Moving Illustration with Keyframes
Hello!
Have you ever wanted to make your drawings move but the thought of drawing cel by cel almost discourages you?
I got you! Hopefully!
I’ll show you how I did this, with one image:
A video version is right here if you want:
I made a very simple Simple Drawing Animation that involves no cutting of drawing and mainly focuses on Environment animation, right here:
I forgot how to make a series, but this is like the part two of the first one
Same with the first one, I’m using Clip Studio Paint Pro, only with 24 frames.
So anyone can do it.
This new tips focuses more on layering and organization of folders so we can use keyframes more.
Let’s Start!
PREPARATION – draft & drawing
First step, get your image ready.
Make a draft of what you want to see
I wanted his to make look sleepy and maybe started tilting to his side
⭐ Which will also involve some hair and blinking animation
Maybe add some light effects at the bottom as well?
⭐ Which may probably involve some shadow animation
I want the background to rain
⭐ I like rain :D
So we have our plan
Open up your Clip Studio Paint, load up your image.
You have to cut the parts that you want to animate, I will not be showing that here.
I cut the character to eleven pieces
You can cut with as many as you need
Make sure you label your layers properly to stay organize
TIMELINE
Let’s get our timeline, go to [Windows] > [Timeline]
Click on [New Timeline]
I’m going with Frame rate 8 and Playback time at 24
REMINDER: Clip Studio Paint has a maximum of 24 Playback Time, if you want to animate longer, you need to upgrade to the EX version.
Let’s start animating
RAIN ANIMATION - cell animation
The title says keyframes — except for this part!
We’re making the rain with cels - to make our lives easier.
the rest will be Keyframes after this!
Let’s make a simple and quick rain animation using Cels
I’ll be using a RAIN BRUSH
I used this brush right here:
Let’s start with the RAIN ANIMATION
Make a [New Animation Folder] > rename that as RAIN
Reminder: Please rename your folders and layers so that you’re organized
On FRAME 1 – click on [New Animation Cel], a number or frame 1 will appear inside the folder.
Get your RAIN BRUSH and using your brush, just draw some rain
Move to the next frame, FRAME 2 – click on [New Animation Cel] > make another rain
Do that for FRAME 3 AND FRAME 4
Now let’s put this four animations for the entire playback.
Make sure you’re on the next blank frame,
example FRAME 5, got to [Animation] > [Edit Track] > [Assign multiple cels]
I went with [Assign by cel name]
Start by Cel 1 to Cel 4
Repeat 5 times
So that’s 4 multiply by 5 is 20, we already have 4 so that completes our 24 frames
Click OK when you’re done.
You see our RAIN Animation folder is now full of numbers (cels)
And when you click PLAY
This is what our Animation looks like
If it’s too bright, you can change the Opacity of the ANIMATION FOLDER
HEAD ANIMATION - head tilt
Next let’s animate the head, first make a new FOLDER – just a regular folder.
Name that as HEAD
Drag all the head elements on that folder
⭐ Eyes, Eyebrows, Face, Hair, Top Hair, and Head layer itself
Next, while the Head FOLDER is still selected, click on [Enable Keyframes on this layer]
Go to [Operation] tool > change the anchor point of the Head Folder, click and drag it - put it under the chin.
Keyframes will be added to the folder because you moved the anchor point, you can delete those to keep your timeline clean.
We will be animating the ROTATE here.
You don’t need POSITIONS and CENTER OF ROTATION, you can delete those keyframes
We’re gonna create a little BOUNCE
Click on ROTATE
It’s subtle, but you can see a change when you click the transformations
Keyframe Interpolation; keep it SMOOTH
The animation that I want is him getting sleepy (head tilting) then waking up (head tilts back)
Let’s lay down our first keyframe, I’ll go with Frame 6.
Add a keyframe at ROTATE – no movement, let’s just hold this position
Next key, Frame 12 – tilt or rotate the head a little bit the left, head is now starting to move.
Next key, Frame 14 – add a keyframe, don’t make any movement.
Basically we just copied the key on Frame 12.
Now we go to Frame 13 – we tilt the head a little bit more than the one on Frame 12
I did the same animation a few frames forward but this time the ROTATION is counterclockwise
Clip PLAY to check the animation
If the rendering starts lagging, zoom out to render in real time
Here’s the BOUNCE I’m talking about:
1. Copy your last movement
2. Paste it two frames forward
3. On the middle of those keyframes
4. Increase the ROTATION of your last movement (like exaggerate it, add more value)
EYE ANIMATION - keyframe
Eye Animations is usually with cels but since we’re already using keyframes, we might as well do the same with the eye animations.
Doing Eye Animations with Keyframes is basically playing with Opacity, it’s straight to the point.
It’s easy but can be messy.
It’s preferable to use HOLD Interpolations so that it HOLDS the key values until you put another key.
