Animating Illustration - INTRO
Hi, this is Mana!
Let’s talk about Animating Illustrations today! This is where you’ll animate an already finished illustration, so we’ll be dividing them into parts – separating them from one layer to the other and we’ll be talking about animating them on Clip Studio Paint. I will be using the PRO version so that majority of you guys can follow along
We will be making something like this:
On this small series, I’ll be talking about the Basic and Beginner animation.
The main goal here is to give you an idea on how to animate a fully finished illustration. I will make this topic easy so that you can also try this on to other softwares.
THIS PART WILL BE ABOUT BASICS OF THE BASICS.
If you want to go to the exercises, please go to the bottom of the article, the exercises are there!
The video version of this tutorial is right here:
The raw files of these are at the bottom.
Feel free to download that so you can try these out yourself.
Preparation – the cut out the drawing.
First things first; get your illustration or the drawing that you want to animate.
This could either be a JPG or in PNG format.
If possible, try to stay with PNG since that format is a much better quality than JPG.
Alright, so we now have our drawing to be animated.
When you import this drawing to Clip Studio, naturally, this is all in ONE layer.
What kind of animation do you want?
★ In here, I want the ball to make a small bounce – from the left side of the screen, going to the right.
In order to animate a fully finished illustration/drawing, we have to separate the elements of the parts that we want to animate ON OUR OWN.
This is the part where we:
1. Get our [Selection Tool] > I used a [Selection Pen]
2. And then, we just select the area that we want to be separated.
3. Once selected > CTRL X to CUT > then CTRL V to PASTE on a New Raster Layer.
4. We go back to our MAIN Layer and redraw the parts that should be under that element / the BALL that we just removed.
I just used a [Selection] Tool > [Lasso] and copy pasted the pattern.
5. This is optional. You can convert your layers or the layer that you will animate into an Image Material.
Right Click the layer > Convert Layer
Preparation – saving the cut outs
When saving the Cut Out drawing into a file; use either .PSD or .CLIP for regular sized drawings.
If your file is more than 30K pixels, I recommend using a .PSB or Photoshop Big file.
The difference of PSD to PSB is that
• PSD is more well know, almost a lot of softwares can read PSD.
• PSB on the other hand, is not that well know but it can hold large document files that PSD cannot handle.
If you are doing a small animation, like for GIF, Instagram stories, Small Ads, or the like; using a PSD and/or CLIP file is okay.
If you’re doing something for trailers like webtoon or manga trailers; you can still use PSD, if it gets too large, then move to PSB.
⭐ TIP: In terms of using PSB, you won't notice anything different from it. It will be quite heavy on your system but still, it is very ideal if you want to keep the original resolution of your drawings.
When you save your Cut out file; regardless if that’s PSD, Clip, or PSB, rename it properly.
Animation – Timeline
When we want to animate, we cannot just animate with this setup alone, we need our Timeline.
And so, we have to get out Timeline.
If you cannot see it, just go to [Windows] > [Timeline]
YOU STILL CANNOT ANIMATE JUST YET!
We now need to make a New Timeline; this is like your Sequence or Composition
Click the icon on the Timeline tab or go to [Animation] > [Timeline] > [New Timeline]
Now let’s talk about these:
Timeline Name
• This is the name of your Sequence or Composition
• Make it a habit on naming your works properly.
Frame Rate
• This is the amount of frames or images you want per second.
• If you’re making a GIF or small animations; 15 FPS and below is ideal.
• If you’re making an Animation for Trailers or the like; 24 FPS or higher is ideal.
Playback Time
• How long do you want your animation to be?
• For example; your Frame Rate is 10 FPS and you want 2 seconds, so that would be 10 * 2 = 20 Playback Time.
• You don’t have to make an exact amount. Ex. You have 10 FPS and 15 Playback time; so that would be a 1.5 second animation.
Scene and Shot
• These are for Animation uses, we don’t really need these here.
Image Interpolation
• This what you want your Animation outcome to be. Do you want it smooth, hard, clear or almost like the original.
