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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,337 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:06,272 --> 00:00:07,140 Hello everyone. 3 00:00:07,140 --> 00:00:08,041 Havtza here. 4 00:00:08,408 --> 00:00:12,512 And today we're going to continue with the production pipeline 5 00:00:12,512 --> 00:00:16,716 and move from the rough animation to the actual clean animation 6 00:00:16,716 --> 00:00:18,385 and coloring stages. 7 00:00:20,487 --> 00:00:21,955 After these stages, 8 00:00:21,955 --> 00:00:25,358 you can complete most simple or abstract animation 9 00:00:25,358 --> 00:00:27,394 which don't require compositing. 10 00:00:27,727 --> 00:00:30,964 So with this lesson, we're just before the ending. 11 00:00:32,432 --> 00:00:35,502 Now, the thing about clean-up and coloring, though, 12 00:00:35,502 --> 00:00:40,173 is that although the theory behind these stages is very simple, 13 00:00:40,173 --> 00:00:42,142 the actual work that they require 14 00:00:42,142 --> 00:00:43,943 is some of the most time consuming 15 00:00:43,943 --> 00:00:47,080 and repetitive parts of the animation pipeline, 16 00:00:47,080 --> 00:00:49,983 especially when we're using the softwares 17 00:00:49,983 --> 00:00:52,652 of FlipaClip or Procreate 18 00:00:52,652 --> 00:00:55,321 that are relevant to some other softwares. 19 00:00:55,989 --> 00:00:59,159 But before you get jealous of automatic features, 20 00:00:59,159 --> 00:01:00,827 you know that they require 21 00:01:00,827 --> 00:01:04,230 some very specific animation and clean-up styles, 22 00:01:04,230 --> 00:01:06,533 otherwise they can't work, 23 00:01:06,533 --> 00:01:09,769 which greatly limits the type of production 24 00:01:09,769 --> 00:01:12,605 and products that you're going to make. 25 00:01:13,807 --> 00:01:19,379 So if you want to be completely free with your style and artistic choices, 26 00:01:19,379 --> 00:01:22,382 using the methods that I'm going to teach you is applicable 27 00:01:22,382 --> 00:01:24,217 to any type of software. 28 00:01:25,251 --> 00:01:25,852 Again, 29 00:01:25,852 --> 00:01:30,990 these work stages are very repetitive and time consuming, 30 00:01:30,990 --> 00:01:32,192 and in fact, 31 00:01:32,192 --> 00:01:37,797 this part is usually given to the beginners and interns in animation studios 32 00:01:37,797 --> 00:01:39,833 because it's very technical, 33 00:01:39,833 --> 00:01:42,969 but it also gives a lot of very good fundamentals, 34 00:01:42,969 --> 00:01:46,072 while not requiring a lot of experience to start. 35 00:01:46,473 --> 00:01:47,507 Basically, 36 00:01:47,507 --> 00:01:52,712 if you want to improve your overall quality of animation in line art, 37 00:01:52,712 --> 00:01:55,115 this is the right stage to do it 38 00:01:55,115 --> 00:01:58,351 because you get to improve your line art 39 00:01:58,351 --> 00:02:02,755 and your understanding of shapes and volumes quite a lot. 40 00:02:03,790 --> 00:02:06,392 I might have scared you a little bit with this intro, 41 00:02:06,392 --> 00:02:07,627 but don't worry. 42 00:02:07,627 --> 00:02:10,396 There are many ways to do clean-up in coloring 43 00:02:10,396 --> 00:02:13,066 and in independent animation specifically, 44 00:02:13,066 --> 00:02:16,202 the high degree of creative freedom lets you take shortcuts 45 00:02:16,202 --> 00:02:18,404 and interesting approaches to the tasks, 46 00:02:18,404 --> 00:02:21,274 which makes it much quicker and much more fun. 47 00:02:22,942 --> 00:02:24,777 In this lesson, I'll be teaching you 48 00:02:24,777 --> 00:02:26,913 how to make a classic clean-up, 49 00:02:26,913 --> 00:02:29,048 which is the most common type of clean-up 50 00:02:29,048 --> 00:02:34,687 that you're going to see in regular TV shows and movie productions, 51 00:02:34,687 --> 00:02:37,157 as well as some other approaches and technique 52 00:02:37,157 --> 00:02:40,860 which give you several different types of clean-up styles, 53 00:02:40,860 --> 00:02:44,063 as well as talk about the overall purpose of clean-up 54 00:02:44,063 --> 00:02:47,800 and how to ready your production for coloring and compositing 55 00:02:47,800 --> 00:02:49,769 as an independent animator. 56 00:02:52,172 --> 00:02:55,575 Up until now, we've used somewhat standard techniques 57 00:02:55,575 --> 00:02:59,379 which are very common in every studio and commercial setting, 58 00:02:59,379 --> 00:03:04,050 as well as employed by most independent animators with standard software. 59 00:03:04,317 --> 00:03:05,518 From this point on, 60 00:03:05,518 --> 00:03:10,723 I will be discussing my specialized techniques that I use to create fast productions 61 00:03:10,723 --> 00:03:15,028 while using unconventional software like Procreate and FlipaClip 62 00:03:15,028 --> 00:03:18,198 and how to create the complete product on the iPad. 63 00:03:19,599 --> 00:03:22,035 First, let's talk about clean-up. 64 00:03:23,937 --> 00:03:26,539 The clean-up is the final line art stage 65 00:03:26,539 --> 00:03:32,712 that requires tidying up the sketchy line of rough animation into one thin line, 66 00:03:32,712 --> 00:03:34,614 which can convey clear volumes 67 00:03:34,614 --> 00:03:37,483 while keeping the character on model 68 00:03:37,483 --> 00:03:41,955 and enclosing each part of the line art to make the coloring stage easier. 69 00:03:53,366 --> 00:03:57,604 The clean-up process is extremely important in any production 70 00:03:57,604 --> 00:04:01,007 because it allows for the coloring and compositing teams 71 00:04:01,007 --> 00:04:04,010 to later work on the final version effectively 72 00:04:04,010 --> 00:04:06,579 and create the complete product quickly. 