305 and doesn't require any specialized environmental elements 296 00:13:59,305 --> 00:14:01,373 after adding your character lighting, 297 00:14:01,373 --> 00:14:04,410 you can basically finish your animation. 298 00:14:05,611 --> 00:14:10,015 Your character lighting is both the highlights and shading 299 00:14:10,015 --> 00:14:12,251 that you add to your character 300 00:14:12,251 --> 00:14:15,287 with either a hard or soft brush. 301 00:14:15,287 --> 00:14:20,993 This lighting basically exist to add to the volume of your character 302 00:14:20,993 --> 00:14:23,729 and put it firmly in the environment. 303 00:14:24,864 --> 00:14:26,398 This stage can be performed 304 00:14:26,398 --> 00:14:29,501 directly in Filpaclip and shading by itself 305 00:14:29,501 --> 00:14:31,270 can be enough to give your project 306 00:14:31,270 --> 00:14:33,706 a finished looked if you do it correctly. 307 00:14:34,373 --> 00:14:36,642 By matching the lighting to the environment, 308 00:14:36,642 --> 00:14:38,744 we have both the twin goals 309 00:14:38,744 --> 00:14:41,480 of defining the volumes of your character 310 00:14:41,480 --> 00:14:43,382 and making it look a lot more like 311 00:14:43,382 --> 00:14:44,817 it's part of the environment. 312 00:14:45,384 --> 00:14:48,787 In animation, the shading is added to give a more 3D 313 00:14:48,787 --> 00:14:50,256 look to your character 314 00:14:50,256 --> 00:14:52,758 so it will follow your character volume. 315 00:14:53,192 --> 00:14:56,028 You have to keep it consistent between frames, 316 00:14:56,028 --> 00:14:59,698 otherwise your movement will look messy and jittery, 317 00:14:59,698 --> 00:15:03,002 but to do that, we need to understand lighting itself. 318 00:15:03,002 --> 00:15:04,637 So there are two approaches 319 00:15:04,637 --> 00:15:06,805 to lighting an object in animation. 320 00:15:07,406 --> 00:15:11,744 First is adding shade and the second is adding light 321 00:15:11,744 --> 00:15:14,647 which is pretty self-explanatory. 322 00:15:16,015 --> 00:15:18,617 These approaches refer to the way that we choose 323 00:15:18,617 --> 00:15:21,820 where to place the lighting on the character. 324 00:15:22,788 --> 00:15:26,058 You can choose either one or you can combine 325 00:15:26,058 --> 00:15:27,826 both of them to give you a lighting, 326 00:15:27,826 --> 00:15:30,296 a more complex and detailed look, 327 00:15:30,296 --> 00:15:31,830 but this will take more time 328 00:15:31,830 --> 00:15:33,999 and might need more compositing layers 329 00:15:33,999 --> 00:15:38,437 to complete depending on the layer more choice, 330 00:15:38,437 --> 00:15:40,205 so your approach will depend 331 00:15:40,205 --> 00:15:43,976 on your overall project, budget and schedule. 332 00:15:45,444 --> 00:15:49,048 Each method will depend on the lighting in the scene, 333 00:15:49,048 --> 00:15:51,083 so when your scene is bright 334 00:15:51,083 --> 00:15:52,351 it's more efficient 335 00:15:52,351 --> 00:15:55,120 to use the shading method 336 00:15:55,120 --> 00:15:59,258 and just add shading to the bright based color. 337 00:15:59,258 --> 00:16:02,461 And when your scene is dark, it's more efficient to add 338 00:16:02,461 --> 00:16:05,497 lighting onto the dark based color. 339 00:16:15,274 --> 00:16:17,943 Basically, you need to make a distinction 340 00:16:17,943 --> 00:16:23,015 on where you will add less color to your character. 341 00:16:23,749 --> 00:16:26,585 If you already know that your entire character 342 00:16:26,585 --> 00:16:28,787 is going to be light 343 00:16:28,787 --> 00:16:30,556 and that the shaded area 344 00:16:30,556 --> 00:16:32,191 is going to be pretty small, 345 00:16:32,191 --> 00:16:34,560 then use the shading methods. 346 00:16:34,560 --> 00:16:35,594 But if you know 347 00:16:35,594 --> 00:16:36,695 that your entire character 348 00:16:36,695 --> 00:16:37,930 is going to be dark 349 00:16:37,930 --> 00:16:41,934 and the areas that are going to be hit by the light are pretty small, 350 00:16:41,934 --> 00:16:43,869 then just add light. 351 00:16:46,372 --> 00:16:49,942 If you know you're going to have a mid-range lighting, 352 00:16:49,942 --> 00:16:53,612 you can go with either one, or you can just add 353 00:16:53,612 --> 00:16:55,314 both of them at the same time 354 00:16:55,314 --> 00:16:59,118 because using the shade method gives you more definition 355 00:16:59,118 --> 00:17:00,619 to each individual part 356 00:17:00,619 --> 00:17:02,855 of your character volumes 357 00:17:02,855 --> 00:17:04,823 because we're only going to shade 358 00:17:04,823 --> 00:17:07,126 the areas that are really close to each other. 