Adobe Animate 2021: Symbols and Tweens [#3] | Beginners Tutorial

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[Music] let's learn how symbols and tweening can help you in your animation process [Music] welcome back to intro to adobe animate 2021 in this episode i'll teach you all about the different types of symbols available in animate how and when to use them and the tweening options that using these symbols allow for if you don't know what any of that meant then you're in the right place so let's get right to it part three symbols and tweening so what are symbols well whenever you draw something in adobe animate it's known as a shape and you're editing it directly turning that shape into a symbol don't worry we'll get to the how later takes that shape and wraps it up inside its own container you then have to enter that container or symbol to continue editing the shape directly why is this important well the biggest benefit of this is twofold nesting and tweening when you make a symbol the content is wrapped up and given its own timeline that works in tandem with the main timeline this is known as nesting and allows you to easily loop repeat or select specific segments of that symbol's timeline and play them in your main timeline a bit like pre-composing in after effects if you're familiar basically you can animate something once and use it over and over again which is brilliant also making symbols allows you to tween your animations tween is short for in between and allows you to give the computer two keyframes and let the computer figure out what happens in between aside from a very primitive form of shape tweening which you can do on shapes that aren't symbols all tweening in adobe animate is done on the symbol itself not on its nested content a great example of this is a walk cycle inside a symbol you animate your character walking in place then on your main timeline you just do two keyframes and tween your character between them the rest of the types details and limitations about symbols and tweens are best explained in the software so let's jump right into some examples and then apply the relevant techniques to our animation okay so here we are inside adobe animate i'm going to take you first through the three types of symbols that you can create and after that i'm going to be showing you the different types of tweens you can use to manipulate those symbols we'll cover a few other things along the way but that's the main section and then once we've done that we'll see how we can apply it to the animation we created previously which was of our bouncing character here and we're going to turn him into a symbol so we can manipulate a bit better then we're going to add some more content into the background which will add their own layers and their own symbols too but before we get to that bit it's best to explain how to actually use symbols so whenever you draw something adobe anime you'll notice that you can directly select it and directly manipulate it if you hover over the edges of your shape you can pull out and push in all the different shapes and sections of it according to the points of the shape that you created this is the same regardless of whether you've made it with the pen tool the brush tool the shape tool whatever doesn't matter you end up with a shape that you can manipulate to your heart's content now if i give my timeline just some frames here so it's a bit easier to see i've got to frame 60 with f5 there um you will notice that i can select my shape and hit f8 and this will convert that shape to a symbol now the symbol like we spoke about in the previous section will wrap this up in its own container and give it its own timeline now there are three types of main symbol as you can see from this drop down menu you have a graphic button and movie clip we're going to talk about graphics and buttons today but not really talk about graphics and movie clips today sorry we're not really going to talk about buttons because buttons are mainly for web development and action script like flash games which this series doesn't really cover this series covers animation there's not really much use for buttons in a modern day animate workflow so we're going to ignore those we will show you the difference between graphic and motion clip or movie clip though um because there are some slight differences that will benefit you later down the line so we're going to call this one graphic just so i know for sure that we are working on our graphic so i'll call it graphic one and we're going to leave the registration point in the center we don't really use that again for animation you more use your anchor point which you can manipulate separately and the advanced tabs we're just going to twelve those down as well because that's mostly again for web development and flash gain creation so we have our shape here and now that we have turned it into a symbol you will notice there is a blue bounding box a bit like the stuff i drew earlier okay i can still manipulate this by squashing and stretching it you know and positioning it however i want but you'll notice that i can't now directly select the edges and manipulate the shape like i just did instead it would just make me move it around and that's because we've wrapped up everything inside a container here inside its own symbol so if you double click on that shape that you just made it will take you inside the symbol as you can see from this menu up here in the top left and that will allow you excuse me that will