73 00:04:11,317 --> 00:04:14,020 Depending on the industry of the production, 74 00:04:14,020 --> 00:04:16,623 the clean-up will be done either on paper 75 00:04:16,623 --> 00:04:19,826 and later be scanned into the computer, 76 00:04:19,826 --> 00:04:22,595 which is very common in anime production. 77 00:04:24,464 --> 00:04:27,800 Or it will be done directly in the coloring software, 78 00:04:27,800 --> 00:04:31,671 which will automatically color any enclosed space using AI 79 00:04:31,671 --> 00:04:33,873 as long as it's done correctly 80 00:04:33,873 --> 00:04:38,911 and as long as the character movement itself is pretty stationary. 81 00:04:43,816 --> 00:04:47,920 Sometimes you will find production with specialized line art, 82 00:04:47,920 --> 00:04:52,125 which uses unique brushes or line weight and thicknesses. 83 00:04:53,559 --> 00:04:54,627 In these cases, 84 00:04:54,627 --> 00:04:57,997 the coloring stage might need to be done by hand as well 85 00:04:57,997 --> 00:05:01,267 to fit with the overall textures of the characters. 86 00:05:09,108 --> 00:05:13,279 Traditionally, the clean-up has to be very clean 87 00:05:13,279 --> 00:05:17,116 with no gaps between the lines for the ease of the coloring. 88 00:05:18,851 --> 00:05:22,322 You can't even have one pixel out of place 89 00:05:22,322 --> 00:05:25,425 because it'll be very noticeable and will make it 90 00:05:25,425 --> 00:05:28,995 so that the coloring software will not be able to color 91 00:05:28,995 --> 00:05:31,064 the specific area that you want 92 00:05:31,064 --> 00:05:34,567 and we'll just go over the lines and fill the entire screen. 93 00:05:44,310 --> 00:05:45,311 But I find 94 00:05:45,311 --> 00:05:47,747 that having different styles of line art 95 00:05:47,747 --> 00:05:50,616 will give different impressions to your animation, 96 00:05:50,616 --> 00:05:54,921 and can vastly affect the time that it takes to complete the entire production. 97 00:05:56,856 --> 00:05:58,391 For example, 98 00:05:58,391 --> 00:06:00,760 part of the reason why I can produce 99 00:06:00,760 --> 00:06:03,663 so many animation in such a short time 100 00:06:03,663 --> 00:06:07,233 is that I often use the animation without any clean-up. 101 00:06:07,467 --> 00:06:11,704 I will just add coloring directly to the rough animation stage. 102 00:06:13,906 --> 00:06:17,543 The sketchy lines give livelier impression to the animation 103 00:06:17,543 --> 00:06:19,212 and makes them look more unique. 104 00:06:19,545 --> 00:06:22,915 And similarly, you might see lineless animation 105 00:06:22,915 --> 00:06:27,086 or added details to the animation without any lines to them, 106 00:06:27,086 --> 00:06:30,923 in which case you have to block each part of your character design 107 00:06:30,923 --> 00:06:32,892 with the correct color line art. 108 00:06:34,560 --> 00:06:38,898 This version of line art actually takes extra time to complete 109 00:06:38,898 --> 00:06:41,634 because we need to switch each color 110 00:06:41,634 --> 00:06:45,071 and be very precise with the connections between them. 111 00:06:45,371 --> 00:06:46,305 Because again, 112 00:06:46,305 --> 00:06:49,842 if one pixel is out of place, it's going to be very noticeable. 113 00:06:58,518 --> 00:07:00,620 Once a color is blocked in, 114 00:07:00,620 --> 00:07:04,490 FlipaClip doesn't show the difference in color in the onion skin, 115 00:07:04,490 --> 00:07:07,493 it's going to show one blocked shape. 116 00:07:09,996 --> 00:07:14,434 If you don't feel confident in your ability to keep your details consistent, 117 00:07:14,434 --> 00:07:17,603 it's better to first sketch them and then color them. 118 00:07:17,904 --> 00:07:20,206 And you can later fill in the pixel gaps 119 00:07:20,206 --> 00:07:22,642 by duplicating the entire frame. 120 00:07:29,282 --> 00:07:31,551 Basically, when you create your clean-up, 121 00:07:31,551 --> 00:07:37,089 you need to consider the entire look of your scene and animation in advance. 122 00:07:39,425 --> 00:07:41,127 And you need to make sure 123 00:07:41,127 --> 00:07:46,199 that your final line art will convey the volume of the characters 124 00:07:46,199 --> 00:07:48,568 and every detail on it correctly. 125 00:07:49,402 --> 00:07:52,038 You have to make sure to clearly express 126 00:07:52,038 --> 00:07:55,374 overlapping objects and part of the characters design 127 00:07:55,374 --> 00:07:57,577 and give definition to each one of them. 128 00:08:01,013 --> 00:08:06,352 So going back to our second character design lesson, 129 00:08:06,352 --> 00:08:09,489 you need to have clear volumes 130 00:08:09,489 --> 00:08:12,091 and use the overlapping details 131 00:08:12,091 --> 00:08:16,128 of your character's clothing, hair and expression 132 00:08:16,128 --> 00:08:20,299 to correctly convey the types of materials, their depth 133 00:08:20,299 --> 00:08:23,603 and fit them to the volume of the characters. 134 00:08:26,739 --> 00:08:27,907 We're going to do this 135 00:08:27,907 --> 00:08:31,277 by using curves and straight lines as necessary. 136 00:08:33,980 --> 00:08:35,248 You need to keep in mind 137 00:08:35,248 --> 00:08:37,817 how the curves and straight lines 138 00:08:37,817 --> 00:08:41,554 are going to be affected by the volumes of the character 139 00:08:41,554 --> 00:08:44,457 and the volumes of the materials themselves. 140 00:08:53,799 --> 00:08:56,202 Another important thing to remember, 141 00:08:56,202 --> 00:09:02,141 especially when animating hairs or furs or any other small details, 142 00:09:02,141 --> 00:09:06,045 is to make sure that you have randomization 143 00:09:06,045 --> 00:09:09,515 between the different parts of these objects. 