359 00:17:07,126 --> 00:17:10,596 But the editing light method is better to define 360 00:17:10,596 --> 00:17:13,465 the overall volume of your character 361 00:17:13,465 --> 00:17:16,668 and the lighting sources in the environment. 362 00:17:18,137 --> 00:17:21,807 Since we already made the base color choice of character 363 00:17:21,807 --> 00:17:24,276 during the test frame stage, 364 00:17:24,276 --> 00:17:26,745 we can look at the color itself 365 00:17:26,745 --> 00:17:29,415 to know which approach we will be using. 366 00:17:29,948 --> 00:17:33,385 Basically, if your colors are dark, use the light method 367 00:17:33,385 --> 00:17:36,889 and if your color of the light is the shade method. 368 00:17:39,425 --> 00:17:41,627 First, we need to identify 369 00:17:41,627 --> 00:17:43,462 the light sources in the scene. 370 00:17:44,063 --> 00:17:45,597 This part is again 371 00:17:45,597 --> 00:17:47,633 already decided in the background 372 00:17:47,633 --> 00:17:49,635 and storyboard stages. 373 00:17:49,635 --> 00:17:52,037 From these sources we find the angle 374 00:17:52,037 --> 00:17:54,606 from which the light hits the objects. 375 00:17:55,274 --> 00:17:56,508 Now there are actually 376 00:17:56,508 --> 00:17:58,077 two types of lighting 377 00:17:58,077 --> 00:18:00,379 that can hits your character. 378 00:18:00,379 --> 00:18:02,481 First is direct lighting, 379 00:18:02,481 --> 00:18:04,516 which is when we are going to be using 380 00:18:04,516 --> 00:18:06,018 the hard brushes 381 00:18:06,018 --> 00:18:07,920 because the light will directly 382 00:18:07,920 --> 00:18:10,322 affect the clothing of your character. 383 00:18:11,090 --> 00:18:15,327 And the second is soft lighting or bounce lighting. 384 00:18:15,727 --> 00:18:19,198 This is where lighting hits another objects 385 00:18:19,198 --> 00:18:22,868 close to your character and reflects onto it. 386 00:18:22,868 --> 00:18:26,105 Usually it will have an added color to it 387 00:18:26,105 --> 00:18:28,974 because it reflects a different object. 388 00:18:28,974 --> 00:18:32,911 So, it wouldn't be the harsh and bright light that you're going to have 389 00:18:32,911 --> 00:18:34,546 with the direct lighting. 390 00:18:35,447 --> 00:18:38,684 In this cases, we’re going to have to use 391 00:18:38,684 --> 00:18:41,286 a different compositing layer to FlipaClip 392 00:18:41,286 --> 00:18:45,657 because it does not have a very good gradient brush. 393 00:18:45,657 --> 00:18:49,061 In either case, you can have multiple light sources 394 00:18:49,061 --> 00:18:50,863 hitting your characters at once, 395 00:18:50,863 --> 00:18:53,966 some will be direct and some will be bounce lights 396 00:18:53,966 --> 00:18:57,936 and this is why we plan them in advance using the test frames. 397 00:18:59,705 --> 00:19:02,407 After we know our light sources, 398 00:19:02,407 --> 00:19:04,610 the next stage is to find the volume 399 00:19:04,610 --> 00:19:05,744 of your character. 400 00:19:06,311 --> 00:19:08,347 Again, this was already done 401 00:19:08,347 --> 00:19:10,749 within the animation and cleanup stages, 402 00:19:10,749 --> 00:19:12,551 if we've done them correctly. 403 00:19:22,761 --> 00:19:25,430 By combining both the light direction 404 00:19:25,430 --> 00:19:27,599 and the volume of your character, 405 00:19:27,599 --> 00:19:32,004 we know which part of the character will be hit by the light. 406 00:19:32,004 --> 00:19:35,641 Basically, you just need to draw a line that follows 407 00:19:35,641 --> 00:19:37,442 the volume of your character, 408 00:19:37,442 --> 00:19:38,877 which is going to separate 409 00:19:38,877 --> 00:19:41,713 between the shade and the light area. 410 00:19:42,948 --> 00:19:45,651 When we are trying for the light adding approach, 411 00:19:45,651 --> 00:19:50,088 we will find where the light directly hits the character 412 00:19:50,088 --> 00:19:54,860 and add only small spots of light to give the definition and separation 413 00:19:54,860 --> 00:19:56,962 from a dark environment, 414 00:19:57,596 --> 00:19:59,064 which is where the light source 415 00:19:59,064 --> 00:20:01,433 is directly behind the character 416 00:20:01,433 --> 00:20:03,702 only illuminated in edges. 