Since our HEAD folder is already Keyframed Enabled and the EYES are already inside that folder, the eyes are also already keyframed enabled
UNHIDE ALL YOUR EYE LAYERS
Select the frame where you wanna start the animation.
You can use the HEAD keyframes as reference.
Change your Keyframe Interpolation to HOLD
Let’s say Frame 8, eyes will be open so:
Open Eyes is 100% Opacity.
Half Eyes is 0% Opacity.
Close Eyes is 0% Opacity.
Basically, if you need OPEN EYES - make the 100% Opacity and make the other EYE LAYERS 0% Opacity
And so on and so forth
Keep what you need 100% Opacity
Make what you don't need 0% Opacity
EYEBROW ANIMATION
I will be honest, this part is kinda unnecessary because you can do this on the individual eyebrows — I do want to show that you can animate the folder and the layers inside the folder and it’s still gonna be fine.
Next, let’s work on the Eyebrows.
I will be animating the EYEBROW folder, folder itself - inside the folder are L_Eyebrow and R_Eyebrow
I will be animating on POSITION for the EYEBROW folder
The animation that I want for this is that I want him to frown a bit (eyebrows go down) before his head tilts back
Before we start, make sure your Keyframe Interpolation is SMOOTH
Place a keyframe, don’t move anything - just put a keyframe on POSITION at FRAME 14
Current position of the character is that his head is already tilted here, his eyes are close — eyebrows are in a chill position.
We just place a starting keyframe, the original position.
So we can prepare our next key before the head tilts back
Then at Frame 19, make sure you’re on [Operation Tool], drag the Eyebrows down – like he’s frowning.
Next is he opens his eyes so let’s raise his eyebrows.
Let’s copy the key on Frame 14, because that’s our original position.
Click the keyframe > open your Edge Keyboard > click on ALT and then drag your key to Frame 22
Remember to click again the ALT to disable that key button.
Let’s create a bounce when his eyebrows goes up
Add the same keyframe to Frame 24
Now, the middle frame; Frame 23 is empty, make sure you’re on [Operation tool], drag it a little bit more upwards.
When you play it…
It looks off, yes. Something’s missing.
The eyebrows just go up and down but it doesn’t rotate or like frown.
Let’s work on that.
Individual Eyebrows
I want him to frown just a little when his eyebrows went down – when he was about to tilt his head up.
I’ll be using ROTATE the most here, to make the eyebrows look like they’re frowning
Let’s work with L_Eyebrow first, make sure you’re on [Operation Tool] > get the anchor point and drag it to the middle of your eyebrow
Changing the Anchor Point automatically adds keyframes, please delete those, those are too many, we don’t need them
Let’s start animating
Using the Eyebrow Folder as reference, start with Frame 14, add a keyframe on ROTATE.
-- This would be our starting keyframe, the keyframe before the action
— You don’t need to move anything, just put a keyframe
Referencing the Eyebrow Folder – Frame 19, rotate the eyebrow just a little bit – make it look like he’s frowning.
Now we go back to the original rotation
Copy your keyframe on Frame 14
Select Keyframe > Edge Keyboard > Alt > Drag it to Frame 22
This copies the keyframe
Again, we’re making a bounce, so place the same keyframe on Frame 24
Now middle of the frame is empty, Frame 23, let’s add the bounce.
Let’s rotate the eyebrow a little bit going counterclockwise– making it looks like it’s going up, just for a little bit.
The action here is that the character’s head has tilted up now, his eyes just shot opened.
When you play that, it bounces a little
Do the same with the Right Eyebrow, when it’s done it looks like this;
I ended up putting keyframes on POSITION as well because I could not find the center of the right eyebrow.
The POSITION assisted me on keeping the eyebrows not move on random places while I ROTATE.
HAIR ANIMATION
Technically here, tiny hair animation. It’s that tiny hair on top of his head. But you can use this too if you plan on cutting your character’s hair into sections.
Let’s go to that tiny hair, make sure you’re on [Operation Tool] > get the anchor point of TOP HAIR > move it at the bottom end of the hair or where the scalp should be.
Remember to delete the keyframes from changing the Anchor Point, we don’t need those.
The animation that we’re gonna do here is that the hair will just be swinging back and forth as the head sways.
Scrub your timeline and check where the head tilts, when located move a few frames back. We will put a starting keyframe.
— a keyframe before the action.
— this is also our original rotation / value
Let’s say Frame 9, add a keyframe there on ROTATE
Move a few frames forward, let’s say Frame 14 - rotate the hair clockwise
The action is the character gonna be leaning to his side, so his hair is going down.
THIS SECTION WON’T BE VERY DETAILED
Because the animation that I did is basically,
⭐If the character is leaning to the right - hair rotates clockwise
⭐If the character is leaning to the left - hair rotates counterclockwise
but, there are also some little ‘bouncing’ or you can call it swaying.
⭐ Before I did the ending keyframe, I made multiple keyframes of the hair going left to right until the value lessen and it reached my ending keyframe
If you want to create a looping animation
Make sure that your ending keyframe is the same as you first keyframe!