144 00:09:11,117 --> 00:09:14,153 Having gaps or patterns which are too consistent 145 00:09:14,153 --> 00:09:16,155 will make them look unnatural. 146 00:10:03,069 --> 00:10:05,538 Even though we have many options for line art 147 00:10:05,538 --> 00:10:07,073 when it comes to clean-up, 148 00:10:07,073 --> 00:10:08,407 we still want to make sure 149 00:10:08,407 --> 00:10:12,111 that the quality of our clean-up is as best as it can be 150 00:10:12,111 --> 00:10:14,180 because in the end of the day, 151 00:10:14,180 --> 00:10:18,250 the quality of the clean-up can make or break the animation. 152 00:10:19,318 --> 00:10:23,122 Basically, if the mistakes in the line art are obvious, 153 00:10:23,122 --> 00:10:25,825 it will lower the quality of the entire animation. 154 00:10:26,459 --> 00:10:29,962 What is considered a mistake and what is intentional 155 00:10:29,962 --> 00:10:32,765 will depend on the style of your clean-up. 156 00:10:33,299 --> 00:10:35,334 If you're going for a rough art style 157 00:10:35,334 --> 00:10:38,170 like we've seen in the previous lesson, 158 00:10:38,170 --> 00:10:41,540 you might be able to get away with minimal things 159 00:10:41,540 --> 00:10:43,109 because of the rough aesthetic. 160 00:10:43,643 --> 00:10:47,813 But if you're going for a classical or lineless look, 161 00:10:47,813 --> 00:10:50,149 there are more mistakes you need to avoid making. 162 00:10:50,583 --> 00:10:53,319 And even if you are going for the rough line art, 163 00:10:53,319 --> 00:10:55,221 there are some overlapping mistakes 164 00:10:55,221 --> 00:10:57,757 that you need to keep in mind and try to avoid. 165 00:10:58,491 --> 00:11:01,527 I'll be comparing our line art from before 166 00:11:01,527 --> 00:11:03,462 and barely drawn line art 167 00:11:03,462 --> 00:11:06,332 to see what kind of mistakes you might be making 168 00:11:06,332 --> 00:11:08,167 that lower your animation quality. 169 00:11:09,101 --> 00:11:11,270 First, the line quality itself. 170 00:11:11,804 --> 00:11:15,408 As you can see on the right example, 171 00:11:15,408 --> 00:11:18,044 we have smooth line in clear art. 172 00:11:18,377 --> 00:11:22,982 I only used one stroke to make it and it looks very stable 173 00:11:22,982 --> 00:11:26,318 on the other hand, we have a squiggly line 174 00:11:26,318 --> 00:11:29,555 which makes the entire art look slightly fuzzy. 175 00:11:30,056 --> 00:11:33,159 This is especially important when using FlipaClip 176 00:11:33,159 --> 00:11:36,395 because it doesn't have built in stabilizer, 177 00:11:36,395 --> 00:11:39,799 so we need to be extra sure that you're making stable lines. 178 00:11:40,466 --> 00:11:44,336 My personal tip is to actually make the clean-up with your finger 179 00:11:44,336 --> 00:11:46,372 because you have more friction, 180 00:11:46,372 --> 00:11:49,508 which helps you combat the smooth surface of your iPad 181 00:11:49,508 --> 00:11:52,411 if you don't have the light screen cover. 182 00:11:53,446 --> 00:11:57,750 This is a mistake that can happen in both rough and classical clean-up. 183 00:11:58,484 --> 00:12:01,187 So even if you are creating rough line art, 184 00:12:01,187 --> 00:12:02,154 you need to make sure 185 00:12:02,154 --> 00:12:05,124 that the lines themselves are in good quality. 186 00:12:10,930 --> 00:12:11,464 Next, 187 00:12:11,464 --> 00:12:16,068 we have connections between different parts of your character design. 188 00:12:16,402 --> 00:12:18,404 When you're creating your clean-up, 189 00:12:18,404 --> 00:12:22,508 you need to make sure that each detail has its own volume. 190 00:12:23,109 --> 00:12:26,479 So if you know that you're having overlapping layers 191 00:12:26,479 --> 00:12:28,514 in your character design, 192 00:12:28,514 --> 00:12:29,582 you need to make sure 193 00:12:29,582 --> 00:12:32,585 that there is a clear separation between those layers. 194 00:12:33,052 --> 00:12:36,388 Don't only draw a single flat line 195 00:12:36,388 --> 00:12:40,392 for both layers and divide it with another detail. 196 00:12:41,227 --> 00:12:45,598 This is an especially common mistake when it comes to hairs and clothing 197 00:12:45,598 --> 00:12:47,700 because a lot of people tend to draw them 198 00:12:47,700 --> 00:12:49,935 directly onto the character body, 199 00:12:49,935 --> 00:12:52,338 which is incorrect in most of the time. 200 00:12:53,005 --> 00:12:56,809 You need to make sure to have at least slight separation 201 00:12:56,809 --> 00:12:59,779 between the clothing and the character itself. 202 00:13:00,112 --> 00:13:02,014 But you also need to pay attention 203 00:13:02,014 --> 00:13:03,816 that the clothing details 204 00:13:03,816 --> 00:13:06,886 don't actually destroy the character body volume. 205 00:13:07,119 --> 00:13:09,655 By this, I mean, that you need to make sure 206 00:13:09,655 --> 00:13:13,425 that your clothing don't get into your character. 207 00:13:13,926 --> 00:13:15,060 Here you can see 208 00:13:15,060 --> 00:13:20,299 that the way that the shoulder, neck and clothing connect 209 00:13:20,299 --> 00:13:25,237 makes it seem like the neck is thinner below the clothing, which is incorrect. 210 00:13:25,938 --> 00:13:26,906 This is a mistake 211 00:13:26,906 --> 00:13:30,476 that can happen in both classical and rough line art, 212 00:13:30,476 --> 00:13:32,044 so pay attention to it. 213 00:13:36,282 --> 00:13:40,653 Next, we have incorrect connections between lines. 214 00:13:41,554 --> 00:13:45,491 This is mostly for classical and lineless art, 215 00:13:45,491 --> 00:13:47,092 but basically you need to make sure 216 00:13:47,092 --> 00:13:50,663 that your lines connect in a very clean way 217 00:13:50,663 --> 00:13:54,633 and don't have a seam between two different lines. 