
A free preview of different moments from the course just to give you an idea on how the theory and practice is being presented.
The course opens with a presentation in two parts where the first part presents the general approach in learning character animation by looking at the animation principles vs physics principles.
Learning topics of this lesson:
Path in learning character animation
What are the Animation Principles
Animation Principles vs Physics Principles
Mass and volume
Material
Elasticity and type of balls
Trajectory, rhythm, amplitude
Forces: directional, attenuation, rotational
Looking at the real-life reference of bouncing balls
The second part of the presentation represents an overview of the course exercises by showcasing what are the key aspects of the animation principles.
Learning topics of this lesson:
Introduction of the planning sheets: bouncing ball animation
Purpose and progression of each exercise
Applied animation principles per each exercise
Animation workflow in 3 fundamental steps
The general framework: trajectory, bounciness, and elasticity
About Exercise 1. Bouncing ball on place, loop cycle
Bouncing Ball on Place introduces the software interface and the first animation principles such as Timing, Spacing, Squash and Stretch.
From a real physics point of view, we look into impact forces during a fall and opposite forces during a flight.
At the end of this exercise, our ball character is being transformed into a ball with wings that jumps on an elastic board. The purpose is to experiment with recoil forces and elasticity during a loop cycle.
Learning topics of this lesson:
Introducing the exercise
Creating a new file, HD format, 24 fps
Main windows and tabs
Drawing tools and animation tools
Timeline
Global and Local Library
Properties Tab
Importing the planning sheet image into the FLA file
Types of layers
Primitive shapes with custom settings
Shapes vs group of shapes
Add/Remove frames in the Timeline
Learning topics of this lesson:
Setting first keyframes
Auto-keying
Motion Tween Layer for creating the main animation
Copy/Paste Properties of a keyframe for a Motion Tween Layer
Duplicating an entire motion trajectory
Same timing for different spacing
Axes system, stage vs motion graphs
Motion Graph for adjusting the final animation
Learning topics of this lesson:
Onion Skin visualization, before and after frames
Adding eyes to the ball to make it a Character
Working with multiple Motion Tween Layers at the same time
Shape Twinning for creating oscillations
Interacting with the environment
Follow-through of the oscillations during the recoil
Learning topics of this lesson:
Shaping the wings, pose by pose
Animating the left wing with Shape Tween
Opposite forces: wing push vs body lift
The illusion of speed: a speed effect like a drag of air
Duplicate and reverse the left-wing in making the right-wing
Extending the entire animation
Learning topics of this lesson:
Reference Layer type changed to Guide
Exporting an SWF movie
Exporting an animated GIF image
Exporting an MP4 movie using Adobe Media Encoder
About Exercise 2. Bouncing ball in space, with attenuation
Bouncing Ball in Space with Attenuation introduces a new animation principle called Arc of a Motion but also the workflow in animating in multiple passes such as blocking - refining - polishing.
From a real physics point of view, we look into non-linear motion as speed and trajectory and, diminution of energy over time and space.
At the end of the exercise, we’ll add something extra, an obstacle to interact with for the purpose of experimenting with the transfer of energy between the ball and the obstacle.