allow you to directly edit the shape however you please okay and you'll also notice your timeline down at the bottom here has changed as well and that's because every symbol has its own unique timeline like we discussed before so for example if i go back to my main scene now you can see that it's manipulated and changed that shape and it's respected it in the canvas it's also added it as an item to our library so i can drag that out from my library and add it to my stage as many times as i want these are instances of the same symbol so if i go inside any single one of them and i manipulate it you'll see it will update on every single other symbol on the stage okay quite useful now what is the difference between a graphic and a motion clip or movie clip well i'll show you go inside your graphic i'm just going to draw a circle on our first frame okay and on our third frame because we're animating on twos here like we spoke about in the last episode i'm going to add a square okay so now inside our graphic one graphic we've got a circle changing into a square not very well animated but it serves the point if we go back to our main scene now you'll notice that the timeline changes back to our main timeline and if i hit play it will flit and loop between those two shapes okay now this is very useful because like for example if this wasn't just a circle and a square if this was say a stick man and we can have him wave again we'll uh not win any prizes for our drawings here but you can see how we can now have our animation looping and this can be quite useful good for walk cycles good for repeating and looping animations etc etc essentially you're wrapping up your own animation in its own symbol and then applying uh information to inside of and outside of that symbol so graphics what's the difference between a graphic and a movie clip well if i drag out my graphic and add a new layer on top and i'm going to draw a red stick man and this one can be i don't know tapping his foot angrily or something i'm going to select him and you'll see it's easy to see what isn't isn't a symbol because your symbol has a blue bounding box and your shapes do not if i select my shape my red stick man hit f8 and this time convert it to a movie clip and we'll call this one movie clip one or new v clip one apparently and hit okay i'm gonna do the same thing inside this movie clip as i just did inside that graphic i'm gonna give myself a new frame to work with and let's have him tapping his foot a little bit okay so when i hit enter i should expect this to play but it does not okay and that's the main difference really between a movie clip and a graphic in terms of working with one um your movie clip will only play when you test your movie okay and then it will animate now there is a reason for this it goes into the code of how the program works and stuff like that but the main thing and the main difference between graphics and movie clips is what you can do to the symbol itself okay so if we go to our properties panel and i select my graphic you'll see that we have some similar options regardless of the one that we select but we do have some different ones as well so if i select my graphic here you can see that i can change the looping to however i want and this is quite important i can set my graphic to loop forever which is fine i can set it to play once which means that it will play just once and then stay still on its last frame which can be useful in some circumstances i can choose a single frame from the graphic and then open up my frame picker which allows me to just select what frame i want to show and this is useful for lip syncing um i can then also if i close off my frame picker choose it to play once in reverse or i can choose it to put loop in reverse so you'll notice that when i set my graphic i get all these good looping options when i select my movie clip those options do not appear but we get some different ones instead noticeably under color effects for graphic you can just change brightness tint advanced and alpha which you know we explained a little bit about in the previous episode but you can adjust the color essentially by applying a filter over your graphic okay we just turn that back to none on the movie clip yes you get those same options but you also get additional options similar to you might find in photoshop or illustrator for example you can change the blending mode um and you can add certain filters to your graphics if i just blend those down you can see for example i can add things like a drop shadow to my symbol but i cannot add anything like that to my graphic so graphics you get more control over the um looping and the in software control of the symbol movie clips you get less control over that but you get more control of the visuals applied to that specific symbol how when you should use them depends entirely on your project and what you're doing okay um there are tons of filters i'm not going to go through but you can see what they do if you just click them you know you can add glows to the outside of your character maybe in bright yellow and just crank that up so you can see it um if you've worked in photoshop or illustrator you'll understand these at a glance if you don't just have a play around with them it really is that simple i'll quickly show you a button even though we're not going to use one maybe i'm going to just add um because you might find it useful i'll add a rectangle with a triangle in it and that's going to be like a play button so