218 00:13:55,434 --> 00:13:56,468 You need to make sure 219 00:13:56,468 --> 00:14:00,272 that they don't go below the actual connection point 220 00:14:00,272 --> 00:14:03,242 otherwise you would not close the shape 221 00:14:03,242 --> 00:14:05,377 and you would not be able to color. 222 00:14:05,644 --> 00:14:08,447 And you need to make sure that they don't go overboard 223 00:14:08,447 --> 00:14:10,983 unless you have an overlapping layer. 224 00:14:12,051 --> 00:14:13,786 In any case, you need to make sure 225 00:14:13,786 --> 00:14:16,922 that the connection point itself looks clean 226 00:14:16,922 --> 00:14:21,360 so there's no extra thickness to the line where they connect. 227 00:14:27,666 --> 00:14:30,703 Next, we have an example of the line art 228 00:14:30,703 --> 00:14:33,205 destroying the volume of the character. 229 00:14:33,639 --> 00:14:35,241 You can see here with the hair 230 00:14:35,241 --> 00:14:38,744 that the way that I cleaned up in the wrong version 231 00:14:38,744 --> 00:14:43,082 makes the hair seem like it's in a straight flat line, 232 00:14:43,082 --> 00:14:45,918 as we've seen multiple times throughout this course, 233 00:14:45,918 --> 00:14:49,488 flat lines basically make it seems like there's no volume. 234 00:14:49,755 --> 00:14:52,491 So when you're creating your clean-up 235 00:14:52,491 --> 00:14:56,262 for different parts and small details such as hair, 236 00:14:56,262 --> 00:14:59,865 you need to make sure that the overall shape of those details 237 00:14:59,865 --> 00:15:02,268 is curved and has volume to it. 238 00:15:02,968 --> 00:15:05,337 Specifically when animating hair 239 00:15:05,337 --> 00:15:08,440 or any other overlapping layers, 240 00:15:08,440 --> 00:15:09,642 you need to make sure 241 00:15:09,642 --> 00:15:13,345 that you are showing the volumes and the overlap 242 00:15:13,345 --> 00:15:15,414 between the details themselves. 243 00:15:15,981 --> 00:15:20,686 You can show this by extending and making variations 244 00:15:20,686 --> 00:15:23,856 in the connection points of the details. 245 00:15:24,189 --> 00:15:26,859 You need to make sure that they are not too uniform 246 00:15:26,859 --> 00:15:30,930 so make variation in the sizes and directions 247 00:15:30,930 --> 00:15:32,731 and you need to make sure 248 00:15:32,731 --> 00:15:36,101 that the overlapping connection points themselves 249 00:15:36,101 --> 00:15:42,341 have enough depth and they follow the curve of the overall object. 250 00:15:43,175 --> 00:15:46,812 This is important for both rough and clean line art. 251 00:15:50,616 --> 00:15:54,853 Next thing to avoid is of course gaps in your line art. 252 00:15:54,853 --> 00:15:57,890 The reason we closed the gaps every time is 253 00:15:57,890 --> 00:16:00,626 that it makes the coloring much easier. 254 00:16:01,327 --> 00:16:04,997 If you have even a single pixel gap, 255 00:16:04,997 --> 00:16:08,701 the coloring software might not be able to color it correctly. 256 00:16:09,201 --> 00:16:13,472 And you will have to search for the gap and close it later on. 257 00:16:14,373 --> 00:16:18,377 This is easily identifiable in the clean line art 258 00:16:18,377 --> 00:16:21,080 because you're not going to see gaps, 259 00:16:21,080 --> 00:16:25,217 but in rough line art, you're going to have many gaps 260 00:16:25,217 --> 00:16:28,520 and you will have to manually search them and close them 261 00:16:28,520 --> 00:16:30,389 when it comes to the coloring stage. 262 00:16:34,526 --> 00:16:38,864 Next, we have mistakes in line thickness variations. 263 00:16:39,665 --> 00:16:41,166 Here we have a line 264 00:16:41,166 --> 00:16:43,902 which does not have inherent ways to it, 265 00:16:43,902 --> 00:16:46,105 we are not using a pressure brush. 266 00:16:46,405 --> 00:16:48,874 But if you are using a pressure brush, 267 00:16:48,874 --> 00:16:52,044 you need to be extra careful to keep the pressure consistent 268 00:16:52,044 --> 00:16:54,013 at the right points. 269 00:16:54,480 --> 00:16:55,848 If you're going to have 270 00:16:55,848 --> 00:16:59,785 different pressure points and line thickness in different frames 271 00:16:59,785 --> 00:17:01,553 it's going to be very obvious 272 00:17:01,553 --> 00:17:04,456 and make your entire animation seem inconsistent. 273 00:17:05,524 --> 00:17:07,526 If you're not using a pressure brush 274 00:17:07,526 --> 00:17:11,930 and only making line thickness by using color blocking, 275 00:17:11,930 --> 00:17:12,831 you need to make sure 276 00:17:12,831 --> 00:17:16,502 that you create the right shape every time 277 00:17:16,502 --> 00:17:20,305 and that the shapes themselves are consistent in the line thickness. 278 00:17:25,744 --> 00:17:26,512 Lastly, 279 00:17:26,512 --> 00:17:29,048 we have the common mistakes of 280 00:17:29,048 --> 00:17:32,284 forgetting or altering different details. 281 00:17:32,985 --> 00:17:35,287 Here you can see that in the wrong line art, 282 00:17:35,287 --> 00:17:38,791 I actually didn't draw part of the hair, 283 00:17:38,791 --> 00:17:41,326 which is important to the animation. 284 00:17:41,794 --> 00:17:44,997 And that I've changed the shape of the clothing. 285 00:17:45,831 --> 00:17:49,902 This is a mistake in the character model and in the animation, 286 00:17:49,902 --> 00:17:53,238 and it can happen in both the rough and clean line art. 287 00:17:53,605 --> 00:17:57,042 When you look at production materials of studios, 288 00:17:57,042 --> 00:17:58,644 you might see that a lot of them 289 00:17:58,644 --> 00:18:03,649 have shading and details in different colors at this clean-up stage. 