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Hello, everyone.
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Havtza here.
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And this is the final lesson
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in the animation production sections.
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Basically, after this, you're going to have your complete animation.
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This is also the last step in the animation pipeline,
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at least on the production side of things, and this is the compositing.
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This part is very technical
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and it's highly dependent
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on which software you're using.
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In fact, one of the biggest changes between different animation software
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are the compositing features that they have in them.
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In that department, the iPad is somewhat lacking
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and it's pretty much less effective
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than some other software
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that you have on the market,
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especially in computer software.
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But I will be showing you
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how you can make
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some different approaches
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and use different softwares
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and different ways
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to composite your animation using the iPad.
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This type of animation techniques
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will work for every software that you try
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as long as you have your layer mode
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and the clipping mask.
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And actually, one of the bigger reason why I use FlipaClip
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as my go to animation software on the iPad
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is because it does
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have some compositing features built in.
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But even so, sometimes you want to have
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something more serious for compositing,
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in which case I will be using Procreate.
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And I will be showing you
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how to composite using both of them
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as well as how to export and import between them.
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If you're using a different software
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with this video, that's still fine.
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You can follow along with your own features
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in your own software.
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And if you have some automatic features,
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then that's all the better for you.
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Still, it's good to know how
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this things works
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so you can
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create them in any type of software,
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even if you don't have automatic features.
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Let us begin.
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First, let's talk about what is compositing exactly.
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So the compositing stage in production
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is where you put all of the shots
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elements together
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to create your final image
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for each frame.
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In this stage, you make sure
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that everything works together
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and that it looks like
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it's really part of the same environment.
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This is usually where you're going
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to add your parallax effect
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and your camera movement.
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If you have a software
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with automatic features
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which allows for built in camera movement,
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but for our purposes,
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this is going to be the place
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where we only adding the lighting
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as well as compositing
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any overlays that we need to have
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in the environment,
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depending on which type of scenes we're having.
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Compositing includes the technical
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putting together of the scene,
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things like making sure
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that all the layers are at the collect order
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with overlays covering each other and your character
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at the correct position.
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As well as the environment elements
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that make the scene look good,
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such as shadows or textures that need to be added.
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You will use compositing to add character
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shading and highlights
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onto your character itself,
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environmental lighting effects
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that make the character
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fully part of the scene
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and interactive lighting that affects the environment,
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such as shadows between the characters and the environment
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or changing light sources,
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which again creates different shadows
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depending on their location and if they're moving.
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You will also use effects
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that enhance your image,
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like color shift, gradients and textures
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that can't be drawn consistently by hand.
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This is usually more for the artistic
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looking types of animations,
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where you want to have textures
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within your brushes,
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or where you want to have a good gradients
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which are not included in the FlipaClip software.
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Depending on your software features
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and especially on Procreate
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you can take advantage
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of the artistic features in the software,
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such as using texture brushes, the glow, blur and pixelation
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or chromatic aberration effects.
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There are many softwares that
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you can use for compositing on the computer.
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On the iPad, our options are more limited
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especially since some effect
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require drawing new elements
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directly in the compositing software itself.
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So for this reason,
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I tend to use Procreate
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and some features and FlipaClip
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because they allow me
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to have greater control on the look of each frame.
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And I will be explaining my thought process
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for when I composite and plan
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my compositing in the test frame,
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because this is the place
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where we get to be creative
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and inventive in our approaches to animation,
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depending on what compositing we want to have in each scene.
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You will need to make changes
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depending on your software limitations
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and define the looks that you want
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to give to your frames.
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So this is less about the technical
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aspects of what you can do
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with your software and more about
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how you can find solution to problems
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and push the boundaries of your software
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to create the look that you want.
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Up until now,
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we've seen pretty standard compositing.
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Basically, I only concern myself about the lighting
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both the direct character lighting
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and the environmental lighting.
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But because we are using Procreate
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as our compositing software,
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we have many more options to get very creative.
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We've our compositing
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because we are using
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an illustration software and not a traditional compositing software.
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We have a lot more freedom
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and options for us to choose
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when it comes to artistic effects,
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but we also have many more limitations
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because of the layer limit
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and the fact that we have to add
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every single detail
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by hand for every single frame.
