How to Animate - Start here! [ADOBE ANIMATE FOR BEGINNERS]

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Ross could put out a tutorial on how to tie your own shoes and Iā€™d still watch it. He did a great job with this!

šŸ‘ļøŽ︎ 7 šŸ‘¤ļøŽ︎ u/Its0urFate šŸ“…ļøŽ︎ Jan 12 2020 šŸ—«︎ replies

26:54 definitely did not look like an arm at first.

šŸ‘ļøŽ︎ 2 šŸ‘¤ļøŽ︎ u/D14BL0 šŸ“…ļøŽ︎ Jan 13 2020 šŸ—«︎ replies

This is so cool! When I was in college, I spent a LOT of time working with Flash and speculating on when Adobe would gobble up Macromedia (about 5 months after I graduated), but I haven't used it in over a decade. It's good to see that they're still supporting it for animation, even if Flash is dead as a web-content platform. And of course, I love Ross' videos

šŸ‘ļøŽ︎ 2 šŸ‘¤ļøŽ︎ u/fiz1point5 šŸ“…ļøŽ︎ Jan 13 2020 šŸ—«︎ replies
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hey guys what's going on welcome today I'm gonna be teaching you guys how to animate in Adobe anime and you will probably hear occasionally that I will refer to Adobe animate as flash that is because originally it was known as Macromedia flash then Adobe Flash MX and whatever I forget who went when Adobe took over the project but Adobe's being has owned it for a while and since has changed the name to just animate now if you don't have Adobe animate you should be able to go over to the Adobe website and purchase it it's a monthly license you can start off with the free trial which I highly recommend if you're gonna be taking at the time to learn the program because obviously you know at well twenty dollars or so a month it's pretty steep so definitely look into the free trial okay starting off I think the smartest thing we can do is introduce you guys to the timeline the timeline is essentially where you'd be putting in your little different keyframes and you'll be able to navigate to go through the timeline to see how your animation is being paced out so let's jump on in alright so here we are in a dhobi flash god I always say flash it's a hard habit and I'm gonna I'm gonna beat it I'm eventually gonna beat it Adobe animate we're in Adobe animate welcome to adobe animate so when you want to open up your first canvas that you want to animate in you want to either click you know what you can do html5 canvas or an ActionScript 3 amp aside really do ActionScript 3 just personal preference what we're looking at right now as you can see is a the default canvas size now this some people don't do this but I prefer to work in in a more normal ratio though this is our properties bar I just got this from going from windows and clicking properties this is a context-sensitive menu tools so what different tools that you have selected well this will actually change depending on what's open now if I hit the e or I click the selection tool it'll give me the properties for the actual canvas now I prefer to work at 1920 by 1080 you don't have to do this if you're you're working with a lower end computer I highly recommend that maybe you work with something smaller at our smaller equivalent of 1920 by 1080 the reason that I do it is that I tend to in port raster images in from other programs which work better with the actual resolution being 1920 1080 as for frame rate I personally stick with anywhere between 25 and 30 30 is kind of my norm nowadays so I am going to do it at 30 now entering any new program I'd say the most difficult part is figuring out the tools now naturally you're probably looking at the corner of a fairly large canvas if you decided to resize it so what you're gonna have to do is you can either use the magnifying tool and hold alt and then click and if you let go of alt it zoom in or this is something I like to do which is a lot faster you just go to the hand tool and just double click it and it resent errs the canvas nice and easy now you're probably looking at the UI of this program with absolutely no idea what's going on so the most important thing that we touch on first is the timeline now the timeline is everything in animation essentially it is putting down your frames that will play back into order whilst the animation is in motion so let's go to frame number one so if you look over here where my cursor is this is what's referred to as a blank keyframe a blank keyframe essentially means there's nothing in it there's no information if I was to draw a line in it so I just hit B which turned it to the brush tool and I'm gonna introduce you to the brush tool and stuff in a moment so hold tight notice what happens it became a keyframe so it's no longer blank it's now got a gray border and a black Dunton it which just means that there is information within that symbol so I'll put two next to each other so right now we have a keyframe and a blank keyframe next to each other see the difference okay so now for the key shortcuts I think these are very important you can right click and find the same functionality but if you learn the key shortcuts you'll be incredibly fast and that's important so if you want to delete you just hit shift and f5 boom gone alright same goes for this one I'm gonna go control Z undo that hopefully you know ctrl Z ctrl C and all that I hope so and now we're left with the first keyframe again if we wanted to hold a keyframe I can actually go to it and hit f5 and what you see here is you see the little squared it's appeared next to it that just means that this is the one keyframe but it's being held for multiple frames so what I'm gonna do is I'm gonna hit f5 a bunch of times and now what we have is this one wiggle this one line being held for ten frames simple easy it understand if I want to shorten it at five if I want to add a blank keyframe after that what I can do is just hit f7 or I prefer to actually do this is just right click and go insert blank keyframe doesn't matter which way you do it both work now if I add a different drawing you'll see I'm gonna also right-click an insert frame this is the same as hitting f5 and extending that one keyframe the same results now to actually play back your