Frame Starting
• This is depending on your preference on where you want to start.
• My preference is Starting from 0
Animation – Keyframes
I will be using Keyframe Animation for these exercises.
Because I’m not that good with Frame by Frame and I don’t know how to explain that.
Basically, Keyframe animation is where you animate the element or graphic itself using keyframes, creating smooth transitions. You don’t have to draw frame by frame, you will just move the element or the object you want to move and that’s an animation.
✦ WHAT DO KEYFRAMES LOOK LIKE?
They look like diamonds.
Even on other programs, like Maya, Premiere Pro and After Effects; Keyframes are diamonds.
✦ HOW TO USE KEYFRAMES
1. You need to select your layer or in this case, your element.
2. Make sure you’re on your Timeline. Click on “Enable Keyframes on this Layer”
3. Your chosen layer will then have ‘Transform’ on the layer name; that means our layer is now Keyframe ready, we can now animate this.
4. You can animate on the [Operation Tool] > [Object] Sub Tool > Under the [Tool Property].
Look; you can see here the name of your Layer and Animation Editing.
You can add keyframes on this Transformation and on the Layer Opacity.
Animation - Adding Keyframes | Tool Property
The animation here is to move the ball from the left side of our screen going to the right.
⭐ Please make sure you have your layer selected and you've clicked on [Enable Keyframes on this Layer]
Let's start!
1. Go to the very first frame; FRAME 1.
Make sure you have your layer selected. Make sure you’re on [Operation] Tool > under [Object] Tool. Look on your [Tool Property] > on the [POSITION].
Drag the X slider to the left or lower the value > then we drag this to the left side of our screen.
2. Still on FRAME 1; Drag the slider to the left or lower the value.
We then move the ball upwards.
3. Look at [Scale ratio], [Rotation Angle], and [Center of Rotation] ; they got a keyframe even though we didn't click at them.
Using this method of adding keyframes will add additional keys to the area that you don't need.
Please DELETE those keyframes.
⭐ TIP! If you don't need a keyframe, please delete it.
Unless it's there for holding a value, then we can keep it.
⭐ An unnecessary keyframe can cause a problem as you animate.
To delete these keyframes; just click the boxes on their sides.
Animation - Adding Keyframes | Dragging
This is another way of adding keyframes.
We're still on [Position]. We'll move the ball now to the right side of the screen.
1. Drag your Playhead to the end of your timeline; FRAME 20.
Now, hover your mouse to the bounding box of your element; BALL.
Your mouse will change into a small mouse.
2. Click and drag the BALL to the other side of the screen.
It will automatically gets a keyframe.
3. The same with Ver. 1; please delete the Keyframes that you don't need.
That's [Scale Ratio], [Rotation Angle], and [Center of Rotation]
⭐ TIP!! Move the ending Keyframe to the end of the timeline.
This would give us more space to add more keyframes and would prevent us from having a freeze frame.
4. We can add an inbetween now for the bounce.
On the middle of the timeline; FRAME 11.
Drag the BALL down.
And when we play that, it looks like this.
It looks slow, right?
Let's update the FPS.
Go to [Animation] > [Timeline] > [Change Frame Rate]
From 10 FPS, let's change that to 15 FPS.
So now, we have 15 Frames per second, making this a 1.3 second animation.
And when we play that, it would look much faster now.
Animation - Adding Keyframes | Layer Selection
Next method of adding Keyframes is expanding the Timeline Layer.
This is one of my favourite ways of adding keyframes.
1. With your layer selected; click the + icon.
Then when expanded, click the > icon to expand the transformations.
How to use this is pretty similar to the first one; the Tool Property.
We will still input/change the values on the Tool Property but with the difference of CLICKING THE TRANSFORMATION FIRST.
What I meant is this:
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2. At the beginning of the timeline; FRAME 1. Make sure to select [Rotate] on the Layer first..
Then go to [Tool Property] > Add a Keyframe on [Rotation Angle].
3. Then go to the end of the timeline; FRAME 20.
Drag the slider on [Rotation Angle] to maximum.