i'll hit f8 and i'll turn that to a button buttons are quite unique in that they have their own specific timeline you can't change there's just four positions up over down and hit so you can say up is when the mouse is not touching the button over is when the mouse is hovering over the button so i could change that to red there for example down is what it looks like when the mouse is clicked to the button so you might scale it up a little bit and hit is the area in which the computer considers the button so you draw the area that you want the button to be if i then go and test our film you can see what happens when you hover and click the button as well yeah so um not useful really for animation anymore but um if you're working on some kind of flash game or something then it would be obviously flash is now dead so you can't really do that so that is the three different types of symbols graphics motion clips or movie clips and buttons okay they all have their own uses i pretty much exclusively work with graphics just because of the style of my animations but you're not here for boring stuff like that you are here for interesting stuff like how to make these motion clips or graphics or whatever move about in clever ways so let's talk a little bit about tweening so much like in the same way there are three types of graphics there are also three types of tween there are shape tweens there are classic tweens and there are motion tweens i'm gonna take them through one by one from the simplest the most complicated so a shape tween is the only tween that you can apply directly to a shape rather than a symbol so to illustrate this i will draw myself not a wobbly line but a circle there we go i will go a few frames into the future say one second i'll hit f7 i'll turn on my onion skin and i'll draw a triangle trying to keep this as neat as possible on the other end of the frame there okay i'm gonna use my q tool transform tool to just neaten up that triangle a little bit there we go and just to make it interesting i'll also make it a red triangle so now we have a black circle and a red triangle i'm going to right click anywhere between those two keyframes and i'm going to choose create shape between and with the onion skin on you can all automatically see what it's going to do it's going to generate every frame in between there to the best of its ability now it's important to note that whilst the computer does its best to do this if it's a complicated shape it is not going to work on a shape between it it's just impossible the computer can't figure it out okay for example if i were to hide this layer and on the layer beneath it do something like this and then on the next frame do something like this so i'll stick that one you know 30 frames down like we did before and i try and shape between between these you're not going to get the expected results okay now technically what the computer has done is 100 mathematically change from one shape to the next but it is probably not your intended effect okay is mathematically correct but it's not good doesn't look good and this is one of the limitations of working with tweens in any form simple shapes going from a simple black circle to a simple red triangle very useful for the computer to handle complicated stuff not so much one thing you can do to make this look a little bit nicer however is to edit the easing so if you select any point between your two keyframes it will bring up in your properties panel a tweening panel over here and you can choose how to ease your properties you can choose to um ease your properties together which is kind of the only option for shape tweening and then you can choose from here your effects panel a path a motion path um or a speed path i should say not a motion path from that you can choose different ways to ease that motion in or out so for example if i choose ease in and then i choose something like quart you can see that it's going to go from very fast to very slow or sorry very slow to very fast so it's going to start off slow and then whip into that faster shape and it's going to reposition the timing of those keyframes it's gonna have the same changes the same shape changes but just on a different time if i choose ease in out for example and choose the same one quart you'll notice it will go slow too fast to slow again and kind of whip through those positions and this adds just a lot straight away to your animation so shape tweening very simple in a later episode of this series we'll be talking about shape hints which will help in our shape morphing episode uh and that will help you with slightly more complicated shapes but we'll get onto that later because it's a bit of a uh sort of rabbit hole so that is our um shape tweening and the only type of tweening that you can do on a basic shape rather than a symbol the other two types between classic and motion which you saw when i right clicked here classic and motion tween can only be done on symbols so let's take a symbol let's draw a circle i just draw our stick man again so we have our stick man here okay i'm going to hit f8 and i'm going to call him stick g for graphic and i'm going to make sure he is a graphic so that he plays in our timeline and inside this graphic symbol we're just going to add again another frame where he is in a slightly different position okay this section of the tutorial isn't really about beautiful animation it's about teaching you the concepts so please forgive my stick man okay so our stick man is now just going