Learning topics of this lesson:
Create a new file, HD format, 24 fps
Copy/Paste the Ball Group of Shapes from the previous FLA file
Importing the planning sheet image into current the FLA file
Using the image reference as a trajectory sketch
Reference Layers setup as a Guide Layer
Learning topics of this lesson:
Animating with Auto-keying
Adding main key-frames in a very specific order
Pass 1 - ground contacts or impact
Pass 2 - highest points in the air
Pass 3 - arc shape of the trajectory
Learning topics of this lesson:
Pass 4 - deformation on impact
Learn how to read your graphs
Pass 5 - uneven spacing
Learn how to read your motion trajectory
Learn how to watch your animation
Learning topics of this lesson:
Pass 6 - Graphs adjustments
Reading motion patterns in the Graphs
Looking for “jiggle”, graphs are speaking to us
Split Motion, split the arcs for no-jiggle
Feel the animation, not just see it
Learning topics of this lesson:
Drawing an obstacle object for the ball to interact with
Layering the obstacle
Creating a Master Control for the obstacle using the Parenting System and Motion Tween
Adjusting the animation pivots prior in starting the animation
Transfer of energy between the ball and the obstacle
Creating a head turn for the obstacle
Adding an antenna to the obstacle using Shape Tween
Refining the animation by reinforcing the contact
Troubleshooting the Shape Tween shapes
Learning topics of this lesson:
Reference Layer type changed to Guide
Exporting an SWF movie
Exporting an animated GIF Image
Exporting an MP4 movie using Adobe Media Encoder
About Exercise 3.1. Ball with tail, bouncing on place, loop cycle
The 3rd exercise is being divided into two parts. The first part, the Bouncing ball with tail, is a loop cycle and introduces new animation principles such as Line of Action, Secondary Actions and Follow-through.
From a technical point of view, it presents character rigging with FK using the Hierarchy System. This is basically the preparation for the upcoming exercise.
From a real physics point of view, we look into the motion flow of an organic tail that is being used for the build-in of energy and momentum.
Learning topics of this lesson:
Introducing the exercise
Creating a new file, HD format, 24fps
Importing the planning sheet image into current the FLA file
Discussing the features of the tail
Drawing and layering the body with a 3-parts tail
Connecting the body parts using the Parenting system, parent-child relationship
Making a Master Control that selects the entire Character
Setting Pivot Points for each body part
Learning topics of this lesson:
Blocking the main action of the body
The illusion of Weight and Gravity
Distributing the flow with all joints of the tail
Pass 1 - animating the main action, the body
Pass 2 - animating the secondary action, the tail
The illusion of impact, reversing the tail’s line of action
Learning topics of this lesson:
Organizing the Character Rigs in folders
Duplicating Character Rig for creating version 2 of the animation
Working with two versions at the same time
What is the action of a harder/aggressive tail? For the same main action of the body
Pass 1 - reversing the start tail posture
Pass 2 - Pushing the tail to impact, more compressed
Be aware of the “S” shape of the tail
Pass 3 - Refining both versions at the same time, adding more flow
Understand your animation frame by frame in order to delay the tail
About Exercise 3.2. Ball with tail, sliding in space
Ball with Tail Sliding in Space is the last exercise of the course and introduces two new principles such as Anticipation and Overshoot but also the workflow in animating in passes such as blocking the main action - blocking the secondary action - refining everything.
We’ll be using the same character setup that we created during the previous part however, this time our character doesn’t act like a ball as a fall or drop action, it acts like a character that is excited and it builds its own energy necessary for making a fast and happy slide.
From a technical point of view, we’ll have a close look into troubleshooting the “motion noise” from the Motion Graphs and how to use the Graph Editor in order to create a subtle settle.
Learning topics of this lesson:
Introducing the exercise
Starting from the previous source file, Exercise 3.1
Importing the planning sheet image into current the FLA file
Using the image reference as a trajectory sketch
Drawing the environment
Learning topics of this lesson:
Checking the pivot points of all the body parts
Pass 1 - blocking the timing and motion trajectory
Anticipation of the slide, building the momentum
Shaping the arc trajectory of the slide without key-frames
Troubleshooting the “noise” from the Motion Graphs
Ending the action, consuming the momentum
Pass 2 - blocking the spacing and deformations
Reshaping the trajectory with key-frames
Learning topics of this lesson:
The action and purpose of the tail
Pass 3 - blocking the secondary action for the tail, starting with the slide
Adjusting the tail in top of the arcs where the body direction is changing
Creating the “S” shape for the push action into the ground
Learn to feel the flow not just see it
Learning topics of this lesson:
Our brains pics up very fast actions, whereas our eyes don’t see it
Avoid having a straight-line line of action for tail, delay or accelerate it
Pass 4 - adding extra flow
Adjusting all body parts at the same time
Using Graph Editor to create a subtle Overshoot
Look at it until you feel the motion
The environment must support the action
Pass 5 - adding a speed effect
Learning topics of this lesson:
Reference Layer and Master Control Layer changed to Guide Layers
Exporting an SWF movie
Exporting an animated GIF image
Exporting an MP4 movie using Adobe Media Encoder
The course ends with a workflow demonstration on what you should do next based on the acquired knowledge and skills.