290 00:18:04,483 --> 00:18:07,453 Each studio has their own set of colors 291 00:18:07,453 --> 00:18:10,856 which represent different type of details, 292 00:18:10,856 --> 00:18:13,725 such as using green for fully black areas, 293 00:18:13,725 --> 00:18:18,497 blues for shadows, and red or yellow for highlights. 294 00:18:19,331 --> 00:18:21,333 This is done as a way to make sure 295 00:18:21,333 --> 00:18:22,835 that the lighting on the character 296 00:18:22,835 --> 00:18:26,605 is consistent and understandable to the compositing team. 297 00:18:27,773 --> 00:18:30,776 Because when using standard animation software 298 00:18:30,776 --> 00:18:33,612 there is a standard effort to the pipeline. 299 00:18:34,813 --> 00:18:36,248 In these productions, 300 00:18:36,248 --> 00:18:39,017 the character will always be colored and shaded 301 00:18:39,017 --> 00:18:42,387 using the key color palette specified in the character sheet. 302 00:18:46,258 --> 00:18:47,326 And later on, 303 00:18:47,326 --> 00:18:51,330 they will have their color and lighting altered digitally 304 00:18:51,330 --> 00:18:54,833 to fit the scene and environment by the compositing team. 305 00:18:56,835 --> 00:19:00,038 This is done to keep the uniformity of the productions. 306 00:19:00,405 --> 00:19:02,107 As in most big productions, 307 00:19:02,107 --> 00:19:04,109 you will tend to have different teams 308 00:19:04,109 --> 00:19:06,712 in different locations working on your project. 309 00:19:08,247 --> 00:19:12,584 But because we are not going to be using standard software on the iPad 310 00:19:12,584 --> 00:19:14,119 and since we don't need to worry 311 00:19:14,119 --> 00:19:18,857 about the inconsistency between the artists in independent production, 312 00:19:18,857 --> 00:19:21,193 we won't to do it with the same process. 313 00:19:22,094 --> 00:19:25,164 My process aims to be as effective as possible 314 00:19:25,164 --> 00:19:28,901 for the capacity of a single animator with this set up. 315 00:19:30,969 --> 00:19:34,273 Because we don't have a compositing software 316 00:19:34,273 --> 00:19:37,709 when we're creating special lighting conditions, 317 00:19:37,709 --> 00:19:40,746 we need to composite each frame individually. 318 00:19:42,614 --> 00:19:45,450 So the idea when working with the iPad 319 00:19:45,450 --> 00:19:48,987 is to have as little compositing layers as possible. 320 00:19:50,189 --> 00:19:52,257 To speed up the independent production, 321 00:19:52,257 --> 00:19:56,495 it's better to know which colors and what lighting situation and effects 322 00:19:56,495 --> 00:19:59,798 you're going to be using in your shots in advance. 323 00:20:00,766 --> 00:20:05,437 Especially since each scene will have different backgrounds and lighting 324 00:20:05,437 --> 00:20:09,174 and will have to be composited frame by frame by hand. 325 00:20:11,210 --> 00:20:14,846 Independent animation focuses on very short production 326 00:20:14,846 --> 00:20:19,384 and is targeted for private clients as opposed to big studios. 327 00:20:19,851 --> 00:20:22,354 But you still want to have clear understanding 328 00:20:22,354 --> 00:20:25,891 for yourself and your client on the final look of the product. 329 00:20:26,825 --> 00:20:28,126 For this purpose, 330 00:20:28,126 --> 00:20:33,198 I always create something that I call a reference frame or a test frame. 331 00:20:34,233 --> 00:20:35,901 You might have seen something similar 332 00:20:35,901 --> 00:20:38,804 been called color script in big productions 333 00:20:39,104 --> 00:20:40,405 where you have to make sure 334 00:20:40,405 --> 00:20:44,343 that every artist understand the look which is being aimed for. 335 00:20:45,110 --> 00:20:49,414 But the reference frames that I use is somewhat more technical 336 00:20:49,414 --> 00:20:50,916 because we will be using it 337 00:20:50,916 --> 00:20:54,853 both as a reference guide for ourselves and our clients 338 00:20:54,853 --> 00:20:57,956 and as actual assets bank to take from. 339 00:21:19,578 --> 00:21:20,746 As we've seen, 340 00:21:20,746 --> 00:21:22,281 to create a reference frame, 341 00:21:22,281 --> 00:21:24,316 you first need to have two things. 342 00:21:25,183 --> 00:21:27,552 One is the background for the scene 343 00:21:27,552 --> 00:21:31,323 and the base color of the character from your character sheet. 344 00:21:33,792 --> 00:21:37,829 As we've seen in the character design and background lessons, 345 00:21:37,829 --> 00:21:41,533 color is relative depending on the environment. 346 00:21:42,134 --> 00:21:46,605 But because we're working with compositing layers, 347 00:21:46,605 --> 00:21:49,641 we just need to have the base color of the character 348 00:21:49,641 --> 00:21:54,846 and then change it to fit according to the lighting 349 00:21:54,846 --> 00:21:56,782 using these compositing layers. 350 00:21:57,082 --> 00:22:01,219 So you don't need to concern yourself with color theory 351 00:22:01,219 --> 00:22:05,257 or manually matching the shades that we want to the values 352 00:22:05,257 --> 00:22:07,192 like we did in the background video. 353 00:22:08,427 --> 00:22:11,096 It's still important to have the actual backgrounds 354 00:22:11,096 --> 00:22:13,498 that you're going to use for the final shot. 355 00:23:55,434 --> 00:23:59,237 Now that we have the new base color for the lighting situations. 356 00:23:59,871 --> 00:24:03,175 The second thing you must have is your character 357 00:24:03,175 --> 00:24:06,244 with the right pose and composition for the scene. 358 00:24:06,978 --> 00:24:09,114 It can either be after clean-up 359 00:24:09,114 --> 00:24:12,284 if you know what clean-up style you're aiming for 360 00:24:12,284 --> 00:24:14,986 or it can be in the rough stage animation. 