animation what you're gonna want to do is hit enter enter we'll play back the animation you can also scrub the timeline by just grabbing the this little guy here and just pulling it back and forth see now before we get into basic movement what I'd like to introduce you guys to is layers now if you've used any sort of illustration software in the past ten years or so you'll probably know what a layer is layers essentially just let you stack different images on top of each other right now we've got layer 1 if I go down to here and click this I can create a new layer I can also right-click on a previous layer and go insert layer you can also delete layers or set them to guides guide just means the layer will be invisible no matter what so this is really useful if you want to have like a guideline on the ground unlike anything that maybe helps direct you the animation you're trying to do or maybe a note off the side of the screen very useful so let's have a look here so I'm gonna use a different color I'm gonna use red and I'm going to go on top of this drawing and I'm going to use the square tool the square tool is this one down here and essentially I just go over it I'm able to draw square easy super simple this is like paint at this point so you're probably noticing that the square has eaten our lines so if I go back and forward we've got nothing but if I grab this and move it down look at that everything is as it should be the line is now in front of a box now understanding layers is incredible important and even if you're doing more complicated animation or frame-by-frame as the kids like to call it you you're gonna need to know this because sometimes you might want to animate a character who has a fully animated head but the body is on a separate layer even back in the days of hanna-barbera you would have seen that a lot of the characters wore tides that was for that very reason they actually separated the characters and the tie was a great way to separate the head from the body so that they could actually animate the characters a lot simpler now if you want to organize your stuff you can also add a folder which is also there's a button for it down here right and if you want to drag things in the folder you just click this layer and drag it up I am a culprit of this I am generally very bad about organizing my my layers and that you know is not great I admit if you're gonna be working with lots of people it's very good to organize your work so what do I mean by that is we're just gonna call this layer background now all I did to do that is you just double click on it and then it lets you rename it and then once you're done naming it enter and then I'm gonna call this red box ok and then well this one lines now this is a very very simple introduction to Flash's timeline like this is as simple as I can humanly get it so in keeping it simple I think it's really important that we quickly go over the toolbar now the toolbar as you know has all your tools if you are using the most recent version of Adobe animate you're probably in Adobe animate 2020 there will be some additional tools that are not present on this version which is a slightly earlier version of Adobe animate I believe those include the fluid brush and a few others you might find three dots down here that let you add additional tools to the bar that will be present in Adobe animate 2020 so please give that a look and definitely try the fluid brush which is I believe a more GPU intensive brush which actually gives you more additional properties that otherwise you do not get when you use the brush which is in my opinion really cool because before we only had priests baked sizes to work with for the brush now the new fluid brush and I think the other brush have properties so definitely check that out but I'm gonna go through this version I will touch up on Adobe anime 2020 in the future so the fur we have the selection tool pretty simple this if you just hit V it allows you to move things around and if they are broken you can pull lines and vector points and what not very good for manipulating things you can also go to my line art tutorial where I show how this can be applicable for cleaning up your lines as well we also have the sub selection tool which if something is not a symbol and is just drawn up of fills using the paintbrush and I'll get into the difference between fills and lines later I think this also works your lines too you can see the the vertices that points that build up the shape and you can actually grab them and manipulate them I don't particularly use this one I feel the selection tool does a good enough job believe this is maybe closer to something like Illustrator which I'm not really proficient at but it's worth checking out if you want to play around with it next up we have the free transform tool this is exactly what you imagine free transform you hit cue and then lets you resize things hold shift to keep proportions let go of shift to have a few proportions get wacky you can also hold alt to skew from one direction additionally if you go in between the corners you can also skew there are other options for different types of skewing you can do down here which allow you to manipulate it even further you can also get really creative with that tool and do things like this and have your drawings to store it so play around with it it's pretty neat there's also the 3d rotation tool which allows you to move things in 3d space I probably won't be getting into it in this tutorial but it's there if you want to play around with it the last suit tool which you can get by hitting L if you click and hold on a lot of these toolbars you'll get sub tool options lassu being more free drawing and the polygon tool being more angular and magic one just kind of clicking on a space and grabbing it now this generally will only work on shapes that haven't been turned into symbols or groups by that I mean break this with ctrl B this was a symbol so when it's not a symbol or a group a group being a unsaved shape so this is not saved in the library but if it's a