⭐TIP! Using this method doesn't put a keyframe on the other transformation.
It sounds like a hassle, yes. It is, but for organization sake, this is a really clean way of adding keyframes.
⭐ Please remember to drag the end keyframe to the end of the timeline.
And when we play that.
Animation - Adding Keyframes | Graph Editor
This is my favorite method.
But first, where is the Graph Editor.
You can access that on [Animation] > [Animation Curve] > [Graph Editor] or click the icon on the Timeline Area.
Graph Editor is basically the timeline, transformation options, and the interpolation combined on this graph.
The Graph Editor is quite intimidating and since it's an 'everything' tool, let's just talk about the important parts for now.
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Alright, let's try using this for [SCALE]
1. Let's isolate the [SCALE]. Just click the transformation that you want to edit and it will isolate itself from the others.
2. At the beginning of the timeline; FRAME 1 - Add a Keyframe.
Then drag that Keyrame upwards; increasing its size.
*Look at the Amount. From 100 - we went 400
3. Now we go to the ending of the timeline; FRAME 20 - Add a Keyframe.
Let's make the BALL smaller. Grab the Keyframe and drag it down.
And when you play that.
It looks off, right?
The BALL is still quite big as it hits the floor.
So let's add an inbetween at the middle of the timeline and change the [Scale].
4. Add a Keyframe on FRAME 11; and let's drag that down lowering the value and making the BALL smaller
Let's also fix the [Position] at FRAME 11; the ball is way too low and it's outside of the frame.
Remember, this scene is supposed to be a bounce!
⭐REMEMBER! Just click the transformation (ex. Position) on the Outliner to isolate it from the others.
And so, we go to [Position] and select the middle keyframe and just drag the Y Axis (Green) down to lower the value and to raise the BALL.
After this, I just fixed the [Position] Keyframe at the beginning.
And when I play, it would look like this:
Looks good!
But feels like somethings is missing.
There's no shadow when the BALL hits the ground.
So let's make one!
Animation - Shadow
Before we make a shadow, look for the FRAME where the shadow needs to be.
In here; the shadow needs to be at FRAME 11.
✦ TO MAKE A SHADOW:
Make a new layer under the BALL layer; or CTRL SHIFT N on your Keyboard.
Grab your Gradient Tool > change the shape to ELLIPSE > Make sure you’re on Foreground to Transparent
Get a shadow color – I’m going light grey or 40% grey
And just click and drag, then adjust the position then click again to let go.
Change the Blending Mode to MULTIPLY or whatever Darken Blending Mode that you fancy.
Now we’re ready to animate this shadow. Before anything else, let’s convert this too.
So again, Right Click the layer > Convert Layer
Rename it properly. Change it into an Image Material
Click OK when you’re done.
✦Now we animate.
With your Shadow Layer selected > Click on [Enable Keyframes on this Layer]
Now we go to [Operation] Tool > [Object] Sub Tool
Okay, first thing to do here on SCALE – key this frame; FRAME 11
Let’s move a few frames back; FRAME 9, and see the ball’s location.
It’s still near the floor so we can expand this shadow.
I'm just grabbing the bounding box handle to enlarge the shadow.
FRAME 9; [Scale] automatically gets a keyframe when moving the Shadow, right?
But did you see [Position] as well?
It got a Keyframe as well.
That's because we moved the Shadow layer itself.
And if we go back to FRAME 11:
The [Scale] or size that we keyed retained, but the previous position of it didn't.
Why? Because FRAME 11's [Position] is empty.
So it will read FRAME 9's [Position] key.
To fix the [Position] on FRAME11 let's move the Shadow under the BALL.
Okay! Now we have Keyed the [Position] on FRAME 11.
Let's now go to the other side.
FRAME 13; the ball now bounces back up so the shadow needs to move.
And on FRAME 14; the ball will be much higher now.
So let's just move that for a little.
Alright!
Now we move to Transparency or [Layer Opacity]
Our first keyframe here will be on the position where the ball is directly on the floor; so that's FRAME 11.