417 00:20:03,702 --> 00:20:05,604 When going through this method, 418 00:20:05,604 --> 00:20:07,806 the key thing to think about 419 00:20:07,806 --> 00:20:11,510 is to make sure that each volume 420 00:20:11,510 --> 00:20:15,047 and each part of your character is clearly seen 421 00:20:15,047 --> 00:20:17,049 because usually in scenes like this, 422 00:20:17,049 --> 00:20:20,619 you will have dark characters on dark background 423 00:20:20,619 --> 00:20:21,853 and you want to make sure 424 00:20:21,853 --> 00:20:25,157 that they are not hidden within it. 425 00:20:37,569 --> 00:20:41,273 For the shade adding approach, we try and find areas 426 00:20:41,273 --> 00:20:44,676 where the light cannot hit at all. 427 00:20:44,676 --> 00:20:49,147 Basically, this will be mostly because of close 428 00:20:49,147 --> 00:20:52,117 overlapping of the character details, 429 00:20:52,117 --> 00:20:53,986 so this is a way to give 430 00:20:53,986 --> 00:20:55,954 localized volumes to layers 431 00:20:55,954 --> 00:20:58,357 that would otherwise look flat. 432 00:20:58,357 --> 00:21:00,993 Usually you're going to see this in areas 433 00:21:00,993 --> 00:21:04,563 such as your characters chins, armpits 434 00:21:04,563 --> 00:21:07,065 and some clothing details 435 00:21:07,065 --> 00:21:09,668 as a way to really give them definition. 436 00:21:10,402 --> 00:21:14,139 Again, if we've done our character lines correctly, 437 00:21:14,139 --> 00:21:16,408 your characters are going to have volumes 438 00:21:16,408 --> 00:21:18,777 and definitions by themselves, 439 00:21:18,777 --> 00:21:22,814 but it does help to have this additional shading, 440 00:21:22,814 --> 00:21:24,349 and it can be essential 441 00:21:24,349 --> 00:21:28,086 if you're going for lineless look. 442 00:21:28,086 --> 00:21:33,325 Now, if you understand your lighting situation and character volumes correctly, 443 00:21:33,325 --> 00:21:35,327 you can try adding the lighting 444 00:21:35,327 --> 00:21:37,896 directly onto your character drawings 445 00:21:37,896 --> 00:21:40,399 without using Onion Skin to check 446 00:21:40,399 --> 00:21:44,636 if it's location and size all consistent. 447 00:21:44,636 --> 00:21:46,471 This can save quite a lot of time 448 00:21:46,471 --> 00:21:48,674 for your actual compositing process, 449 00:21:48,674 --> 00:21:51,143 as we're going to see later on. 450 00:21:51,143 --> 00:21:57,916 In these cases, I either just draw the lighting directly in Procreate 451 00:21:57,916 --> 00:22:01,486 using a clipping mask like you're going to see. 452 00:22:01,486 --> 00:22:05,557 Oh, sometimes I just use the line out layer 453 00:22:05,557 --> 00:22:09,594 duplicate it, and add the lighting directly on top of it 454 00:22:09,594 --> 00:22:12,664 later to be composited in Procreate 455 00:22:12,664 --> 00:22:16,768 or by using the compositing layers in FlipaClip. 456 00:22:17,402 --> 00:22:20,639 Make sure that when you created your test frames 457 00:22:20,639 --> 00:22:22,407 you have your correct lighting 458 00:22:22,407 --> 00:22:26,978 base colors and highlight or shading colors 459 00:22:26,978 --> 00:22:29,481 because if one of them is incorrect, 460 00:22:29,481 --> 00:22:31,550 you're going to have a different effect 461 00:22:31,550 --> 00:22:33,919 than what you were planing for. 462 00:22:33,919 --> 00:22:37,789 Also, because FlipaClip does not have all of the compositing 463 00:22:37,789 --> 00:22:41,727 layer features options that Procreate has, 464 00:22:41,727 --> 00:22:42,794 you need to make sure 465 00:22:42,794 --> 00:22:44,563 that you're choosing an option 466 00:22:44,563 --> 00:22:45,764 which actually exists 467 00:22:45,764 --> 00:22:47,132 if you want to composite it 468 00:22:47,132 --> 00:22:50,635 directly in FlipaClip. For the next step in compositing, 469 00:22:50,635 --> 00:22:53,572 we will be moving to Procreate. 470 00:22:54,439 --> 00:22:55,674 This is where we're going to 471 00:22:55,674 --> 00:23:00,312 add our environmental lighting, our character bounce light, 472 00:23:00,312 --> 00:23:02,714 and interactive light elements. 473 00:23:02,714 --> 00:23:05,584 A lot of the times for these elements, 474 00:23:05,584 --> 00:23:09,054 you will need some artistic looking brushes 475 00:23:09,054 --> 00:23:11,223 and object transformation features 476 00:23:11,223 --> 00:23:14,393 that does not exist in a FlipaClip. 477 00:23:19,164 --> 00:23:21,133 To composite in Procreate, 478 00:23:21,133 --> 00:23:24,436 we need to add every effect layer individually 479 00:23:24,436 --> 00:23:26,805 to every frame by hand. 480 00:23:31,576 --> 00:23:33,345 This can take quite a while, 481 00:23:33,345 --> 00:23:35,213 so having good organization 482 00:23:35,213 --> 00:23:39,518 and planning skills is important to make the process efficient. 