symbol it is saved in the library that's basically the difference and if it is one of these two I can't grab it but if I break it and it's still a fill you'll see that I can select it and break it there's the pen tool which allows you to draw shapes like so some people actually illustrate with this I don't particularly use it once again these draw with lines and not bills which are separate the text tool which you know as you imagine puts in text the property bars will have all your options for your fonts and such when you have it selected the line tool which is a more direct way of drawing with the lines you don't actually manage the curvature as you draw them like the pen tool but you can use the selection tool and bend them later on now these are the three shape tools your properties bar will change depending on which one you have selected you can also have a quick look and look at the sub settings for these but generally speaking they will draw shapes that are built up of fills with lines on the edge as you can see here red lines is our line color and this is our fill color if you don't want it to draw with lines or maybe fills you can actually just select the negative color option right here next up we have the pencil tool which allows us to draw with lines directly I don't personally recommend this one for Ellis tration maybe roughs it tends to leave a lot of gaps and is not super reliable but there are some people that actually do use this so play around with it if you want to check it out next up is the paintbrush tool not to be confused with the brush tool this actually draws with lines instead of fills next up is the brush tool which most considered to be the standard for illustration within Adobe animate both illustrations here were drawn with the brush tool it's a pretty reliable way of drawing with fills fills are a lot more inky to work with the alternative in the newer version like I said is the fluid brush I actually like it a lot I think you definitely play around with it if you're getting the new version like I said the difference between fills and lines is that the lines have different properties so if we go to our lines we can actually see that I can change the stroke size of them which is great and you might think hey well that's touching now a lot of the time you'll find that when you try to use the fill bucket tool which is this one down here which you know we might as well try it right now it won't fill even though it looks like these two are touching because in reality due to the size of this thing we make it smaller we see that this gap is actually present so that's a problem you'll find when you're using lines for illustration generally speaking when something is touching here you'll find that you can very easily fill it in and if you can't you can go down to here whilst you have it selected pick the gap size so you can be like don't close gapps clothes large gaps and such I generally keep it on clothes small gaps it just makes filling things a little bit easier next up is the bone tool this can help you bind shapes together essentially to create things that move together probably won't be going into this one but there are advancements in the newer version that let you create a hierarchy of shapes and how they're connected to each other I will be going to that into another tutorial when I a touch on the newest features of Adobe anime 2020 keep in mind that this will not be included in this tutorial since we already did the paint bucket tool I can show you what the ink bottle tool does which is just the reverse it fills lines on two fills next is the eye drop tool this just lets us pick up color so I can take this little imps color boom we got purple next is the erase tool now this one's pretty damn useful as you can imagine if I use it obviously it erases but let's say I just wanted to get rid of the lines I can just go down here click this and then go erase lines and then boom there you go now one of the useful things for this and I will go into it in a shading tutorial you can actually segment your fills using the pencil tool and then separate them for shading and then once you're done get rid of it with erase lines very useful for beginners I think that's all the tools you're going to need I'm not going to be going into the width tool or the camera tool today we'll be doing that of the later date I think that's all you need to know for now but now we're gonna move into the basic movements in flash and by that I mean motion tweens okay so here we are in a brand new document now what I'm gonna be teaching you now is the most basic type of movement that you can do in Adobe animate and this is just called the motion tween the motion tween is essentially a very simple a 2b movement system that takes an object and then moves it from one point to another simple enough what I'm gonna do is I'm gonna have this red ball and gonna go up to the timeline up here and if you look you can see that it's just a normal keyframe now if I'm to right-click on it and this is just personal preference from me I don't particularly use the new motion tweens I prefer to use the old ones I go and I go create classic tween right here not this one create classic tween this is just the one I prefer now what happened here you'll probably notice that it went from being all dotty - being in a square what's that about all right so that's what I'm referring to as a graphic now a graphic is a saved vector image with its own time line that goes into the library and the library is just where all those objects are stored so you just go ctrl and L and here we have library this is a very important thing to know just remember ctrl L so let's turn in to assemble ourselves before turning into a motion tween so I'm gonna click on it and I'm going to hit f8 this little prompt will appear I can name it red ball now if I don't name it before doing this and I just let the motion tween turn it into a graphic it will become just tween one I don't generally recommend this because if you're working on a large-scale production and someone