frame by frame animation beginners

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hi there and welcome to a new tutorial   today we will see how to work with frame by  frame animations in moho so let's get started   okay to start we will go to file project settings  and then we will adjust the size of our project 1820x1080 will be fine before starting any  animation always remember to check the size of the   project before starting but what is the frame rate  frame rate is the frequency at which consecutive   images or frames are captured or displayed it's  usually expressed as frames per second or fps   so if a video is captured and played back at  24 fps that means each second of video will   show 24 distinct still images the speed at which  they're shown tricks your brain into perceiving   smooth motion for example 24 frames per second  is the standard for movies and tv shows and it   was determined to be the minimum speed needed  to capture video 30 frames per second has been   the standard for television since the early days  and is still widely used and 60 fps or anything   higher than 30 fps is mainly used to create slow  motion video or to record video game footage   choosing a frame rate requires some thought so  plan all these little details before you start   okay to start we are going to create  a background for our animation   if you already have an image created in photoshop  you can import it if you want i'm going to choose   a light gray color and then i'm going to create  a simple background to create a frame by frame   animation in moho we will simply click on new  layer and we will choose the option frame by frame   as we can see it is going to create a new layer  which i will call animation we now have what   appears to be a blank layer with one vector layer  inside now this vector layer has nothing on it   let me click this empty layer we will see that  nothing happens on the left of our timeline   if i click on the background layer nothing happens  either but if we click on the frame by frame layer   we will see that three buttons will appear on  the left of our timeline so we will have the   new frame button the delete frame button and the  duplicate frame button remember that to display   these three buttons you must always select the  frame by frame layer okay let's click on the new   frame button to start as you can see we now have a  frame followed by a long frame next to it we also   have a new vector layer in our layer panel okay  let's draw something simple to test how it works   i'm going to draw a simple ball i'll paint  it and adjust the edges just a little bit okay in my case i am going to start the  animation by placing my object on the ground   that will be my first frame  okay here we have two options   we can click on create a new frame or duplicate  the current frame if i create a new frame i   would have to draw the ball again in this  case i will simply click on duplicate frame   as you can see now we have our second frame  with the ball and i don't have to draw it again   at the same time we will see that a new layer has  been created now let's start creating an animation   my intention is to get the ball off the ground  and for that i'm going to start stretching it   a little bit i'm going to click again on  the duplicate frame and i'll continue my   animation we can navigate our timeline at any  time to see how the first movement is created   okay i'm going to continue duplicating  and adjusting each new layer once the ball is at its highest level we  can make it fall following the same process as you can see now we have a 33 frame animation   there are two very important things  to keep in mind about animations   timing and spacing these two things will help us  to have more fluid animations it is recommended   that you understand these concepts before  you start creating animations for example   using the same ball i'm going to make it jump but  this time i will leave some static frames before   starting the animation and right before drawing  the jump i will make it shrink a little bit that will give the feeling that it is gathering  strength for the jump unlike the previous   animation that simply lifts off the ground we will  see that the second example looks more natural   having a better idea of these concepts we can  now start working on more complex animations so in my case i made one with bart simpson and  here we have him sitting on the table next to   a glass of milk this is an animation of about 285  frames and as you can see in my layer panel inside   the frame by frame folder i have every drawing  of each frame some layers are vector layers and   others as you can see are folders both options  are possible it all depends on the animation   and the complexity of the character or scene that  you are working on here as you can see i separate   the vector layers in yellow and the folders in  blue in my case to achieve a more fluid animation   i repeated several frames on the timeline joined  them and separated them by color the first few   frames the yellow and orange ones are single  frames but from frame 53 onwards i started   working with folders inside each folder you will  find your character divided into different layers   this makes drawing much more organized if  you are going to use single layers or folders   everything will depend on the character  and the scene in which you are working if we click on the frame by frame layer we  will see again our timeline with our animation   if we navigate through our timeline at the same  time we will see where we are in our layer panel in the scene i just added a table and a glass  of milk as you can see all the objects in the   scene are outside the frame by frame layer this  is because they are fixed objects and they are   not included in my character's animation  i drew the glass in four different layers   two layers to create the glass and its  content and two layers only for the lines   i split these objects since the first layers  have a transparency to see this detail we must   do a preview of the scene here we can see  how the arm can be seen through the glass let's see how the animation looks by clicking  on play so as we can see he's actually talking   can be something that takes a long  time but there are a few ways to make   the task a bit easier for us as you can  see my layer with the audio file is off   if i turn it on you will be  able to see it on the timeline   by doing this we will be able to see our animation  and the voice track at the same time let's hear it testify testify testify to add an audio file and to be  more organized we will simply   place ourselves on a layer outside of our  animation and click on new layer audio it will appear in our layers panel and also in  our timeline on our timeline we have three buttons   channels sequencer and motion graph if we click  on the sequencer option we will see all the tracks   and layers of our animation you will see that they  have the same name and order as in our layer panel   here we can see our audio files and move  them in our timeline let's add another file by doing this you will be able to  add sound effects songs and voices you can mute the sound by pressing  this button if you need to if you select the audios in the layers  panel they will be selected in the timeline you can rename them move them or  delete them by clicking here or here adding color to the layers or frames helps  us to organize our animation even more   to do this we just have to click on the right  square of our layer and simply choose a color well now having the sound in the right  place we can return to our normal timeline   by clicking on channels in this case i  am going to work on the lip sync of my   character's mouth based on the