
An overview of what you can expect to learn in this course.
Here's what you should know before diving into this course.
Here I discuss how to use the exercise files for this course.
In order to get the most out of our time animating, let's set up the workspace to make various tasks more user friendly.
Since we are using a rig from a previous Animate course, we take this video to explain how the rig was put together.
We will be using the Library panel a lot in this course. Here we begin the process of organizing our symbols for greater accessibility.
To begin the cycle, we will start with a contact pose. In addition, we will import a walk cycle chart and create stride lines to help keep us on track when laying down the walk cycle poses.
Next in the cycle are the recoil points. Here we will pose both frames of this action.
Next we will create the pose where our legs and arms transition past each other to continue the cycle.
There is a point in a walk cycle where the character pushes off with one foot, establishing the highest point the character will be at in the loop. This video covers how to create this pose.
With all the other poses in place, we can refer to the first contact point to help finish up the poses in the cycle.
With all the poses laid down, we can play with the order and timing of each frame.
While having keys to drive the animation can work, sometimes a little help is needed. Here we take a look at what tweening can do for our walk cycle.
With the keys and tweening in place, we take the walk cycle symbol out for a test, adding motion to help the character walk across the screen.
Here we begin by laying down the first contact pose for our run cycle.
Like the walk cycle, the run cycle also has down points during the action. Here we will be adding those points in.
Here we add the first pass points for the limbs.
Now we will go through and add the second pass poses to the run cycle.
What goes down must come up. Here we add in the highest point of the cycle for both feet.
Run cycles have a pose where both feet are off the ground. This is the video where we add those poses in.
Here we go back to the beginning with the first contact pose as well as create a second frame for the opposite foot.
Here we go through each pose to make sure the limbs are not glitching. Then we test the animation on the main stage.
Here we create variations of the standing pose for easier animation later.
Here we will add some down poses, which can be used when creating different reactionary animations.
Like the down poses, the up poses can be used to help transition into other animations.
Here we create some body language poses to help set up a talking animation.
Using similar techniques we used to set up the body poses, we will use a symbol for the face to create variations in expression.
With all the animations in our library, we can now focus on linking animations together to create a seamless sequence.
Here we explore another way to link symbols together to create an animated sequence.
I share my final thoughts regarding the course.
Adobe Animate is perfect for building character animations, saving and reusing them when needed. This course aims to teach various animation techniques using a fully rigged Adobe Animate character.
We will start by building a walk cycle. From there, you will build a run cycle, various one frame poses and link it all together to create an animated sequence. The Frame Picker will be used to help with this process, along with other traditional techniques.
If you're looking to learn more about animation or how Adobe Animate operates, than this course is for you!
More specifically you will learn:
Organization techniques for you Animate Library
How to build a fully loopable walk cycle
Build up a run cycle
Create single frame poses for Standing, Talking, Ducking and more
Create facial expressions
Create a full animated sequence using multiple static and motion symbols
Link a sequence using the Frame Picker