361 00:24:26,498 --> 00:24:29,768 Since each lighting situation is unique and might change 362 00:24:29,768 --> 00:24:32,304 depending on your character location, 363 00:24:32,304 --> 00:24:35,173 you need to make sure that you understand that in advance. 364 00:24:36,141 --> 00:24:40,011 Once you have your base palette color in separate layers, 365 00:24:40,011 --> 00:24:42,214 you add your lighting layers on top. 366 00:24:43,248 --> 00:24:47,018 I usually start with the base colors, 367 00:24:47,018 --> 00:24:53,024 then add a compositing layer of either the multiply or overlay 368 00:24:53,024 --> 00:24:57,863 depending if I want to lighting or darkening the base color of the character. 369 00:25:08,640 --> 00:25:12,210 The multiply and overlay layer modes are the most useful 370 00:25:12,210 --> 00:25:14,112 when changing the base color 371 00:25:14,112 --> 00:25:16,748 because they keep the general balance of value 372 00:25:16,748 --> 00:25:18,850 between your base color uniform. 373 00:25:19,451 --> 00:25:23,188 So you wouldn't suddenly create saturations 374 00:25:23,188 --> 00:25:26,758 where some colors are being highlighted and brightened 375 00:25:26,758 --> 00:25:28,727 while others will be darkened. 376 00:25:30,929 --> 00:25:33,899 These layer types are also very transparent. 377 00:25:34,099 --> 00:25:36,001 So you don't need to be concerned 378 00:25:36,001 --> 00:25:39,671 about the saturations and obstructions of detail. 379 00:25:52,083 --> 00:25:56,087 Now that we have the new base color for the lighting situations, 380 00:25:56,087 --> 00:25:57,255 we want to understand 381 00:25:57,255 --> 00:26:00,258 how the lighting source is going to affect the character. 382 00:26:00,992 --> 00:26:02,027 For this purpose, 383 00:26:02,027 --> 00:26:04,462 we can either have a bright environment 384 00:26:04,462 --> 00:26:07,065 which cast shadows on the character, 385 00:26:07,065 --> 00:26:09,901 or a dark environment with a focused light source 386 00:26:09,901 --> 00:26:13,104 which will give highlights or key lights to your character. 387 00:26:14,105 --> 00:26:17,542 In both cases I prefer using the overlay layer 388 00:26:17,542 --> 00:26:19,945 because unlike the multiply layer, 389 00:26:19,945 --> 00:26:25,283 you can make both brighter and darker colors 390 00:26:25,283 --> 00:26:28,053 which can save us compositing layers later on. 391 00:26:28,219 --> 00:26:32,824 But because you can have both bright and dark colors, 392 00:26:32,824 --> 00:26:37,228 your color range and shading range are going to be halved. 393 00:26:37,629 --> 00:26:40,999 Also, you need to remember that any colors 394 00:26:40,999 --> 00:26:45,470 that have value close to 50% 395 00:26:45,470 --> 00:26:48,073 are barely going to affect your base colors 396 00:26:48,073 --> 00:26:51,509 so they aren't very effective for the lighting. 397 00:26:52,377 --> 00:26:55,780 Also, the overlay layer has a tendency 398 00:26:55,780 --> 00:26:58,817 to really saturate the colors of the base. 399 00:26:59,217 --> 00:27:03,221 So if you have a saturated color in the overlay as well, 400 00:27:03,221 --> 00:27:04,556 it's really going to show 401 00:27:04,556 --> 00:27:07,359 and maybe even clash with the base color. 402 00:27:08,460 --> 00:27:09,928 So you need to be careful 403 00:27:09,928 --> 00:27:12,998 with which colors you choose for the lighting 404 00:27:12,998 --> 00:27:16,334 and which layer blending mode you're going to use it with. 405 00:27:16,835 --> 00:27:20,538 The brightness aspect is fairly obvious 406 00:27:20,538 --> 00:27:25,276 depending on if you choose a brightening or darkening layer 407 00:27:25,276 --> 00:27:28,079 and a bright or dark color, 408 00:27:28,079 --> 00:27:31,783 you're going to affect the brightness of the bottom color. 409 00:27:32,317 --> 00:27:35,086 It can be brightened and it can be darkened. 410 00:27:35,754 --> 00:27:40,992 But once it comes to hue and saturation, things become more interesting 411 00:27:40,992 --> 00:27:43,294 because you can choose a saturated color 412 00:27:43,294 --> 00:27:44,763 for your blending mode. 413 00:27:45,430 --> 00:27:48,533 The saturation, again, is fairly obvious. 414 00:27:48,867 --> 00:27:52,904 The more saturated your blending mode color is going to be 415 00:27:52,904 --> 00:27:56,641 the more saturated the effect is going to have 416 00:27:56,641 --> 00:28:00,712 in the shading or brightening of your bottom color. 417 00:28:01,946 --> 00:28:05,950 If I have a very saturated color in my blending mode, 418 00:28:05,950 --> 00:28:09,854 the actual lighting is going to be tinted with that color. 419 00:28:10,522 --> 00:28:14,426 And the more saturated it is, the more color is going to be added. 420 00:28:16,161 --> 00:28:20,165 The interesting thing starts once you actually consider 421 00:28:20,165 --> 00:28:23,635 how the blending of the color is going to affect the hue. 422 00:28:25,003 --> 00:28:26,871 As we've talked about before, 423 00:28:26,871 --> 00:28:30,742 each color has a warm and cold version. 424 00:28:32,744 --> 00:28:36,815 And mixing them or contrasting them against each other 425 00:28:36,815 --> 00:28:39,084 is going to give a different result. 426 00:28:41,352 --> 00:28:43,288 The most interesting thing 427 00:28:43,288 --> 00:28:48,026 is that colors that are opposite on the color wheel 428 00:28:48,026 --> 00:28:51,229 or come closer to the opposites 429 00:28:51,229 --> 00:28:53,732 are going to actually cancel each other 430 00:28:53,732 --> 00:28:55,633 when it comes to the blending modes. 