to loop between those two positions which is great okay so if i position him over on the left here and then over on a later frame i'll hit f6 and i'll pop him on the other side of the stage i can right click and choose create classic tween and you'll notice a purple bar between our two shapes between our two keyframes sorry and it does pretty much the same thing as the shape tween apart from it's done it on the graphic itself rather than on the direct content what this means is i can go inside this symbol change the content however i like maybe give him an actual face poor guy and you'll notice that the animation of him moving across the stage is completely separate from the animation of him inside the symbol very useful you can apply the same types of tweening as you can with the shape tween you can also which you can do on a shape between two um click this little pencil icon here to create a custom ease i'm sorry that window appeared on the other screen there and you can adjust this however you like using the handles and you can test it as well by just clicking the play button so i'll just position that back to roughly where it was before hitting save and apply once you do that it's interesting to note if you select the eases again down in custom it will save that one so if you if you're happy with it and you like it or apply it to something else you can save your eases from there classic tweens very similar to shape tweens apart from you just do them on a symbol okay um apart from that not really much difference you can add a rotation in so you could say you know i want it to rotate clockwise one time during its transition which you'll then do quite useful um for certain situations and you've got all sorts of other things as well you can um orient a path sync symbols scale along path all sorts of stuff so here it will scale up from zero to 100 if you select scale along path could be useful in certain situations but if you're doing something that complicated i would just animate it because you get lots more control you can also see you have a orient to path option and which i can just briefly show you if you draw a new layer with a sort of wiggly line on it like so and then you turn that layer to a guide layer by right clicking and choosing guide you can then drag your layer underneath it and it will sort of clip your layer to that guide if you then position your character at the start of the line and the end of the line you'll notice it'll work when the onion skin lines up correctly with your guide layer and it will kind of snap to it a little bit like so you see him snap there and then he will move along the path like that which can be quite useful then of course you just hide your guide layer and you've got an oriental path which can be pretty useful for certain situations as well so when it comes to a classic tween that's pretty much all there is to it okay you've got um easing that you can do via the easing panel you've got rotation you can do via rotate panel and then you've got different options down here um for animating later on some of these things like sync symbols are a bit complicated for this point in the series um they do to do with like lip syncing and um syncing up the inner frames of a symbol to your main timeline when you've manipulated it after the fact so if there's an opportunity we'll get into that later wrong um but i do cover it in other series of mine as well if you want to do that so drop a comment below and i'll tell you all about it but for now we're trying to keep things fairly simple so uh we've done shape tween and we have done a classic tween it's now time to do motion tween which is probably the most complicated of all of them so i'm just going to remove all of my frames delete my guide layer so i'm back to a normal timeline i'm just going to once again drag out my stick man onto the stage so i've just got one stick man on the stage animating between these two poses because that's what's happening inside the graphic a motion tween works more similar to other adobe softwares where you can separate out if you right click and choose motion tween you can separate out the properties that you'd like to manipulate you'll notice that it will change your entire timeline to yellow and you can manipulate your character by just selecting a frame and repositioning him and rescaling him however you like so we'll just scale him down a bit we'll move over we'll position him over here maybe we'll scale him up a bit and then we'll do the same thing over here so you can see that we've got here what is essentially a motion path and each dot on this motion path will show you a frame on our animation so you can see the further apart the dots are on this line the quicker the animation is going to go the closer they are on this latest segment the slower it's going to go and you can manipulate that path so if you double click on the layer it will open up all of the properties which looks quite scary which is why i left this one to last and you can see you can edit and manipulate the positions and properties of each of these um well properties by themselves this is the scale individual scale so the x scale here uh the scale y as well you could just put that down a little bit so you can see that this manipulates in the same way as like line graphs or motion graphs in after effects if you're familiar you'll also notice that if you go and change something on a frame that isn't currently keyframed it will add a keyframe for you and add it to that path