else has been doing that when you try to combine your work together let's say you're collaborating it'll have a bunch of naming conflicts and you'll spend forever trying to go through and figure out which ones are conflicting with each other so I generally advise against it but if you're just working by yourself and you're just learning don't worry too much and you probably noticed down here that there are options movie clip and graphic button isn't particularly important that was more so for things like flash games and ActionScript and on/off States I'm not don't worry about that one we're probably never gonna use that when it comes to animation but movie clip is similar so I'm gonna give you guys a quick little look at this because knowing the difference between these two is extremely important all right I prefer to use graphic when it comes to um animation and I'll show you what so let's make two balls and to copy and paste the ball in place instead of pasting it off over here control C control shift V paste in place remember that very useful so I'm gonna make this one red Oh graphic I'm gonna make this one red ball movie this is gonna be a movie clip I'll just do this for now so you can see so you notice how I made the keyframe longer here what I'm gonna do is double click on it now and notice that it's gone what's happened is we've gone from the main route timeline into a separate timeline that's inside of this shape and you might have heard me talking about it briefly in my other video but this is something that you can use to have like characters animated doing walk cycles or things that need to you can put them inside of these symbols not just objects that you can pull from the library they're also sub animation timelines which are great so just to give you an example of the difference I'm going to make them wiggle each keyframe it's in a different spot I just use the arrow keys to move it around so you get that little crazy wiggle then I'm gonna go to this one and I'm going to add the same wiggle I'm gonna play it back see the difference is that the movie clip will not play in the root timeline it's probably fine for animation because a lot of modern ways of exporting animation from flash or SWF to video will know to look for this and will render it out but generally speaking if you're doing animation I would highly recommend sticking with the graphic personal preference but hey that's the difference one will play in the root timeline graphic one will not alright time to make it move so let's right-click on it and go create classic tween what you might notice it might not be super noticeable while you have it selected but if you click off it you're probably gonna notice that this is now Luo what that means is that you've told this keyframe when it's inserted down the timeline and if it moves that one is point a and one is point B so to give you an example I'm going to go and I'm going to add a keyframe at frame 20 notice nothing's happening except the ball wiggle you know what we'll probably get rid of the ball we go get it's a little distracting right so nothing's happening all is still for the two separate keyframes now just for this example I'm going to move this up here and what we get is this it's moving but for the sake of this exercise I'm gonna undo that okay so it's nowt stationary these keyframes are identical and what I'm going to do is go to 40 insert keyframe and I'm gonna go back to 20 here and I'm just gonna move this up and actually if you want to move something perfectly up if you hold shift they move pretty straight so what we have now free keyframes and you probably imagine what's gonna happen on a bounce pretty cool is moving up and down seems correct the only problem is that it sucks so we are gonna fix this so what we're gonna do is we're gonna click the first keyframe we're gonna go to property I'm gonna hit Windows properties so like I said before the properties are contact sensitive to what you have selected if I select the motion tween the properties is now giving me a whole bunch of properties that I can use or motion tween now one thing you guys will probably notice is that it's moving too stiffly now the problem with it moving that stiffly is it's not really imitating life things move by gaining energy and losing energy getting fast getting slow and that's basically it when I was teaching at a youth film school I sometimes had to teach a lot younger students and to get this point across I used this analogy he's got a Lego car what what possibly could eat have to share well ladies and gentlemen this is a Lego car with a lego recreation of Owen Wilson it's Owen Wilson everybody thanks the celebrity guest Owen Wilson now the thing i'd always say to the kids to help them understand better how movement works is i'd say hey when one of your parents drove you here to class and they saw a red light what did they do of course all the kids put up their hands and they're like oh then they stopped yeah okay well what is what is stopping look like show me with your hand and what they did is they did this they were going right I said to them well that makes sense because your parents don't just go I mean I hope they don't because that'd be incredibly dangerous uh-huh so essentially what I was trying to explain to them was that animation has a bunch of slow ins and slows out so we've got a car speeding up coming from a stop it starts slow and then gets fast right a ball bouncing we have to keep in mind that when a ball goes up it's got it go it has energy to go up it slows down and then it starts to gravity kicks in and it starts to build up momentum and it gets faster if the ground but when you're looking at this you just notice that it's going up and down without any change of speed we need to simulate the field that this thing has weight in gravity all right so what I'm gonna do is I'm gonna introduce something called easing for this example I'm gonna be using classic ease and what I do is I select the first keyframe and then I drag this up to 100 or you can just type it now what