483 00:23:43,655 --> 00:23:47,325 So, whenever you're trying to plan your test frames 484 00:23:47,325 --> 00:23:51,363 try use the smallest amount of compositing layers that you can 485 00:23:51,363 --> 00:23:53,565 to get the effects that you want. 486 00:23:57,736 --> 00:24:01,540 And a lot of the time to keep the task easier, 487 00:24:01,540 --> 00:24:03,341 you can even just directly 488 00:24:03,341 --> 00:24:06,611 import your lighting assets from your test frames 489 00:24:06,611 --> 00:24:08,980 as a layer group to your new project 490 00:24:08,980 --> 00:24:14,553 and just duplicate it and add the necessary layers to add your characters 491 00:24:14,553 --> 00:24:16,988 and environments into the frame. 492 00:24:17,556 --> 00:24:22,093 You can also take advantage of FlipaClip with its in software 493 00:24:22,093 --> 00:24:27,499 compositing features by just adding your assets as transparent images 494 00:24:27,499 --> 00:24:31,736 using the image import options directly in it, 495 00:24:31,736 --> 00:24:35,307 but in that case, you wouldn't be able to use clipping mask, 496 00:24:35,307 --> 00:24:37,108 so your lighting and assets 497 00:24:37,108 --> 00:24:40,078 are going to affect the entire scene. 498 00:24:47,118 --> 00:24:52,090 It can still give you pretty results but the effect is quite limited. 499 00:24:55,193 --> 00:24:58,797 The step to actual compositing in FlipaClip 500 00:24:58,797 --> 00:25:00,866 are actually quite simple. 501 00:25:01,900 --> 00:25:05,804 First, make sure that you have your line layer 502 00:25:05,804 --> 00:25:08,206 and your color layer separated. 503 00:25:09,174 --> 00:25:10,775 This will allow you to use 504 00:25:10,775 --> 00:25:16,348 the actual line layer as a base to block out your lighting details, 505 00:25:16,348 --> 00:25:18,183 the same way that we've done 506 00:25:18,183 --> 00:25:21,553 with the coloring details in the last lesson. 507 00:25:21,553 --> 00:25:24,356 But don't use the actual line layer 508 00:25:24,356 --> 00:25:28,493 because you want to keep it clean and put it on top 509 00:25:28,493 --> 00:25:33,665 as to not damage the actual line out by coloring over it. 510 00:25:33,665 --> 00:25:35,767 So just duplicate your line out 511 00:25:35,767 --> 00:25:38,103 layer and set it to the correct layer 512 00:25:38,103 --> 00:25:41,706 blending mode for your lighting. 513 00:25:41,706 --> 00:25:44,342 This will be the layer we're going to use to edit 514 00:25:44,342 --> 00:25:46,545 the lighting on top of your character. 515 00:25:47,412 --> 00:25:49,881 The order of your layers should be color 516 00:25:49,881 --> 00:25:51,116 on the bottom 517 00:25:51,116 --> 00:25:55,186 lighting in the middle and the line out on top. 518 00:26:00,792 --> 00:26:03,929 Once you have your layer set, 519 00:26:03,929 --> 00:26:07,232 save or screenshot the lighting reference 520 00:26:07,232 --> 00:26:10,936 from your test frames that we've made in the previous lesson, 521 00:26:12,404 --> 00:26:14,873 then imported into FlipaClip 522 00:26:14,873 --> 00:26:17,375 using the photo import feature 523 00:26:17,375 --> 00:26:19,277 and use the color picker 524 00:26:19,277 --> 00:26:22,681 to save the right colors for your blending mode. 525 00:26:29,754 --> 00:26:31,923 Now you have two options 526 00:26:31,923 --> 00:26:34,225 when creating your lighting 527 00:26:34,225 --> 00:26:36,695 in your lighting layer. 528 00:26:36,695 --> 00:26:38,997 First, you can use thin lines 529 00:26:38,997 --> 00:26:43,969 and just sketch the correct volume of your lighting 530 00:26:43,969 --> 00:26:46,571 right in your line out. 531 00:26:47,672 --> 00:26:48,940 This is very useful 532 00:26:48,940 --> 00:26:51,476 when trying to block out big shapes 533 00:26:51,476 --> 00:26:53,345 because you will only need to 534 00:26:53,345 --> 00:26:56,081 block out the shape and not color 535 00:26:56,081 --> 00:26:58,917 each individual part of it by hand. 536 00:26:58,917 --> 00:27:01,152 You can use the bucket feature. 537 00:27:01,152 --> 00:27:06,925 But if you know that you have a very thin lighting or very small areas 538 00:27:06,925 --> 00:27:10,095 that you need to add details to, 539 00:27:10,495 --> 00:27:14,032 you can also use the pressure brush 540 00:27:14,032 --> 00:27:17,268 to make things easier and more efficient. 