These learnings were then applied in making animated 2D effects for a project created for this thesis. The process began with familiarizing with basics of. The best online resource for free 2d animation Basics, Tutorials, Principles and Tools. 2D-animation working practice. • how animation works the basics. • frames per second gram riastanufulthep.ga notes will be found on the CD-ROM. introduction to .
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Character Animation Tutorial. riastanufulthep.gaew. riastanufulthep.gaing. riastanufulthep.gaing. riastanufulthep.gaon and IKs. riastanufulthep.ga riastanufulthep.ga the character and its animations. riastanufulthep.ga the character. (From Blender Tutorial 2D Animation). In Gimp, create each moveable part of your object to animate as a layer (e.g. one layer for left arm, one. Animation. Traditional Animation. Keyframe Animation. Interpolating Rotation. Forward/Inverse –Traditional animation (frame-by-frame) . Keyframing Basics .
Drag the lArm, lLeg, rArm and rLeg labels onto the stage, but not head2 or head3. Although you may be bold enough to work without saving, even the toughest of the tough still use the undo hotkey! Now you need to assemble your elf. You can build him better, stronger and faster. Wait a second… why are his left arm and leg on top of his torso instead of behind it?
It looks like you need to adjust the order of body parts. The artwork on the top of the list appears on top of the artwork below it. To rearrange the draw order, simply drag and drop a label up or down the list. Rearrange the order from top to bottom to be like this: rArm, rLeg, head, body, lLeg and lArm.
The final step in setting up your elf is to align his feet with the horizon line in Spine. You can do this by moving each body part one-by-one—or you can select everything and do it in one swoop, which is much easier. After all, head2 and head3 have just been sitting there, patiently waiting for you to use them. You can add multiple images to each body part and switch between them to animate your character.
Drag head2 from the images folder and drop it under head in the root listing. Note that when you drag head2 on to the canvas, it might default to the origin. If that happens, just move the head back to where it belongs.
Do the same for head3. Bone Up! In the Tree window, select the root listing. Then select the Create tool from the Tools window at the bottom of Spine. This creates a new bone called bone1 or maybe just bone. This creates a new joint where his neck would be. The attached bone is called bone2 and appears under bone1 in the Tree window because bone2 is a child of bone1. That means if you were to move bone1, bone2 and any other children of bone1 would also move. In the Tree window, select bone1.
This will make the next bone you create also a child of bone1. First, click bone1 in the Tree window. Go back and click bone1 in the Tree window again. Next, click the point where his left leg meets his body and drag down to his knee. You can have bones for shoulders, elbows, wrists, ankles, tails and even clothing.
That way, all pieces of the arm would be tied together. Click anywhere on the stage and drag. Click on the body image in the Tree window and drag it down to bone1. Notice how body is now listed under bone1?
The body bone and the body image are now married and can function as one. Select the rotate tool like you did before and then select the skeleton bone. Click and drag on the stage to see if the image moves when you move the skeleton. Drag and drop the following: lArm to bone3 lLeg to bone5 rLeg to bone6 Your elf now has a fully functioning skeleton! This simply requires more dragging and dropping.
Who would have guessed? That will make for a more interesting game. This brings up a timeline at the bottom of the screen. In the Tree window, click on Animations and then on New Animation. Name the new animation standing.
Using the Dopesheet and Auto Keying Think of the Dopesheet as a more advanced timeline on which your animation will play.
And Auto Key lets Spine set the keyframes for you when you animate your character. But what are keyframes, you ask? Spine creates the in-betweens for you and Auto Key will help you set the keyframes.
Pretty sweet! Click on the Dopesheet and Auto Key buttons at the bottom of Spine. In the Transform window, there are three green key icons.
Click on each key once to turn it red. Spine will do it automatically for the rest of the standing animation. On the timeline in the Dopesheet, click on the mark for frame 5. Subtlety is key here, unless you want him to look very cartoony. You can also change his facial expression here.
In the Tree window, navigate to the head image under bone2 and expand the list by clicking the corresponding arrow icon. Click on the dot underneath the eye icon next to head to display the image of the elf smiling.
Click the yellow dot to turn it red, which sets a keyframe for the image swap. To speed up the animating process, you can also copy and paste keyframes. With the head bone still selected, look in the timeline and click on the white rectangle on frame 5 in the standing row. Then click the copy button.
Click on frame 15 and then click the paste button. Now select frame 0, click copy, select frame 20 and then click paste. In the playback controls, click the loop button and then play. Your elf is now bobbing his head back and forth. Remember to select the frame you want, pick the different head image in the Tree window and then click the yellow dot to turn it red to set the keyframe. Completing the Animation Now onto the arms!
Then, simply follow the same steps that you used to animate his head. Select frame 5 and rotate his right arm slightly outward. Select frame 10 and move it slightly outward again. Click the white rectangle on frame 5 in the standing row and then click copy. Paste it on frame Click the white rectangle on frame 0 in the standing row, click copy and paste it on frame Repeat the same steps for the left arm and then click play to see the results. In actuality, all it took to animate the elf was to select a frame, move a body part, select a frame, move a body part and then copy and paste.
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