this does is this makes the this first keyframe slow down as it gets the highest point now if we go to the midpoint and then we just drag it the reverse or type minus 100 what I'm going to get is something that looks I'd say more correct okay interesting right so now our ball is moving like it has a bit of gravity to it like that's been away all right now to explain a point looking at this I've now added a duplicate of that ball bouncing but I I have removed the easing from ball on the right so keeping that in mind which ball is hitting the ground first if you picked any of them wrong the answer is they're both hitting the ground first this is the difference between spacing in animation alright so to make my example more apparent I have gotten rid of some frames made it quicker and turn on something called the onion skin which is this thing right here and you can change how much it shows by grabbing this this just shows you Prevost some previous frames very useful huh there's also a outline you don't actually just use the outline version of it if you look at it this is what I'm talking about when I say spacing now spacing is essentially we have the same amount of frames but depending on where we put those drawings it will create the illusions of slow and slow outs or slowing down eating up the more frames they have obviously the slower it's gonna be the less frames the faster that's why we're seeing this going so quick but if we look at the spacing you can see that the movement is still saying that holds true and that's because it's been spaced out to give the right illusion see this one on the right is a constant rate II but the one on the left it's getting faster so further apart and then steadily it gets closer and closer together which makes it look like it's slowing down until it gets to this point still slow starts to speed up starts to speed up starts it hits the ground while so we look at the one on the right like I said constant rate and that's all there is to it now this is a very simple animation fundamental I'm sure I'll go into it a little bit more later but just understand that this is how you get things looking a lot nicer for my next example what I'm gonna be showing you is how you can actually change where a motion tween rotates from and this can actually be quite useful because if you know how to do this you could technically build up a character where the limbs are all connected at different points very simple simple form of animation but you know what I'm gonna show you guys how to do it because it's very important to know though once again we're going to hit f8 we're gonna make this not a movie clip rather a graphic and I'm gonna call this the deer now I'm going to right click on it and then go create classic tween and then I'm gonna right click on here and I'm going to go free transform what I really want to do is put this and of here now if you're finding that it's jolting around too much this might be on which is the snap tool which makes it a little bit more likely to pull to the edges of the symbol so now you'll notice that rotates on this point when you see a lot of those like really basic flash animations that use a lot of motion tweens they'll have their limbs all broken up into different parts on separate layers like you know like body parts so you can have like limbs like it rotate here and one with it rotates here but that's essentially how you do having things rotating from a certain point there are problems with this so for instance if I I'm they might have fixed this but let me try this if I move this pivot point and one of the other frames you're gonna notice that it glitches out so try not to change the pivot point halfway through an animation are you gonna get problems like this oh yeah just keep the pivot point where it should be try not to move it around additionally a really big no-no which I should have mentioned earlier my bad is don't think you can put motion tweens on the same layer and it seems pretty straightforward and kind of obvious to me but I just thought back to when I was teaching kids and how often they do this also another example of something that could go wrong is let's say I just had two graphics on the same layer and I was like okay these are gonna be separate motion tweens and then I right click and create classic tween these suddenly become one shape smart about your layers real simple okay keep that in mind now at this point you should have a pretty good understanding of how to use motion tweens in their most basic form now I just wanna give a quick example of how you could probably expand it like I said before you can use this method to kind of like combine limbs together and stuff like for instance let's do a good example right now I'm gonna keep this really simple let's say we have our arm and on another layer or arm and then other layer or hand a very well drawn but it will have to do so just a quick thing just so you know what I'm doing here I'm setting the brush to paint behind down here and that just lets me go to the layer where I am wearing that particular limb and then I can actually like close off that section color-wise and then if I want to pick a some kind of skin color let's say I can go to Windows and then I can open up color so here's the color so you can just get rid of these red lines like that I'm not gonna name each symbol we're just gonna right click on all of them and go create classic tween yeah okay turn to symbols what I'm gonna do is I'm gonna hit Q and then go to the hand when I move the pivot point down to where the wrist would be this one down to where the elbow would be and then this one to where the shoulder would be then I can do this it's not gonna look great actually this is probably the bad example but it's really quick so let's do this add some extra keyframes then like this look at that so now obviously this is a very simple way of doing animation I'm not recommending it but it's an alternative you want to keep things really quick and simple you can even have a really expansive symbol library where for instance