TORSO ANIMATION
Let’s animate the Torso or the upper body
First, make a (regular) folder > Rename that as TORSO > put the Head folder and Top layer there
Put every thing that involves the upper half of the body
Make sure your TORSO > Click on [Enabled Keyframes on this Layer]
Use the [Operation Tool] > Move the Anchor Point and move it to the hip of the character
Keyframes will be placed because of the changed of rotation, please delete those keyframes, you don’t need them
Use the HEAD folder as your reference if you want
Put a starting keyframe on ROTATE at Frame 7
- just put a keyframe there, don’t do anything.
- that’s our starting keyframe to hold the rotation.
Using the HEAD folder as reference, we move to FRAME 12 > rotate clockwise, just a bit
I only move it by 1 value
FRAME 20 - rotate again clockwise, increase the value just a little
The action that we did is that he’s gonna be leaning more slowly
The rest of the animation for the TORSO is the same as the HAIR.
⭐ Make sure that ending keyframe is the same with the starting keyframe.
⭐ There were empty frames before the end of the timeline so I made him swing back and fort just a bit
If your playback is lagging, zooming in & out and/or disabling the other animation may help
My playback was lagging and I forgot to disable the rain, here’s a quick export of the current animation:
Nothing too extreme, the slowly leaning down and then a little bit of swaying at the end — those were the ending keyframes swinging back and forth (going clockwise-counterclockwise) until we reach the ending keyframe.
LEAVES ANIMATION
Make sure the LEAVES layer is selected > Click on [Enabled Keyframes on this Layer]
Move the Anchor Point of the Leaves at the far end right middle of the canvas — go outside the canvas if you have to
Think of the Anchor Point as a joint, how will the object rotate if I place the ‘joint’ here?
You will get keyframes because you moved the Anchor Point, please delete those.
You don’t need those.
The Animation that we’re doing here is that the leaves will just be swaying.
We’ll use ROTATE, select it
FRAME 1 - put a keyframe on ROTATE
- don’t do anything, just put it there, it’s our starting keyframe
Put the same keyframe at the end of the timeline on ROTATE, FRAME 24
- no changes, no transformation - just put a keyframe there.
Also, drag the ending keyframe to the very end of the timeline.
Select and drag it.
This will make the Leaves animation seamless.
For the middle of the animation, FRAME 13 > ROTATE the leaves counterclockwise, not too extreme.
Play to check
OTHER EFFECTS
I then just added some shadows and lighting using regular layers, no need to animate those.
For the BOKEH, I did animate those.
Only 3 keyframes maximum each transformation
For the Opacity, I started with 0% then middle is 100% ending again with 0%
- it went fade in and fade out.
Also I made two BOKEH, so I can animate both at different intervals.
- putting two many bokeh in one animation may look messy
For the POSITION, I just made it go up
- different timings
When finished, it looks like this:
SHADOW ANIMATION
I wanted to have a shadow at the back of the character, let’s try that!
Duplicate you Character Folder > Rename that as Shadow Char
*optional*
BLUR EVERYTHING INSIDE THE SHADOW CHAR FOLDER
— if you want softer edge shadow, you can blur the layers inside that folder
— you can delete the facial layers, you don’t need those here
— I used Gaussian blur at 10%
Disable the keyframing by clicking on the [Enable Keyframe on this Layer] > so you can edit.
— your keyframes will not disappear as long as you don’t merge it with any other layers.
Make sure you move the Shadow Char folder under the Character Folder.
Next, let’s make this a shadow
Go to Layer > New Correction Layers > Hue/Saturation/Luminosity
Lower the Saturation and Luminosity to -100
Make sure your layering looks like this:
⭐Character
⭐Correction Layer
⭐Shadow Char
Then Clip the Correction Layer to the layer below
After that just click [Enabled Keyframes on this Layer]
Increase the SCALE for a bit and just move the POSITION to make distance
Keyframes will be placed because you move the SCALE and POSITION - you can delete those, you don’t need to animate this folder
And now it looks like this:
*optional - CAMERA
You can add a camera if you want!
Go to [Animation] > [New animation layer] > [2D camera folder]
A folder named Camera 1 will appear on your Layer tab, put all of your layers inside of it
A blue box will appear on the canvas, that’s your camera
I usually SCALE down first to zoom - so that I have more room to work with when I pan the camera
You can delete this keyframes, we don’t need them.
Then I use the POSITION to pan the camera using 3 keyframes.
Start and End Keyframes are the same, the middle just moved a little — just a tiny bit, just to shake
Camera is optional!
No camera looks like this:
After that, just export your work
If you export it as Animated GIF, it’s preferred to enable Dithering.
⭐ WITHOUT DITHERING:
⭐ WITH DITHERING:
The layering and organization of folders (and layers) help this animation.
Also, stay organize!
I hope this helps somehow!
コメント