431 00:28:56,034 --> 00:28:57,535 So for example, 432 00:28:57,535 --> 00:29:02,340 if you have a base color which is the red 433 00:29:02,340 --> 00:29:06,611 and you're going to use a torquoise lighting on it, 434 00:29:06,611 --> 00:29:10,515 the lighting itself is going to be very desaturated 435 00:29:10,515 --> 00:29:14,886 even if both colors are very saturated originally 436 00:29:14,886 --> 00:29:19,023 because of the way that each colors cancel each other. 437 00:29:20,492 --> 00:29:22,026 On the other hand, 438 00:29:22,026 --> 00:29:26,865 you can have both colors which are fairly desaturated, 439 00:29:26,865 --> 00:29:31,636 but because they share the same warm or cold root, 440 00:29:31,636 --> 00:29:36,007 when you combine them, you're going to have very saturated lighting. 441 00:29:37,375 --> 00:29:39,778 The reason that it's important to understand 442 00:29:39,778 --> 00:29:45,150 that every base color has a warm and cold version 443 00:29:45,150 --> 00:29:48,319 is because they're opposites on the color wheel 444 00:29:48,319 --> 00:29:51,990 are not part of the three base colors, 445 00:29:51,990 --> 00:29:58,963 and especially since we are not using the red, yellow, blue color wheel 446 00:29:58,963 --> 00:30:02,634 but the red, blue, green color wheel, 447 00:30:02,634 --> 00:30:06,337 the opposing colors are going to be slightly different 448 00:30:06,337 --> 00:30:07,639 than what you expect. 449 00:30:08,973 --> 00:30:11,976 The opposite of red is turquoise. 450 00:30:12,343 --> 00:30:14,979 The opposite of blue is yellow 451 00:30:14,979 --> 00:30:19,083 and the opposite of green is magenta or purple. 452 00:30:20,151 --> 00:30:26,257 And the closer your color variation comes to each one of these colors, 453 00:30:26,257 --> 00:30:30,461 the higher the probability of you desaturating your lighting 454 00:30:30,461 --> 00:30:33,531 by accidentally mixing opposing colors. 455 00:30:34,532 --> 00:30:38,403 So keep in mind the actual blending of the colors 456 00:30:38,403 --> 00:30:41,072 when choosing the colors that you want to use 457 00:30:41,072 --> 00:30:43,208 for your shading and lighting. 458 00:30:44,609 --> 00:30:49,047 In general, shading tends to work well with colder colors 459 00:30:49,047 --> 00:30:52,784 and lighting tends to work well with warmer colors 460 00:30:52,784 --> 00:30:54,519 since the layer blending modes 461 00:30:54,519 --> 00:30:58,690 are very good at keeping the saturation and brightness values 462 00:30:58,690 --> 00:31:01,626 when used with these combinations. 463 00:31:02,827 --> 00:31:05,730 If you're using colors from the same family, 464 00:31:05,730 --> 00:31:08,733 so for example two blues or two reds, 465 00:31:08,733 --> 00:31:12,871 you might not have as much contrast as you would want. 466 00:31:13,338 --> 00:31:18,977 So it's actually better to use different elements in different color branches 467 00:31:18,977 --> 00:31:20,778 to create more contrast. 468 00:31:21,012 --> 00:31:23,982 You just need to work side by side 469 00:31:23,982 --> 00:31:27,819 instead of one top of the other, 470 00:31:27,819 --> 00:31:30,154 the maximum saturation and contrast. 471 00:31:30,688 --> 00:31:32,657 After you have your base color 472 00:31:32,657 --> 00:31:36,327 and concentrated lighting with your character, 473 00:31:36,327 --> 00:31:39,731 you want to really make it seem like it's part of the environment. 474 00:31:40,932 --> 00:31:41,733 To do this, 475 00:31:41,733 --> 00:31:44,702 we're just going to add some general lighting effects. 476 00:31:46,471 --> 00:31:50,975 I often use another overlay layer with an air blush effect 477 00:31:50,975 --> 00:31:54,078 to add gradients to the character and background 478 00:31:54,078 --> 00:31:55,713 because with an overlay layer, 479 00:31:55,713 --> 00:31:58,983 I can have both darker and lighter areas. 480 00:32:02,186 --> 00:32:05,023 You can either use a clipping mask to make sure 481 00:32:05,023 --> 00:32:08,393 that the gradient is only affecting the character 482 00:32:08,393 --> 00:32:12,397 or you can add a layer which affects the entire background as well. 483 00:32:13,564 --> 00:32:15,500 For glow and ambient lighting, 484 00:32:15,500 --> 00:32:17,702 you can also use the add layer 485 00:32:17,702 --> 00:32:20,204 or any combination of other layer modes 486 00:32:20,204 --> 00:32:22,740 which look good in the final product. 487 00:32:23,875 --> 00:32:25,476 Make sure that your effects 488 00:32:25,476 --> 00:32:29,647 are either universal or can be easily replicated multiple times 489 00:32:29,647 --> 00:32:32,450 so that they apply for each frame. 490 00:32:33,217 --> 00:32:34,585 By this, I mean that 491 00:32:34,585 --> 00:32:38,923 if you know you're going to add them to your character 492 00:32:38,923 --> 00:32:44,529 instead of just adding it on top of the character using selection, 493 00:32:44,529 --> 00:32:48,466 try and replicate the layer as a base asset 494 00:32:48,466 --> 00:32:52,770 and then adjusted to the needs of each individual frame. 495 00:32:53,237 --> 00:32:56,207 Just so you know that you have a constant base 496 00:32:56,207 --> 00:32:58,042 to make adjustments for. 497 00:32:59,077 --> 00:33:02,046 We want to make sure that we have the right assets 498 00:33:02,046 --> 00:33:05,516 when actually compositing multiple numbers of frames. 