to do eases on these you can just double click on your little add ease option down here and it has the same or similar ones as your classic tween so stop and start and that will add something over the top of your entire motion tween okay and go from start to stop as well again quite complicated and something that we're not really going to use in this series because i think it's too complicated for a beginner series so if you're interested in working with this i've made a separate video which just covers motion tweening and i will link to that as well in the description when that is ready so for now though we are going to focus just on classic tweens because a that's all we need for our animation that we're working on and b it will cover 99 of the situations you need um if you want to work on motion tweens go for it it's just a bit more complicated and i'm trying to keep this quite basic so we've spoke about um graphics movie clips and buttons and we've spoken about classic motion and shape tweens we've all done this in a void and there's no point talking about stuff in a void we should apply it to a project that we have made so you can see here we're back in our project from before we have all of our frames and timelines ready to go and we've got our character bouncing up and down this is what we finished last episode what we're going to do now because unfortunately i drew the character a little bit too high and he pops off of screen we want to be able to move easily all of these frames um now you can do this without turning it into a symbol but it's a right ball like so we're going to turn it into a symbol to make it a lot easier one of the most powerful things you can do in adobe animate is copy chunks of frames and put them in other places that you need so i'm going to select everything i've got my main um character line work here i'm going to select all of the rough layers and i'm going to select the guide layer that we made basically everything but the sketch i'm going to right click and i'm going to choose cut layers that's going to remove them from our main timeline now there's one more way to create a symbol which i haven't told you and that is to go to insert new symbol and this will create a symbol without putting anything on your stage and we're just going to call this bounce it's going to be a graphic very important because we want to see it inside our timeline we'll hit ok and this is going to give us like a kind of void empty void you can see we don't have a canvas here we've just got the white section that we need um and in here down in this timeline i'm just going to choose paste frames there you go so you can see that's pasted our frames inside this void and if i zoom out a little bit you can see this is our character here so i'm going to lock all of the guide layers and turn them all off as well so we've now just got in our bounce timeline section bit here we've just got our character bouncing up and down like so okay it looks pretty cool so now this is this is the bouncy character in the void excuse me i didn't actually cut those layers so we'll just get rid of them there so we have our character bouncing up and down in the void and you can see he now also appears in our library so we're gonna do is create a new layer here and call this bounce and we'll drag him out from our library onto our stage and you can see that he's there we can position him up using the guide layers that we've made now if like me you have hidden your layers inside your symbol but when you come back out of your symbol you can see them again that is just due to a publish setting that you need to turn off which is just under file and publish settings if you then uncheck include hidden layers and hit ok that will then hide all of your layers basically you're hiding the layers in your preview but it's still publishing them because it thinks you're just temporarily hiding them whereas if the way i like to work is if i hide layer it means i don't want it included okay and now we can see we have our character bouncing up and down he's already positioned a little bit better because we've popped him in the middle but all i need to do now if i want to manipulate him is just change his position like this i can make him a little bit bigger if i want and i can make sure the top of his head never goes off screen by just selecting him and moving him down a bit okay so if you wanted to see this in action you can just click your loop button here drag out the loop to fill the complete section of frames that you need and you can see now that we have our perfectly looping animation over and over again but what we can do now is manipulate him and scale him really easily without having to worry about our keyframes and because our properties for our graphic here is set to a loop he will loop forever for our whole animation which is perfect okay so let's turn on our sketch layer to see what we've got working in the background here and i'm going to add a new layer and i'm just going to call this one background and we're going to start just drawing in the rest of our content now i'm going to lock my bouncing guy and hide him and on the background layer i'm just going to draw myself some lines for the mountains in the background and you can probably guess what we're going to do next with them which is convert them to a symbol now if you have pretty much any static content in your animation i would always recommend turning it into a symbol with f8 giving it a name mountains and then going inside