541 00:27:18,169 --> 00:27:21,473 Be careful when using the pressure brush though, 542 00:27:21,473 --> 00:27:25,377 because it might take a while to control it. 543 00:27:25,377 --> 00:27:28,279 And if you're trying to add small details 544 00:27:28,279 --> 00:27:30,949 closer to the edges of your character 545 00:27:30,949 --> 00:27:33,551 or your character body part 546 00:27:33,551 --> 00:27:35,954 you might go over the lines 547 00:27:39,724 --> 00:27:45,397 Here, you can see that by using the blending mode in FlipaClip 548 00:27:46,398 --> 00:27:48,433 you don't need to concern yourself 549 00:27:48,433 --> 00:27:50,769 with picking up the different colors 550 00:27:50,769 --> 00:27:52,404 for the shaded and light 551 00:27:52,404 --> 00:27:55,140 parts of your character coloring. 552 00:27:58,176 --> 00:27:59,844 And you don't need to worry 553 00:27:59,844 --> 00:28:02,514 about mismatching the lighting areas 554 00:28:02,514 --> 00:28:04,449 of the different colors. 555 00:28:04,449 --> 00:28:07,886 You won't to be using different lines in different colors, 556 00:28:07,886 --> 00:28:11,589 which has to connect perfectly for your lighting effect, 557 00:28:11,589 --> 00:28:13,324 but only using one line 558 00:28:13,324 --> 00:28:15,160 which automatically transforms 559 00:28:15,160 --> 00:28:16,828 to the different colors. 560 00:28:18,263 --> 00:28:20,765 Honestly, this feature is the reason 561 00:28:20,765 --> 00:28:24,636 why I chose FlipaClip as my main animation 562 00:28:24,636 --> 00:28:30,208 software in the iPad, even with its many drawbacks. 563 00:28:33,511 --> 00:28:37,916 In general, by having good organization and understanding 564 00:28:37,916 --> 00:28:42,620 of the features of your software, be it the ones that I'm demonstrating here 565 00:28:42,620 --> 00:28:45,924 or whichever software you are using, 566 00:28:45,924 --> 00:28:48,026 you can probably achieve products 567 00:28:48,026 --> 00:28:49,494 with much higher quality 568 00:28:49,494 --> 00:28:50,995 than you would anticipate 569 00:28:50,995 --> 00:28:56,267 by the price or quality of your software. 570 00:28:56,267 --> 00:29:01,239 I encourage you to try and test your software features 571 00:29:01,239 --> 00:29:03,274 and see if there are any ways 572 00:29:03,274 --> 00:29:08,279 that your organization can allow you to have more options 573 00:29:08,279 --> 00:29:12,283 when it comes to your creation process. 574 00:29:13,785 --> 00:29:14,819 Now that we finished 575 00:29:14,819 --> 00:29:18,923 adding the lighting to our animation in FlipaClip 576 00:29:18,923 --> 00:29:21,626 you want to prepare it for the exportation 577 00:29:21,626 --> 00:29:24,596 into Procreate for additional editing. 578 00:29:25,296 --> 00:29:27,766 Because we have a limit to how many layers 579 00:29:27,766 --> 00:29:30,869 we can have in a Procreate project, 580 00:29:31,269 --> 00:29:32,904 we might want to break down 581 00:29:32,904 --> 00:29:34,339 the animation into 582 00:29:34,339 --> 00:29:36,341 multiple small little files. 583 00:29:37,075 --> 00:29:38,610 To do that, you can actually 584 00:29:38,610 --> 00:29:40,912 copy and paste your animation 585 00:29:40,912 --> 00:29:44,082 between different project directly in FlipaClip. 586 00:29:44,649 --> 00:29:49,854 By copying the entire frame in the actual frame the window 587 00:29:49,854 --> 00:29:51,389 and then pasting them 588 00:29:51,389 --> 00:29:52,924 into a new project 589 00:29:52,924 --> 00:29:55,093 with the correct number of layers 590 00:29:55,093 --> 00:29:57,896 already open in the new project. 591 00:29:57,896 --> 00:30:00,498 You can exactly copy your frames 592 00:30:00,498 --> 00:30:01,733 into the new project 593 00:30:01,733 --> 00:30:04,769 with all of the layers and information, 594 00:30:04,769 --> 00:30:06,471 which makes it much easier 595 00:30:06,471 --> 00:30:08,173 to export the different layers 596 00:30:08,173 --> 00:30:11,876 that you need for the compositing in Procreate. 597 00:30:12,510 --> 00:30:16,447 Of course, you can finish the compositing stage already in FlipaClip 598 00:30:16,447 --> 00:30:18,716 if you're satisfied with the result, 599 00:30:18,716 --> 00:30:20,652 but there are some features 600 00:30:20,652 --> 00:30:23,755 that cannot be done in FlipaClip 601 00:30:23,755 --> 00:30:25,657 and this is why we want to have 602 00:30:25,657 --> 00:30:28,860 additional compositing in Procreate. 