499 00:33:08,419 --> 00:33:13,024 If you feel like the lighting situation changes within the same shot, 500 00:33:13,024 --> 00:33:14,292 for example, 501 00:33:14,292 --> 00:33:18,596 if a light source suddenly appears or turns off, 502 00:33:18,596 --> 00:33:22,700 create two versions of the reference frame 503 00:33:22,700 --> 00:33:25,737 to make sure that you don't have unexpected surprises 504 00:33:25,737 --> 00:33:28,573 when compositing your entire animation later on. 505 00:33:33,878 --> 00:33:36,247 But you can also fill in the gaps 506 00:33:36,247 --> 00:33:39,350 between the coloring and the line art 507 00:33:39,350 --> 00:33:44,589 simply by duplicating the actual coloring on frame. 508 00:33:45,089 --> 00:33:48,393 Because FlipaClip, copying and pasting feature, 509 00:33:48,393 --> 00:33:52,296 actually makes it so that pixels are duplicated, 510 00:33:52,296 --> 00:33:56,434 which give them more definition if they're half transparent. 511 00:33:57,835 --> 00:34:02,106 In general, it's better to choose a coloring intensity 512 00:34:02,106 --> 00:34:06,444 as high as you can make it without it coloring outside your lines. 513 00:34:09,547 --> 00:34:11,649 If you're looking for a lineless look, 514 00:34:11,649 --> 00:34:14,619 your clean-up itself has to be in the same color 515 00:34:14,619 --> 00:34:17,055 as the base color for each parts. 516 00:34:17,488 --> 00:34:22,894 You can also have a combination of base outline and lineless details. 517 00:34:23,628 --> 00:34:24,629 For this technique, 518 00:34:24,629 --> 00:34:27,298 I tend to take advantage of the pressure pen 519 00:34:27,298 --> 00:34:29,967 which is built in FlipaClip feature. 520 00:34:30,668 --> 00:34:33,271 By controlling the pressure pen correctly, 521 00:34:33,271 --> 00:34:35,473 you can replicate the same detail quickly 522 00:34:35,473 --> 00:34:39,477 and achieve the details faster than you would by having to fill them in 523 00:34:39,477 --> 00:34:41,813 with buckets and uniform lines. 524 00:34:50,054 --> 00:34:52,390 You just duplicate your line art layer 525 00:34:52,390 --> 00:34:55,893 and use this as another straightforward exercise 526 00:34:55,893 --> 00:34:57,728 which is easy to follow along. 527 00:34:58,763 --> 00:35:01,432 Basically, just follow along the video 528 00:35:01,432 --> 00:35:05,970 and create your own test frames and clean-up of the animation. 529 00:35:06,771 --> 00:35:08,406 You can choose either style 530 00:35:08,406 --> 00:35:13,911 but I recommend using the classical clean-up quality line as a start. 531 00:35:14,445 --> 00:35:17,448 This will give you the best line quality 532 00:35:17,448 --> 00:35:20,651 and the best understanding of volumes 533 00:35:20,651 --> 00:35:23,221 and it will also allow you to understand 534 00:35:23,221 --> 00:35:27,792 if you're making a mistake in character design or volume very easily, 535 00:35:27,792 --> 00:35:31,963 because you would be able to see the jittering effects very clearly 536 00:35:31,963 --> 00:35:33,731 if you made something wrong. 537 00:35:43,407 --> 00:35:44,842 In conclusion, 538 00:35:44,842 --> 00:35:46,711 the clean-up and coloring phases 539 00:35:46,711 --> 00:35:50,615 have to be adjusted in independent iPad production 540 00:35:50,615 --> 00:35:53,951 as opposed to the usual method seen in commercial production 541 00:35:53,951 --> 00:35:58,456 where the basic coloring is uniform and later changed on in compositing. 542 00:35:59,924 --> 00:36:03,461 You can overcome a lot of software limitations 543 00:36:03,461 --> 00:36:06,797 by planning the final look of your frames in advance 544 00:36:06,797 --> 00:36:10,468 and working around them in effective way to your production. 545 00:36:11,569 --> 00:36:14,772 So even if you can't use the actual features 546 00:36:14,772 --> 00:36:17,074 like you've seen in FlipaClip, 547 00:36:17,074 --> 00:36:21,646 you can use the same type of methods and thinking skills 548 00:36:21,646 --> 00:36:24,549 to adjust the process to your own setup. 549 00:36:27,818 --> 00:36:30,688 Basically, as independent animators, 550 00:36:30,688 --> 00:36:34,225 you need to just test your software quite a lot 551 00:36:34,225 --> 00:36:36,794 in order to see which method works 552 00:36:36,794 --> 00:36:41,465 and how you can solve different problems to achieve different type of styles 553 00:36:41,465 --> 00:36:44,368 while still keeping your productions effective. 554 00:36:45,603 --> 00:36:48,172 Planning the look of your product in advance 555 00:36:48,172 --> 00:36:52,210 is going to be very useful in giving you the limitations 556 00:36:52,210 --> 00:36:56,414 and possibilities for your product 557 00:36:56,414 --> 00:36:58,816 and will force you to develop different methods 558 00:36:58,816 --> 00:37:01,852 depending on your tools and available software. 559 00:37:05,856 --> 00:37:07,024 So to recap, 560 00:37:07,024 --> 00:37:09,827 today we've learned about the different types of line art 561 00:37:09,827 --> 00:37:12,029 that you can create in FlipaClip 562 00:37:12,029 --> 00:37:15,099 and how they affect the coloring tool in it 563 00:37:15,099 --> 00:37:18,970 as well as take advantage of some of FlipaClip’s features. 564 00:37:19,203 --> 00:37:22,673 We've also talked about how to create good clean-up 565 00:37:22,673 --> 00:37:25,142 as well as creating reference frames 566 00:37:25,142 --> 00:37:30,948 for both you, your client and as asset bank for your future compositing. 567 00:37:35,152 --> 00:37:35,953 Next time 568 00:37:35,953 --> 00:37:39,957 we're going to see how I actually composite my animations 569 00:37:39,957 --> 00:37:41,892 using these assets 570 00:37:41,892 --> 00:37:44,996 as well as go into a little bit more detail 571 00:37:44,996 --> 00:37:50,601 about how I actually find and choose the lighting for each animation. 572 00:37:51,102 --> 00:37:53,504 Thank you for watching and see you next time. 573 00:37:53,504 --> 00:37:54,338 Bye. 48430

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