like I can actually be like okay so I'm going to add another frame here eat these frames so insert frame then you know you can swap out the hand and have like a different hand symbol come in there you go a really simple arm and flash nothing that impressive we're gonna move forward hopefully now away from motion tweens into the good stuff the meat and potatoes of making the cartoons I guess okay so we find herself in a new canvas what should we start with I say let's keep it really simple let's draw a background sure and you know what just for the sake of things I'm gonna draw awfully draw pretty little sky animate has to process strokes all right and like that we've got our background something beautiful I think it might be the best thing I've ever drawn pretty good and we're gonna double click on the layer I'm gonna call it BG well you know actually let's be good and let's turn it into a symbol I'm gonna call this background probably notice that this little black square here this isn't is not actually there it's just telling you where the canvas is so if we were to do this and motion tween background moves it's magical water what a wizard I am but we're gonna build a happy little guy all right all right we're gonna do some frame by frame animation now okay so we're gonna make a new layer alright and it's gonna call it guy okay so guy is gonna be on top of the background okay so we have our guy okay so we're gonna turn him into a symbol so let's this is why you lock the background you hit this thing right here is there's a this lock it that boom the background is locked I can't click it anymore I can only click the guy okay I'm gonna select the layer of the guy I'm gonna hit f8 and then I'm gonna do this thing I go guy on call him guy alright he's called guy now alright so as you remember we click on guy he's got his own timeline now this is a separate timeline I can't click on the background the background is not even there on the layers so first of all let's give guy a color what I want to do next is I want to make sure that guy has lots of frames so we're gonna add some more frames the guy I'm gonna hold each drawing for 3 frames this is just referred to as animating in ones twos threes fours and so on and so forth basically means however long you hold each drawing for the longer you hold it the choppy or the animation the more limited it looks but sometimes we have strong drawings you can get by with doing very limited animation first before we draw the next frame we want to be absolutely sure that we turn on the onion skin now if you can't see anything it's probably because it's condensed like this and you just want to bring it out and yeah there you go oh and see guy in his previous frame okay so now we have two frames of guy there we go and we're gonna give him color you can also use the angle bracket keys the ones next to question mark the ones that are comma and full stop you can use them to kind of move through frames if you want I'd normally do that okay so now guy has really bad walking cycle we can see that it is not playing because there are no frames in the route main timeline what I'm gonna do just went down the timeline it went insert frames but we can see that he's now moving now we're gonna do what we did before and have the background move while our protagonist moves along with it so here we go let's give him a motion tween - so classic all right there we go now if we want to export our animation we just one we have to save it which I really should have taught you earlier it's ctrl s and then when you want to export it it's just ctrl + Enter there we go look at him go guys what a lad what a gentleman we're probably noticing that there's not much in terms of audio going on what can we do to fix that alright so I've just opened up audacity it's a really it's like a free audio recording software just whatever it's it's easy and everyone can get it so we're gonna make some noises for this guy to say as he runs along I guess [Music] are you good pretty good so I think it's good all right so now I've exported the audio we need to get it into flash so what you want to do you want to make a new layer above everything else I mean it doesn't matter it can be above or below I prefer to have it above and then what you want to do is go file import and I generally go import to library then a little window should pop up and then just look at and find your audio guide voice so now if I click on this frame control f3 or just open up properties I'm doing if I click on this frame I can see that I have the option to input a sound into the blank keyframe so I'm gonna do that I'm gonna select guy voice and I have to be absolutely sure that it's on stream the reason being is that if it's on stream I can do this see I can actually like listen to small sections of the audio which allows for lip-sync and timing your animation to audio also should probably know that if it's not doing that it's probably on a vent or start event audio can't be scrubbed like a stream so you just it's it's not very useful for animation so we're gonna avoid that but what we should have now is an animation masterpiece I'm impressed there you have it a very simple piece of animation and that's it I hope you guys have learned enough to take a stab at trying to build some animations in Adobe animate if you want to know some animation fundamentals I highly recommend the animator survival kit by Richard Williams that goes into the fundamentals which I will cover later on so don't forget to subscribe and hit the bell so you don't miss out as well as that I've got a new animation coming down the pipeline very soon so I hope to see you guys in the next tutorial see you then bye guys take care [Music]
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Channel: RubberNinja
Views: 619,414
Rating: undefined out of 5
Keywords: How to Animate, Adobe Animate, Beginners guide, RubberNinja, Ross O'Donovan
Id: 49yK2AfG8kc
Channel Id: undefined
Length: 34min 55sec (2095 seconds)
Published: Sun Jan 12 2020
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