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This is where your test frame is really going
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to help you to get organized at the beginning.
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But for each effect
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and things that you trying to make,
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you need to be very creative
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and test to see how you can get the effect
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that you want in the most efficient way.
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Here you see some examples of the compositing groups
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that they have to many of my animations.
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For example,
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you can see that simply by adding
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some texture to a very simple animation,
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I can give it more details
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and make it seem more artistic.
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By using the built in brushes
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to give textures to the lines,
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and use a combination of texture
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brushes and clipping mask
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to give more details to the characters,
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I can create a more interesting effect.
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In some other examples,
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you can see that I can create very interesting lighting
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by using a combination
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of add, multiply and overlay layers.
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This way I can play around
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with both saturation and brightness
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between different layers,
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which can really affect the glow of the environment
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in a much more interesting way
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than simply turning on the glow effect or the bloom effect
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in a traditional software.
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You can also see some examples of shots
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where I have more complicated compositing,
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where I have many different layers
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that create many different effects
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in different part of the character animation.
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You can see it in the video of the woman
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with the transparent black dress,
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where the different parts of the characters
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have lower opacity
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and you can actually see the different layers,
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one behind the other.
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And this is without all the lighting
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and gradient layers that are made
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on top of each individual layer
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and the additional lighting textures
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on the glowing palettes as well.
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When you're having shots,
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we’ve a lot of compositing in them,
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you need to make sure
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that you actually have enough frames
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to create the entire effect that you're aiming for,
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and if you know that you have
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too many frames for the entire shot,
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maybe you should actually divide it
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between two different projects
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and later edit them together
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to a single shot.
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Sometimes you will have shots
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with interactive environmental lighting.
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This is where the lighting
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in the environment itself has to move,
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But you cannot physically
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draw them with the brushes in FlipaClip.
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Oh, you might not be able to draw them
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with the brushes in Procreate as well,
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while keeping consistency.
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For this, you will have to use assets
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that we've made in advance in the test frames.
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You can see here with this sea example
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that they have many different layers
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that compose the lighting in the scene.
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Some of them are hand-drawn and manipulated
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between individual frames in Procreate
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and some of them are just assets that I copy and paste,
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while moving them between flames.
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Again, same as before,
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You need to make sure
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that you have enough frames in your project
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to create all of the effects.
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If you can, it's a good idea to merge down your layers,
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once you know that you
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placed all of your compositing correctly
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to make more room
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to more compositing with more layers.
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When you're adding your environmental lighting using either
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assets or hands drawing palettes,
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you need to make sure that they interact
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correctly with both the environment and your character.
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So if you're using a copy paste asset,
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you need to have a standard base
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that you place correctly on the environment,
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and then you can erase or change it
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in accordance to your character movement
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in any individual frame.
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You can see this here
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with this dragon example
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where the amount of compositing layers
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on the environment changes
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depending on the presence of the dragon
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on the scene and its location.
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You can also see that the human character
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has different shadows between frames,
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depending on the dragon location on the screen.
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In general, for each type of compositing
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that you're making, be it interactive lighting,
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complex compositing,
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or just simple compositing with a twist,
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you need to think about the overall
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look that you're aiming for
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and find the most efficient way
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to get to it.
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You will want to experiment and strike a balance
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between the limitation of your software,
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the look that your're aiming for and the amount of work that it requires.
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My best advice about this is to time yourself
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when you're making the compositing of your test frame.
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This will allow you to estimate
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the actual amount of work and time
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that you're going to put
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into the compositing stage of your animation.
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00:13:03,282 --> 00:13:05,284
This will also give you an estimation
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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
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00:13:08,754 --> 00:13:10,956
because, you know the number of frames
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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.
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00:13:28,007 --> 00:13:31,043
Whenever you're trying to composite a scene,
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00:13:31,043 --> 00:13:33,679
there are basically three lighting elements
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00:13:33,679 --> 00:13:35,614
that you need to keep in mind.
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This is your character lighting,
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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,
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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
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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
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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,
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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
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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.
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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
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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
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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
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00:14:43,382 --> 00:14:44,817
it's part of the environment.
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00:14:45,384 --> 00:14:48,787
In animation, the shading is added to give a more 3D
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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.
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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.
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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
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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
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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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