Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranî)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
Hey, what's up guys Nelson here.
And today we're going to be using
more complex animation techniques.
We're going to transform this pixel art background I made
into a smooth animation of a car
driving along the highway.
Before we dive in,
here's a basic summary about frame rates.
There's a lot of different frame rates for animation
and it's measured per second.
Typically, animations are at 24 frames-per-second
meaning that there is a potential for animation
to have 24 pictures of movement in 1 second.
But it doesn't necessarily mean they use all 24 frames.
Animations on 24 frames per second
can run on ones,
twos and fours.
And that basically means how long each frame is.
Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1
There is 24 ones in one second,
12 twos in one second, 6 fours is in one second.
The number and duration of frames
will influence the speed
and smoothness of how your animation plays out.
The more frames there are,
the faster and smoother it will be.
Playing around with
the timing is really important
in animating to make movement
feel really smooth and natural looking.
So after I made this animation of a girl driving,
a lot of people were curious how I made it.
So, I recorded the footage to show you guys :-)
The last video, I taught you guys
how to animate an endless loop with simple elements.
Now that you guys know all the tools
and how to animate in the timeline
from the previous video,
I'm going to talk more about the concepts
in animating and highlighting the hurdles
that I have to solve while making this.
Let's make a couple of notes of what we need to animate
this time around.
We're gonna animate a car
that's endlessly driving on the road,
meaning that the background has
to have some indication of movement.
And since we can't move the car,
We're gonna have to move the background instead.
And we can achieve that by moving the
guard rails and street lights
passing by from one side to the other
in a continuous loop.
The windows are rolled down,
and there's going to be a breeze
moving the girl's hair and clothing.
And she'll be blinking as well.
We're going to add a small speed bump
to make it more believable that she's in a car.
And we're going to have the things in the car
react to the speed bump
once per loop.
Okay, let's get started.
First thing we're going to do
is to animate the guard rail and the streetlamp.
Basically we have to have a really long
version of the guard rail
twice as long as the canvas
to move along the screen and loop back again.
So the easiest way to do this
is to make a duplicate of the railing
and merge the two together so it's twice as long.
We're going to right click the layer
and press convert to Smart object.
This way,
we can take advantage of the timeline markers.
Smart objects behave a bit differently
where it's more like point A to point B
instead of frame-by-frame.
So it saves a lot of time.
You just place the marker,
transform the object,
place another marker,
and it'll fill in the transition movement for you.
So we want it on a one second loop
for the railing to move really fast.
We want it to move from one side to the other
in one second intervals,
and repeat the loop five times
to complete the five second cycle.
So basically, it's a one second loop
where it goes from one side to the other
and the frame right after the one second loop -
it'll go back to its original position,
repeating the process -
and it'll look like it's moving infinitely one direction.
Same thing for the streetlight,
we want it to appear once in a while passing by.
I decided it should appear three times
in a five second loop.
And it gives the illusion that the car is going
really fast and a lot of distance is being covered.
So it's looking pretty clean so far
the speed looks believable
and we can start working on the inside of the car
reacting to that speed.
We want a small animation of the gauge
stuttering back and forth
to show a constant high-speed,
again on a two frame loop on twos.
We also want a visualizer for the music
playing on the dashboard.
And this one is a 3-frame loop on twos and fours.
We want the visualizer to be going up and down
repeatedly to show that music is playing on a beat.
I also want a flicker on the screens
to have some sort of visual interest going on,
and this is done on a 2-frame loop on twos,
really subtle effect transitioning
brightness of 0% to 10% layer opacity.
So as a result, it will be a subtle flashing screen.
You'll notice that most of these animations are done
as a loop of 2 to 3 frames
repeated throughout the five second cycle.
Just like in the previous video,
these are super simple to make,
but add a lot of interest to the scene.
Next step, we're going to work on the girl.
This will probably be the most complex character animation.
Though, we've done this before in the last video too.
We want her hair to be moving in the breeze
and her eyes to be blinking.
I have her glasses and bracelet on a separate layer
since I want them to be moving independently from her.