603 00:30:29,828 --> 00:30:33,264 Also some effects such as glow 604 00:30:33,264 --> 00:30:36,434 are not quite as flexible in FlipaClip 605 00:30:36,434 --> 00:30:38,469 like they are in Procreate. 606 00:30:39,170 --> 00:30:41,940 So, to composite using Procreate, 607 00:30:41,940 --> 00:30:45,109 first, we need to import the video into it. 608 00:30:46,344 --> 00:30:48,580 I start by importing the base 609 00:30:48,580 --> 00:30:50,782 background layer as a video. 610 00:30:50,782 --> 00:30:53,418 This helps me make sure that they have 611 00:30:53,418 --> 00:30:56,154 all of the frames in the correct order 612 00:30:56,154 --> 00:30:59,257 when I open my file in Procreate. 613 00:31:00,391 --> 00:31:04,195 If you want to make the Procreate import in higher quality, 614 00:31:04,195 --> 00:31:06,865 you need to save the video as a file 615 00:31:06,865 --> 00:31:09,701 instead of to your album 616 00:31:09,701 --> 00:31:12,570 and imported into Procreate 617 00:31:12,570 --> 00:31:13,872 using the file options 618 00:31:13,872 --> 00:31:16,941 instead of the photo options. 619 00:31:16,941 --> 00:31:20,612 This will let you open the video as individual frames 620 00:31:20,612 --> 00:31:23,481 which will be represented by different layers 621 00:31:23,481 --> 00:31:25,850 and they will be automatically numbered 622 00:31:25,850 --> 00:31:27,986 so it's pretty easy to keep track, 623 00:31:27,986 --> 00:31:30,288 on the correct order of your layers 624 00:31:30,288 --> 00:31:33,858 and to which layers we need to add which frame. 625 00:31:35,326 --> 00:31:39,397 So, next we'll import the different layers of your scene, 626 00:31:39,397 --> 00:31:43,301 such as your character layers or any additional lighting layers 627 00:31:43,301 --> 00:31:45,370 separately into Procreate. 628 00:31:45,803 --> 00:31:48,406 By using the PNG export option, 629 00:31:48,406 --> 00:31:51,175 you will have a folder containing each frame 630 00:31:51,175 --> 00:31:54,145 as a separate image with transparent background 631 00:31:54,145 --> 00:31:57,048 in the correct order and also numbered. 632 00:31:57,048 --> 00:31:59,317 Now you just need to import the images 633 00:31:59,317 --> 00:32:04,856 into your scene in Procreate using the add file option. 634 00:32:05,123 --> 00:32:07,525 By importing the background as video, 635 00:32:07,525 --> 00:32:10,862 you're going to have your layers automatically numbered 636 00:32:10,862 --> 00:32:13,331 so it's really easy to match them together. 637 00:32:18,102 --> 00:32:22,674 The way Procreate treats each layer as a frame makes it so that you can't 638 00:32:22,674 --> 00:32:26,044 easily have multiple layers in a single frame 639 00:32:26,044 --> 00:32:27,879 the same way that the layer features 640 00:32:27,879 --> 00:32:30,114 allow us to do in FlipaClip. 641 00:32:31,215 --> 00:32:34,218 Basically, if you want to have multiple different layers 642 00:32:34,218 --> 00:32:35,687 within each frames, 643 00:32:35,687 --> 00:32:39,190 you need to make the entire frame into a layer group. 644 00:32:40,124 --> 00:32:41,859 You can add additional details 645 00:32:41,859 --> 00:32:43,628 and effects to a specific layer 646 00:32:43,628 --> 00:32:46,297 in your group by using clipping mask. 647 00:32:46,297 --> 00:32:50,134 Otherwise, it's going to affect the entire frame 648 00:32:50,134 --> 00:32:52,637 the same way that FlipaClip does. 649 00:32:57,809 --> 00:33:00,645 It's very helpful when you want to add special lighting 650 00:33:00,645 --> 00:33:03,314 and coloring effects to your characters 651 00:33:03,314 --> 00:33:06,084 because by duplicating your assets between groups, 652 00:33:06,084 --> 00:33:09,587 you can have consistent textures and effects. 653 00:33:11,756 --> 00:33:16,060 Also by using the combination of layer groups and clipping mask, 654 00:33:16,060 --> 00:33:18,997 you can also take advantage of Procreate capabilities 655 00:33:18,997 --> 00:33:20,932 as an illustration software 656 00:33:20,932 --> 00:33:25,770 and adds texture using brushes and features that are not normally seen 657 00:33:25,770 --> 00:33:28,139 in conventional animation software 658 00:33:28,139 --> 00:33:31,075 such as denoise, chromatic aberration, 659 00:33:31,075 --> 00:33:34,946 and some texture filters that Procreate have. 660 00:33:40,418 --> 00:33:42,653 This is actually half of the reason 661 00:33:42,653 --> 00:33:45,623 why some of my animations look so unique. 662 00:33:45,623 --> 00:33:48,026 It's because the compositing elements 663 00:33:48,026 --> 00:33:50,294 themselves are not very common 664 00:33:50,294 --> 00:33:52,163 in the industry. 