phonemes of my  audiophile testify we have bart saying testify   and since he has a happy attitude the  modulation of the mouth tends to a smile it is important to emphasize the f  since that requires closing the mouth we start with a happy expression we go  through the closed mouth on the letter   f and we continue with the  pronunciation of the letter y the sound ends when he claps it is  recommended to draw some kind of   guide based on your character's mouth you  can draw several mouths and use them as a   guide depending on the letters that  the character is going to pronounce   this will help you remember and repeat the  shape of the mouth when they speak another   important detail is to remember the mood of our  character that always influences the expressions as we can see in this example if the character  is smiling while speaking the shape of the mouth   will be different than if he is sad angry or  crying even if he is pronouncing the same word so   depending on the animation it is recommended to  maintain the same attitude throughout the lip sync   that always helps to give the  characters more personality   in bart's case i started and  ended the animation with a smile   as we saw earlier with the ball example  always remember the timing and spacing   let's take this example to understand the concept  of spacing and timing a little better in this   animation the time taken for an object to move  from point a to point b is referred to as timing   it is basically the space between keyframes and  the space between two frames is referred to as   spacing so in this example the circles are  moving from point a to point b in one second   with a linear motion at a rate of 24 frames  per second in linear motion the distance   between each frame is the same but in the real  world objects doesn't move like that this is   why we need to manipulate the spacing to make it  easier to understand here i created three graphs   we have the example of slow in and slow out  with its animation and the spacing table   then we have the example of  slowin also with its spacing table and finally the example of the slow out graph to  really grasp the concepts of timing and spacing   animation i suggest you to take the time  to create your own ball bounces animation   this will get you comfortable with mimicking a  real-life ball bounce then review the principles   of animation to ensure you have a solid knowledge  that will serve you well in your work okay   in bart's animation as we can see there is a small  reduction in the speed of his movement each time   he reaches the extreme left and right while he  dances it is important to create fluid movements   for example in the case of the hand we can  see that it takes an average of five frames   for each movement this will always depend on  the speed of the animation you are working on let's talk about another important  detail about the frame by frame animation   and that is the onion skins onion skinning  basically displays dimmed or outlined versions   of the content of surrounding frames you determine  how many of the surrounding frames moho displays   for example here i have my animation let's click  on the onion skins button to activate it as you   can see i am currently at frame 107 and i'm going  to go down here and select some onion skin frames the first thing you will notice when  you select these frames is that the   further they are from our character  the more transparent they will be if i navigate the timeline  the frames corresponding   to the onion skins will move at the same time if you deactivate the outlines you will only  be able to see the character's silhouette if you deactivate the colored fills option  you will be able to see the character in its   original color and if you click on draw behind  you will see the character behind the layers   okay let's turn off these  frames and move to a frame ahead let's go to frame 142. we will see that  if we select the previous onion frames   they will appear behind our character and in  a red color the behavior of these frames will   be the same as we saw previously if we  navigate the timeline they will move too if we position our character in the middle  and activate the frames on both sides   we will see the frames in red and  green the reds are the frames that   come before our current frame and  the green ones will come after by doing this you will be able to see  through the frames and compare the keyframe   and the in-betweens draw your character as many times as necessary  take your time to practice each movement you   can draw your character in different positions  running jumping fighting angry happy or crying   this helps to have a better notion of how  and what can be done later in the animation   when we are creating an animation we must  understand concepts of time and space   and also the types of shots that we are going  to use in each scene we call this storyboard   in this example we can see how each shot  is drawn before making the final animation   we can see a close-up of the hand about to press  a button a close-up of the characters an open shot   to show where they are and how the scene is going  to end you can even draw some ideas of what the   background would look like with our characters in  it all this helps us to perceive how we are going   to develop all our animation later here we have an  example of the simpson storyboard where we can see   the title of the scene the actions that take place  in each scene the dialogues and the necessary   notes and reminders that can be about the scene  the shot the dialogue or an action in particular   creating animations is a very complex process  and it is extremely important to analyze all   the details before starting from the basic  sketch to the detailed movement of a hand   there is a lot to consider going back with bart  i did the animation up to this particular point   all these frames that we see here i repeated  them again i could create an endless loop with   the dancing if i wanted to so keep in mind that  repeating frames will save you a lot of time   to finish i would like to talk about  one more detail about the frame rate   in this case i took the real voice of  bart which is at about 59.53 frame rate   keep in mind that if your audio and animation  have different frame rates you will have problems for example if i put my animation at  24 fps the audio file may not appear   and if we increase it we will have  the audio out of place testify testify okay let's see our finished animation testify testify testify bringing our characters to life is something  unique giving them a personality and creating   a story with them can be a great challenge but by  following the right steps everything can be done   in future videos we will talk more in detail  about how to work with lip sync special   effects how to create character reels for video  games and much more now it is time to practice   thanks so much for all your support  and comments i really appreciate that   i hope this video has been helpful  and i will see you next time you
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Channel: Jay Black Cult
Views: 29,066
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Keywords: moho pro, moho, moho animation, how to animate, frame by frame in moho, frame by frame animation, how to draw bart simpson, the simpsons, moho pro animation, moho onion skins, lip sync, lip sync moho, moho character animation, moho tutorial, moho movie, moho 13.5, moho 12, frame by frame, cartoon animation, 2d animation, 2d, cartoon, draw, animation, frame by frame animation beginners, audio sync
Id: odFmJp0pEt8
Channel Id: undefined
Length: 19min 22sec (1162 seconds)
Published: Tue Jan 04 2022
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