that symbol to add layers edit it add colors etc the reason i say this is because if you leave it as a shape you are at some point are going to accidentally erase or select or delete a section of it and then you're going to ruin your whole animation to do loads of work to go back and actually fix it if you convert it to a symbol which is the main thing of converting it to a symbol if i delete it first of all i can just undo it and i know that it's there again but if i delete it accidentally i can always just come back from my library and just drag it back out to the main stage okay also if i grab my eraser tool and start erasing stuff on different layers it's not going to affect anything in the symbol because the symbol is locked away and is kept safe okay so what i'm going to do now in time-lapse mode is i'm just going to go through in different layers and add line outlines to all of the background um and other elements just so that when we come to our next tutorial we've got some um symbols to work with but also because when we come to our next tutorial we're going to have to be working with the camera and when you work with the camera it's best to have symbols ready to go so that when you position on their layer depths and things like that they're all locked away and safe so all i'm going to do is add a few more layers so we've got um background which i'll just rename to mountains to make it easier i'll draw a layer behind that for the sun and a layer behind that for the sky so we'll call this one sky we'll call this one sun and then we need a layer in front of the mountains for the floor and another layer in front of that for this guy in the background which we'll just call man and another layer in front of that for the grass which we'll pop on top of the bounce layer which is our bouncing man uh because we want some tufts of grass so in time-lapse mode i'm just going to go through draw these elements that i need on their own layers and turn them into symbols and then we'll leave it there [Music] so [Music] okay so here you can see we have all of our symbols laid out on separate layers on our timeline here everything from the grass on this top layer here down through our bouncing man our man in the background our floor layer our mountains our sun our clouds in the sky and our sketch which we now no longer need so i can lock and hide that we're now going to add some nice basic tweens to this just to get you guys started before we jump into the next episode which i believe is adding color and everything to this scene um so for example we know we want this character here to be sort of sliding along the floor as if the camera is panning past now we'll be doing some actual camera movements later on but just to get you guys using some tweens we're going to use a few tweens here to get this started so let's do the floor first then i'm going to double click on my floor graphic and as you can see this is just a graphic that i've drawn um with a few tufty bits of grass and other bits there now um we're going to start by making sure we can get a perfect loop with this grass here so we want our shape to start like this so if we grab our scene we can position our grass all the way over to the left and what we're going to do is go inside it okay we're going to select everything and holding alt and shift we're just going to drag it over until it pretty much lines up with the next section like so okay now that's going to give us a twice long section than we need and we'll just tidy up the point where it joins as well okay so we've got um a nice i'm on paint behind me there we go so we've got a nice long bit of floor that's much longer than we actually need it to be with a seamless break in the middle which is great now on our main timeline layer we're just going to duplicate this i think twice by just hitting f5 to extend all of our frames and then on the floor layer we're just going to add a new keyframe at the end with f6 okay now we're going to turn on our onion skin and essentially you'll notice a point where there is a tuft here which duplicates with the same tuft over here okay and you're just going to move your shape until that tuft lines up now you might have to just tweak a little bit like so but then when you right click and choose create classic tween it's gonna be moving along if you hit control and enter you'll see your seamlessly looping section of grass there now we didn't use all of it obviously so you can make it as long or as short as you'd like it doesn't really matter um it's completely up to you but what we've got now is a seamlessly looping background um which looks like it's going on forever when in fact it's only using a small portion of it we're gonna do this similar sort of thing with these graph test graph tests grass tufts in the front here if we double click them select everything on that layer duplicate them over again like so and then back on the main timeline hit f6 on that last frame turn on your onion skin and drag over until it lines up perfectly like so okay go to show frame right click create classic tween now you'd want these to move faster but because they're closer to the camera but we're actually going to be doing that with like camera depth later on possibly um so for now we'll have them moving at the same speed it's not really a problem that's why i didn't look correct earlier because the full loop wasn't working i accidentally left my loop on um if you want them to actually move faster what you could do is drop inside duplicate