665 00:34:00,638 --> 00:34:04,075 Moving on to the actual environmental the lighting, 666 00:34:04,075 --> 00:34:08,846 these are used to bring the elements of your shots together 667 00:34:08,846 --> 00:34:10,615 so you will want to add effects 668 00:34:10,615 --> 00:34:12,817 the change both of your character 669 00:34:12,817 --> 00:34:14,952 and the environment lighting. 670 00:34:19,824 --> 00:34:22,226 By using these types of connecting elements, 671 00:34:22,226 --> 00:34:24,395 you will create the illusion of the environment 672 00:34:24,395 --> 00:34:27,131 affecting everything in it equally. 673 00:34:31,869 --> 00:34:33,371 For these types of effects, 674 00:34:33,371 --> 00:34:36,474 I use layer modes which affect the line out 675 00:34:36,474 --> 00:34:39,444 or have effects with opacity 676 00:34:39,444 --> 00:34:41,479 because changing the amount of contrast 677 00:34:41,479 --> 00:34:44,082 between the character elements themselves, 678 00:34:44,082 --> 00:34:47,985 such as your coloring and your lines and your details 679 00:34:47,985 --> 00:34:50,588 gives them more depth and also makes it 680 00:34:50,588 --> 00:34:54,092 so that they really get into the environment 681 00:34:54,092 --> 00:34:59,964 because the lines are affected in the same way as everything around them. 682 00:35:05,069 --> 00:35:07,738 You will also want to consider how the character 683 00:35:07,738 --> 00:35:11,209 being in the environment affects the environment itself. 684 00:35:11,209 --> 00:35:15,513 You will need to add shadows to the areas the character interacts with 685 00:35:15,513 --> 00:35:17,248 or change your lighting situation 686 00:35:17,248 --> 00:35:19,951 if they are moving light sources in your scene. 687 00:35:20,785 --> 00:35:23,221 In these cases, you need to make sure 688 00:35:23,221 --> 00:35:26,524 that your lighting in the background itself 689 00:35:26,524 --> 00:35:29,193 is done on a separate layer 690 00:35:29,193 --> 00:35:34,098 because you wouldn't want to have a duplication of your shading, 691 00:35:34,098 --> 00:35:38,102 if your character is going from a light to shaded area. 692 00:35:40,304 --> 00:35:44,909 This is also where the selection transformation tool comes in handy 693 00:35:44,909 --> 00:35:49,247 because in Procreate you have the option 694 00:35:49,247 --> 00:35:51,983 of transforming your selected elements 695 00:35:51,983 --> 00:35:54,785 on different planes which allows you 696 00:35:54,785 --> 00:35:58,956 to use your consistent assets from your test frame 697 00:35:58,956 --> 00:36:01,159 and then shift them around the environment 698 00:36:01,159 --> 00:36:02,760 with the correct perspective 699 00:36:03,294 --> 00:36:06,430 depending on where they are in the background. 700 00:36:06,430 --> 00:36:09,267 Of course, you can try and draw them 701 00:36:09,267 --> 00:36:12,003 correctly for each frame, 702 00:36:12,003 --> 00:36:14,105 but this is more difficult 703 00:36:14,105 --> 00:36:17,341 and usually will have less consistent results. 704 00:36:17,842 --> 00:36:20,545 If you plan your test frames well, 705 00:36:20,545 --> 00:36:22,013 you will have all the elements 706 00:36:22,013 --> 00:36:24,849 that you need to have those changes. 707 00:36:27,051 --> 00:36:29,187 And this is why when having scenes 708 00:36:29,187 --> 00:36:31,055 with interactive lighting, 709 00:36:31,055 --> 00:36:33,424 you need to have a blank and modified 710 00:36:33,424 --> 00:36:36,160 versions of your lighting assets 711 00:36:36,160 --> 00:36:39,564 because they will be hard to duplicate between frames 712 00:36:39,564 --> 00:36:41,699 without having a base version. 713 00:36:43,367 --> 00:36:45,836 The last feature which are very useful 714 00:36:45,836 --> 00:36:48,839 to putting your character in the environment, 715 00:36:48,839 --> 00:36:51,676 are the glow and blur effects. 716 00:36:51,676 --> 00:36:53,844 These are under the category 717 00:36:53,844 --> 00:36:57,882 of modifications in the Procreate features. 718 00:36:57,882 --> 00:37:01,052 When using the modification effects in Procreate, 719 00:37:01,052 --> 00:37:04,322 be it the glow, color correction, or blur, 720 00:37:04,322 --> 00:37:09,527 take into consideration that they need to be consistent between frames. 