Blender 2D Cut-Out Animation

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Hello everyone. A while ago, I made a video demonstrating  how to draw a simple character using Krita and rigging  and animating it with Moho. I wanted to make it more accessible by  recreating this process using Blender. During this tutorial, I’ll demonstrate  how we can draw our cut-out characters, import them into Blender, and then finally  how to rig and animate them in a scene. Here you can see a side by side comparison between the previous animation achieved in  Moho and the new Blender version. I found using Blender this  way, simple and effective. If you are new to animation, but love drawing, this technique is a great  way to quickly get started. So for this video, we'll start  with a brand new character, which in this case is a bi-pedal  Tiger, wearing a dressing gown. Here I’m drawing our character in  Krita, which is free and open-source, but feel free to use whatever drawing  application you’re comfortable with. We’ll start off with a sketch, but  once we have the design finalised, we’ll draw each part of the  character on a separate layer. Make sure you name your layers as you draw them, this helps when importing them into Blender. For example, with our tiger, we have  Head, Body, Arm1 & 2, Tail and the Feet. Now that our character is  drawn, we can delete the sketch and it’s time to export our layers. If we’re using Krita, we can do this by  selecting Tools>Scripts>Export layers. We select the document that we want to export, choose where we want to put the image files, under the “initial directory” panel, and check  the “adjust export size to layer content” box. Then we select PNG, and finally press OK. Going to the folder where we saved the images, we’ll find each layer saved  as a separate PNG image. We’ll also want to save an  image of the entire character, as a reference for reconstructing it in Blender. Now we open up Blender, and if the  addon “Import images as planes” is not already enabled we’ll  need to go to Edit>Preferences, then under the Addons tab, we search  for “Import images as planes”. Then check the box and save the preferences. Now we can press “Shift+A”, Image, Reference, and then we’ll select the  image of our entire character. Once we turn down the opacity, we can  import each layer of our character, using the import images as planes addon  (Shift+A to add, Image, Images as Planes). It’s important to consider the import properties,  for example, under the material settings, the default “Principled” option will allow shadows  to fall on the image, and to be cast from it. The “Shadeless” option will make the image  completely removed from the scene’s lighting, and “Emit” will make the image seem  to be removed from the lighting, but any shiny 3D objects in the  scene will reflect the image. Other than that choice, we can leave these  settings as default. I chose “Principled”, but any of these will work. Now we just have to spend some time to scale, move and in some cases rotate each limb  to align it with our reference image. You can do this with G to Move,  R to Rotate and S to Scale. Make sure to move each image  closer and further away, based on their original layer order. Once we’ve done that, we can delete  the reference image, and start rigging. For this character, there are two  types of bones that we will use. The deformation bones, the ones that will  affect the vertices of the image planes, and then the control bones, these are  the ones that we will animate directly. For our character, the deformation  bones included a torso bone, a head bone, two arm bones for  each arm, one for each hand, one for each foot, four tail bones, and several bones for the lower  section of the dressing gown. Before we add the control bones, we’ll bind  the image planes to the deformation bones. We’ll accomplish this by first adding  several subdivisions to each mesh. We do this with the use of Loop cuts,  CTRL+R, to add more resolution to the mesh. To attach the images to the  bones we need to tell the mesh, which bones should control  which vertices of the mesh. We can do this by selecting an image mesh, add an armature modifier, under the modifiers tab. This will allow us to associate the bones to  the vertex groups that we are about to create. Remember to select the rig  under the “object” property. Under the Object data panel, this  is the one with the green triangle, we can add vertex groups by  pressing the plus button. These are groups of vertices  that will be controlled by   a bone with the same name as the group. We’ll create one vertex group for each  bone that will affect the selected mesh. As we just mentioned, for this to work,   it’s important to match the name of the  vertex group to the name of the bone. Then we just assign the corresponding  vertices to each vertex group. We can do this by entering edit mode, press TAB,  select the vertices that you wish to assign, click the vertex group that you want to  attach them to, and press the assign button. Now it’s time to add the control bones. These include a duplicate of the  head, the arm and hand bones,   the feet as well as the lower  gown bones at the sides. We’ll also add shoulder  bones, to move the arm around, a bone at the top of the torso deformation bone,  to stretch and squash the character’s body. Make sure to name the control  bones with the prefix CTRL. Just a reminder that in edit mode,  we can duplicate bones by pressing   SHIFT-D, and add bones with SHIFT-A. For organisation’s sake, we can move the  control bones onto a new armature layer, by selecting the bones, pressing M, then  selecting the