a third copy [Music] of your tufts and then on your final keyframe have it line up with the third copy like so and then you've got it moving really fast so faster because it's closer to the camera or the camera which we haven't made yet we'll be adding a real camera to this later on i will show you how to use a real camera whether or not we actually add one to this scene remains to be remains to be seen the final one to do then is the man and now the man we're going to do a little bit differently we're going to start him off screen then he's going to end off screen so we don't have to duplicate him we are going to do something cool with frame picking so that as he passes by he's going to turn a little bit as well so we're going to go to the start of our animation he wants to be looking kind of the other way almost so i'm going to go inside my symbol here and if this is a little bit too confusing with all the background stuffing you can go to view preview mode full or view preview mode outlines whatever one you want to help you see um better inside that graphic there uh i like to use on a fast because i think that works the best if it's too distracting what you can do is go to your library and open up the man there and he'll be in an isolated environment i prefer seeing him in the environment that we're going to be working in though so it's completely up to you uh right so we're just going to add perhaps three poses to this character the first pose is going to be this pose that we've drawn already but we're just going to hit modify transform flip horizontal okay so he's going to be facing the other way and if we turn on onion skin we can make it so his feet line up which is the most important thing then in the middle we're going to delete that and we're going to zoom in and we're just going to draw a perfect in-between for this character so we'll just draw his head trying to get it exactly halfway but between your blue and your green key frames like so okay so the scarf at this point will just be down the middle oops like that okay so not worrying too much about this just trying to get it looking okay because he's in the background no one's really gonna be looking at him the idea being then that we can then just use to frame pick these frames at points when he's moving across the screen which will then allow us to quickly and easily change his angle so you can see we have these three frames of our character now it looks like he's turning around a little bit we're gonna go back to scene one we're gonna go to our man and go to properties select the symbol and just choose single frame and just to double check that it's done that on the last one too we'll go to our last frame here and we'll check single frame as well now we've got our guy moving across the screen as he hits i'd say about here we want him to change direction so we're going to choose that frame click on man go to our frame picker window which if you don't see you can just hit window frame picker and it should pop open like so you select your symbol and then just choose single frame give him a keyframe there and just choose number two move along i'd say to about here hit f6 and choose frame three and now as he moves along he's gonna change direction nice and subtle because he's moving already just adds a little bit extra to your animation okay so let's hit save control enter and we've got our guy moving along in the background watching our dude so as you can see that's pretty much all there is to it we're going to be adding all sorts of extra things as well like color and proper stuff like that but in terms of tweening and graphics and stuff that's pretty much it so i hope you've enjoyed this tutorial i appreciate there was a lot of information in this one so do feel free to go back ask questions in the comments watch it again i always try and respond to the comments that you do leave so feel free to do so um but also just have fun with it explore you know maybe don't draw your man in the background maybe have different grass tufts than mine you know maybe add like a tree or something just basically explore an experiment and see what works for you next time we'll be adding color to this scene which is one of my favorite bits and then we'll be exploring further into the world of adobe anime so thank you very much for watching everybody i hope you enjoyed this tutorial and i'll see you all next time on tiptoe i'd like to say a massive thank you to my level 2 and above members ghosts wn62 anonymous melem hoover maybe sharma rallica m mun336 ian costello de chan singed davinci goel and lone wolf 16. additionally we hit 40 members of the tip-top zone this month so thank you so much to everybody that has joined you truly are tip titans through and through if you'd like to join the tiptup zone and get access to a whole bunch of really cool perks consider clicking that join button [Music] to below for more tips tricks and tutorials thanks for watching
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Channel: TipTut
Views: 60,358
Rating: undefined out of 5
Keywords: adobe animate, adobe animate tutorial, adobe animate tutorial 2021, how to animate, how to animate in adobe flash, adobe flash, adobe flash tutorial, flash tutorial, flash, animation, animation tutorial, frame by frame animation, tweening animation, easy animation, how to get started animating
Id: UlYlcygiJUs
Channel Id: undefined
Length: 40min 33sec (2433 seconds)
Published: Thu Dec 17 2020
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