721 00:37:09,527 --> 00:37:13,030 So, basically when you create your initial modification 722 00:37:13,030 --> 00:37:14,565 in the test frame, 723 00:37:14,565 --> 00:37:16,667 take note on the percentages 724 00:37:16,667 --> 00:37:19,136 by which you've adjusted your image 725 00:37:19,136 --> 00:37:21,505 and use them for each frames 726 00:37:21,505 --> 00:37:24,508 in your actual compositing stage. 727 00:37:24,508 --> 00:37:28,412 Otherwise, the shifts between frames will be very noticeable 728 00:37:28,412 --> 00:37:31,382 and will create a lot of jittering effects. 729 00:37:32,617 --> 00:37:37,655 That being said, some effects don't affect your entire image equally, 730 00:37:37,655 --> 00:37:40,625 some of them affects different areas of the screen, 731 00:37:40,625 --> 00:37:44,362 depending on variations in the image itself, 732 00:37:44,362 --> 00:37:47,365 such as distance from the middle point 733 00:37:47,365 --> 00:37:48,332 you can see this 734 00:37:48,332 --> 00:37:51,535 with chromatic aberration or perspective blur, 735 00:37:51,535 --> 00:37:55,606 and others depend on the contrast between the colors 736 00:37:55,606 --> 00:37:58,409 such as bloom or curves. 737 00:37:58,743 --> 00:38:01,512 When there is a large change in your character movement 738 00:38:01,512 --> 00:38:04,915 that affects the application of the effect, 739 00:38:04,915 --> 00:38:08,319 you need to modify it to look better, 740 00:38:08,319 --> 00:38:10,688 but still take note on the adjustment 741 00:38:10,688 --> 00:38:11,956 and try to keep them 742 00:38:11,956 --> 00:38:15,326 with as little change as possible between frames 743 00:38:15,326 --> 00:38:18,496 because then you will still have flickering. 744 00:38:18,496 --> 00:38:21,465 Finally, this is the last exercise 745 00:38:21,465 --> 00:38:22,633 and you simply need 746 00:38:22,633 --> 00:38:24,502 to just finished animations 747 00:38:24,502 --> 00:38:26,470 that we've been working on. 748 00:38:27,438 --> 00:38:30,107 Make sure that you have the correct character 749 00:38:30,107 --> 00:38:31,609 and background design 750 00:38:31,609 --> 00:38:33,911 as well as correct character movement 751 00:38:34,412 --> 00:38:36,580 and that the animation is smooth 752 00:38:36,580 --> 00:38:39,550 and the characters are being kept on model. 753 00:38:39,984 --> 00:38:44,155 For this exercise, all you need to do is to match the lighting 754 00:38:44,155 --> 00:38:48,693 to your test frame to create the final product. 755 00:38:48,693 --> 00:38:50,995 Of course, the difficulty of this step 756 00:38:50,995 --> 00:38:52,263 is going to be determined 757 00:38:52,263 --> 00:38:54,165 by the test frames that you've 758 00:38:54,165 --> 00:38:56,133 made in the previous lesson. 759 00:38:56,834 --> 00:38:58,135 But if you see that 760 00:38:58,135 --> 00:39:00,137 you've added too many effects, 761 00:39:00,137 --> 00:39:01,572 you can just simplify 762 00:39:01,572 --> 00:39:04,008 your compositing stage to one element 763 00:39:04,008 --> 00:39:07,044 and practice only editing it. 764 00:39:07,044 --> 00:39:09,947 But of course, you would need to add all the elements 765 00:39:09,947 --> 00:39:11,749 to get to your final product 766 00:39:11,749 --> 00:39:13,551 as you envisioned it. 767 00:39:14,218 --> 00:39:15,152 To recap, 768 00:39:15,152 --> 00:39:16,821 today, we learned how to add 769 00:39:16,821 --> 00:39:18,756 lighting to your characters 770 00:39:18,756 --> 00:39:22,293 by either adding lighting, or shading to your character, 771 00:39:22,293 --> 00:39:26,163 depending on the entire situation in the environment, 772 00:39:27,598 --> 00:39:30,167 as well as how to import your files 773 00:39:30,167 --> 00:39:32,403 between Procreate and FlipaClip 774 00:39:32,403 --> 00:39:33,771 and add special effects 775 00:39:33,771 --> 00:39:36,707 to different layers of your frame. 776 00:39:36,707 --> 00:39:39,977 We learned about environmental lighting 777 00:39:39,977 --> 00:39:43,414 interactive lighting and character lighting, 778 00:39:43,414 --> 00:39:46,384 both direct and indirect. 779 00:39:46,384 --> 00:39:48,652 Finally, we learned how to apply 780 00:39:48,652 --> 00:39:50,521 some universal corrections 781 00:39:50,521 --> 00:39:53,524 using the modifications tools in Procreate. 782 00:39:55,659 --> 00:39:57,628 And now we know how to make a 783 00:39:57,628 --> 00:40:00,331 complete animation from start to finish. 784 00:40:00,731 --> 00:40:02,233 Thank you so much for watching 785 00:40:02,233 --> 00:40:04,769 and see you next time for the conclusion. 786 00:40:04,769 --> 00:40:06,337 Bye. 60449

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