second square in the popup menu. To switch between these layers, we can  find them under the object data panel   of the armature (This is the green stick figure). Now we’ll add all the bone  constraints that we require. Bone constraints, found under the bone constraints  tab, are like the modifiers, but for bones. They allow us to make bones  behave in a certain way, automatically, based on other bones and objects. Most importantly, in order to make our control  bones actually affect the deformation bones, we add a copy transforms constraint  to each of the deformation bones. This means that when you move,  rotate or scale the control bone,   the deformation bone will copy this action. There are three exceptions to  this, the deformation torso bone, and the two middle Lower gown bones, as  these don’t have direct control bones. Instead, we add a stretch to constraint to  the torso bone, targeting the stretch control. This means that as the control bone moves,   the torso deformation bone will stretch from its  origin to the base of the stretch control bone. For each of the lower gown bones, we add two copy  rotation constraints, each with a strength of 0.5, one targets the left deformation lower  gown bone, and the other the right. This means that when the left and  right lower gown bones rotate, the middle ones add some extra detail  to the form of the dressing gown, without having to animate it manually. We add a copy location constraint  to the upper arm CTRL bones, that target their respective shoulder bones. This is so that they will move with  the shoulder, but not rotate with them, instead rotating with their  parent, the torso stretch bone. We also add a copy rotation  constraint to each of the tail bones, referencing the previous tailbone. This means we can rotate the base of  the tail and the whole tail curves. Here I’m adding some custom shapes to the bones, just to make them more usable. There’s a link in the description  for how to do this yourself. Now the basic rig is finished, but  we can still add some more features. For example, although we’re using images, this doesn't stop us from being  able to create a simple head turn. To do this we add a shape key on the head mesh. Shape keys are different sets  of positions of vertices,  that can be interpolated between  with the use of a slider. To do this, we select the face mesh, then  under the object data tab (the green triangle), you’ll see the shape keys panel  beneath the vertex groups. But this time when we press the  plus button, a basis key is created. This is the default position of the mesh. If we press plus again, it will  create our first shape key. With this selected, we can enter edit  mode, change the arrangement of vertices, then in object-mode, we can morph  between the default position and the new shape key by moving the  slider, under the shape key panel. For our head turn, we’ll create two  shape keys, three including the basis, and we’ll form the look left  pose, and the look right pose. We could animate these sliders manually, but for ease of use, we can attach  them to some new control bones. These bones will include the main  control, which will move left and right, as well as a base control, which will be used  to limit the distance of the main control, while also being used to move  the control around the screen. We can apply a limit distance constraint  on the main control that targets the base. This means that we are unable to move this bone  more than a specified distance from the base.   I chose 0.3 metres. Also under the N-panel, I locked  the z and y location of the bone, so it can only move left and right. To make the bone affect the  slider, we can right-click   on the shape key slider and select “add driver”. Drivers allow us to automatically set one  property based on the values of other properties. In the menu that pops up, look  down to the variable panel, we select the armature object  and the relevant control bone, then we’ll select the local x location  of the bone to affect the slider. Moving up to the expression panel,  the current equation is var + 0, this means to move the slider to a value of 1, the bone’s local x position must be 1 as well, but because our control can  move only a maximum of 0.3 m, we need to change the equation to var/0.3, or for the slider that needs the bone to move  in the negative direction, set it to -var/0.3 We then do the same for the  body turn, and we’re done. We’re ready to animate. I planned an animation of our  character jumping over rocks, and generally displaying  different forms of athletics, and I wanted to draw the  scene using grease pencil, however, I had some issues with  layer ordering and antialiasing where the image planes and  grease pencil objects overlapped, so as a workaround, I decided to export  each grease pencil object as a png, then re-import them using the  import images as planes addon. I’ll let you enjoy the time-lapse  of the animation of our character. I decided to create the grass with a 3D  mesh, which combined with the images well. Thanks for watching everyone,  hopefully, this was helpful. If you have any questions, feel free to  ask and I’ll do my best to answer them, or if you just want to share what  you’ve created, you can email me, or better yet, leave a link down in the comments. Thanks again and I’ll see you later.
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Channel: Sketchy Squirrel
Views: 67,313
Rating: undefined out of 5
Keywords: Blender, 2D, animation
Id: ChqSqDGCTRA
Channel Id: undefined
Length: 27min 17sec (1637 seconds)
Published: Sat Dec 12 2020
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