First we're going to make a new video group
for her eyes to blink
using the same concept from last video.
We want an open state, a closing motion,
and a closed state for her eyes.
We have more pixels to work with this time
since it's a close up shot of the girl,
so we can adjust her eyelid
and eyebrow to come down a bit as well.
We can reverse the loop
and her eyes will be opening and closing.
Next up,
I'm going to do the breeze on the girl's
hair and clothes.
And because there's already so much going on.
I'm going to make a duplicate layer
and cut out the eye area
where the animation was
and put it on a different video group.
I'm going to animate the movement
of her hair and clothes on fours,
and have some stray hairs
subtly flowing in the wind
moving back and forth.
What I want is a good rhythm to the animation
and most of these loops are only a couple of frames long.
Once I have the rough motion down,
I can start cleaning up any stray pixels.
Anytime you animate,
you always want to play it back
and see if the timing and motion makes sense to you.
As for the clothing,
you want the wind to be flowing from left to right,
and the cloth is travelling like an S shape
kind of like you're doing the wave
where it kind of was higher,
and then lower,
and then higher again.
And repeat that motion in 3 frames on fours.
Afterwards, I can start duplicating the loop
until I fill up the 5 second cycle.
I only want her to be blinking twice per cycle,
so each loop is 2 and a half seconds.
You can see it that the wind is constantly flowing
and have a good rhythm going on.
We also mentioned earlier
we wanted the car to hit a little speed bump
where some things in the car
would react to it and move around.
We're going to start with her glasses.
So this one is super simple.
At the three-second mark, the glasses will move up
a couple pixels and drop back down.
But because we want the glasses to have a bit of weight,
It drops back down a bit more than its original position.
And then it'll pop back up
one more pixel to its original spot.
We're going to do the same thing with the bracelet,
moving up and down at the three-second mark
and have the little beads underneath jiggle
when it's shaken up.
All right, so next up
I want to make the box on the passenger seat
shake with all the paper tigers shaking as well.
Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1
I want the box to be shaking,
and the paper tigers inside
will react and kind of punch up.
For all of this, especially for this box -
It's good that the items are all on their own separate layers.
So I have a video group for the box,
one for the box flap that's overlaying it.
and one for each of the tigers inside the box.
So the box is going to move first,
and the box flap is going to follow the motion
as it rises when it hits the speed bump,
and the flap is going to react on its way down.
Anytime there's some sort of action,
there will always be a reaction.
And this is what makes things look realistic
when you animate it.
So we pretty much have all our elements finished,
and let's just play it back
and see what we can fix and add.
It's looking pretty smooth so far,
so I'm going to just go ahead
and fix a couple of minor things.
And the last thing we're going to work on is the foliage
there is a couple plants around the car,
and I want the leaves to move
ever so slightly from the breeze coming from outside,
and follow the bump at the 3 second mark as well.
When you're making these looped animations,
don't be afraid!
As long as you finish one continuous loop,
you can duplicate the rest to fill the 5 second cycle.
So in reality,
I'm not really animating that much :-o
Basically, what I'm doing is lassoing and adjusting it
one by one
so it looks like it's moving slightly each frame
some of the plants need more work than others
depending on the shape
and it's going to overlap the passenger seat.
So I want to clean that up too.
Again, I want to make a rough animation
to get the movement down first,
and then slowly refine it until it's cleaner.
So in the end, we can export it
as a GIF at 1920 x 1080 when we save for web.
and now we're done!
This was one of the more complex animations I've done
since there's so many moving parts and things to
consider while making this.
But once you learn it the first time,
you'll be able to apply these techniques
for future drawings.
A lot of what I do is just repeated loops.
It's mostly just knowing
what to animate and what makes sense when moving.
I tried my best to boil things down
to only the parts you need to know.
And capturing movement and timing
is one of the hardest things to do.
So, it takes a lot of practice!
Please let me know if you have any trouble
animating in Photoshop!
In the next video,
we're going to be creating effects
for destroying items in video games.
This one's going to be really interesting!
See you in the next one, and take care!
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.