It’s a 3-parts module that shows how to apply everything you’ve learned as an individual study such as how to analyze a life reference by identifying the key aspects, how to draw your own planning sheet, and how to estimate the overall time of a sequence.
Also, it teaches you how to honestly look at your work and how to give yourself good feedback.
From a technical point of view, it introduces Sync Sketch, a specific tool for analyzing a video reference or an animation clip a free online review tool dedicated for animators.
Learning topics of this lesson:
analyzing a real-life reference of a basketball ball
introducing the online review tool called SyncSketch.Com
how to read the motion trajectory, the impact contacts, the rhythm of the action
how to read the rotational forces
Learning topics of this lesson:
making a challenging environment for the ball-character
planning the motion path or the trajectory
planing the motion rhythm
making the timing more clear and specific
Learning topics of this lesson:
what to improve your own finished animation
how to apply the same theory in different animation scenarios
how to make your animation more clear from an audience point of view
Introduction to Animation Principles using Adobe Animate is an introductory course into 2D Character Animation focused on the practicalities and theory behind the animation principles.
The aim of the course is to introduce students to the animation pipelines and workflows, from planning and blocking, to the final 2D animation sequence. These workflows are the base for films and games animation.
Understanding the animation principles will increase your artistic abilities related to character animation.
This course also offers an insight into the physics concepts in connection to the animation principles. As animators, we use basic physics principles in order to capture the mechanics of a believable motion.
Throughout the course, we build the complexity with each new exercise. You’ll develop a strong foundation on how to apply the animation principles and how to bring your own ideas to life.
Teaching modules:
The course is divided into several modules covering the tools, theory, and practical exercises.
Introduction Lecture of the Animation Principles vs Physics Principles.
Exercise 1. Bouncing ball on place, loop cycle
Exercise 2. Bouncing ball in space, with attenuation
Exercise 3.1. Ball with tail, bouncing on place, loop cycle
Exercise 3.2. Ball with tail, sliding in space
The End and What's Next
How to approach this course:
The course has 3 main progressive exercises, and each exercise comes along with the following materials:
Real-time animation workflow video, from start to finish.
1 JPG file as a starting planning sheet.
1 PDF file as keynotes from video lessons, covering all the animation tools, animation theory, as well as specific animation workflows.
Multiple FLA files (source files) are saved as progressive files for each video lesson.
With each exercise, you get increased complexity of animation principles, tools, and workflows.
Exported animation in multiple file formats.
Each exercise starts with a discussion around the planning sheet and then students are being introduced to the theory and tools.
Note: The first exercise comes with an introduction to Adobe Animate interface.
After this course:
The role of a character animator is to give life to characters and to create the illusion of life.
The character can be anything in terms of physical appearance, from an object to an animal, to a human or a creature. It doesn’t really matter as long as the animator makes the character feel alive, making the audience think that the character is real in terms of movement and emotions.
To understand and practice character animation you also have to learn the visual language of communication. And you start doing this only by learning the fundamentals of visual storytelling.
Once you understand the basics, you'll get a boost of artistic confidence. Think of it as constructing a high-rise building. You need a structural system, a strong underground foundation before you can start adding multiple levels of that building, one on top of the other.
This course gives you strong fundamentals that will transform an absolute beginner into a confident junior character animator.