Add a Keyframe on FRAME 11 on the [Layer Opacity] at 100%
Then we move one frame back; FRAME 10
Key the [Layer Opacity] again at 100%, just so that this value holds.
Now we move another frame back; FRAME 9, the ball is just about to touch the ground and so the shadow must be a lighter.
On FRAME 9, key [Layer Opacity] at around 60%.
And then we move another frame back; FRAME 8. The ball is far away from the ground and so let's hide the shadow now.
On FRAME 8, key the [Layer Opacity] at 0% to fully hide the shadow layer.
Okay! Now we work on the other side, then the BALL bounces back up.
But first, we need to add a [Layer Opacity] keyframe on FRAME 12 at 100% - just so that it holds it's value
⭐ TIP! You can actually delete the [Layer Opacity] keyframe now on FRAME 11, since FRAME 10 and 12 are both 100% . Those two keys are enough to hold that value.
Now we move to FRAME 13; the ball is bouncing back up away from the floor so we change the [Layer Opacity] to 50%
And lastly, the BALL is high from the ground.
Add a [Layer Opacity] keyframe on FRAME 14; change the value to 0%
And when we play that, the BALL is now bouncing!
And there's also a shadow now on the ground to make it seems like it's really part of the environment.
Exporting Animation
To export; go to [File] > [Export Animation]
You can export your animation in a lot of different ways.
There are:
• GIF
• Movie
• Image Sequence
• Animated Sticker
Let's talk about all these. It's going to be a long topic so please hold on.
;u; )/
For this exporting, I'm going to cut a portion of the Background so you can see which export option supports transparency.
Export | GIF
To export as a GIF image
Go to [File] > [Export Animation] > [Animated GIF]
It will automatically ask you to rename your file, so please rename properly.
Once you renamed your file, just click Save or hit ENTER on your Keyboard.
You'll then get these settings:
• Maximum width and height is depending on your canvas size.
• Export range: From what frame until which frame do you want to export.
• Frame rate: Your animation Frame rate. If you went lower than what your originally had, your animation may look slower. Going higher may give you a faster speed export.
• Loop count: Do you want your animation to just play once or do you want it to play forever (unlimited)
• Export Options: Dithering is the amount of color mixing.
If you disable Dithering, you’ll get patches of colors – the shades or blending won’t blend properly
If you enable Dithering, you’ll get smooth shading.
And just click OK when you're done.
Your animation would look like this:
THERE IS NO TRANSPARENCY IN GIF EXPORT
Export | Movie | MP4
To export as a Movie go to [File] > [Export Animation] > [Movie]
It will automatically ask you to rename your file.
⭐You can export a Movie in two ways; one is MP4 and the other is AVI; let's talk about MP4 first
Make sure you check the [Save as type]; for this example, let's choose MP4
Next, you'll get these settings to check before exporting:
• Scaling settings: Maximum width and height for Movie [MP4] is 1920 x 1080
• Options | Frame Rate; Please input your animation frame rate.
And just click OK when you're done.
Your animation would look like this:
THERE IS NO TRANSPARENCY IN MOVIE [MP4] EXPORT
Export | Movie | AVI
To export as AVI; go to [File] > [Export Animation] > [Movie]
It will then ask you to rename your file, but also, check the [Save as type]
Change that to AVI
You'll then get this settings:
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You'll then get these additional settings for the AVI compression
• Compressor: There are a lot. But please just choose Full Frames (Uncompressed)
This would export your animation at the most original state and resolution.
Just click OK when you're done.
THERE IS TRANSPARENC IN AVI MOVIE EXPORT
⭐ Please take note!
AVI export with transparency will be very heavy.
This animation with 1.3 second is already 155 MB.
That's normal. Video files with transparency and are uncompressed will be very heavy.
⭐⭐ AVI is the sharpest video export of Clip Studio Paint.
⭐⭐⭐ TIP! If you're making a manga or webtoon trailer; exporting as AVI is preferred.
Then you composite that on your video editing software like Premiere Pro > Exporting it as MP4 (H.264) High Bitrate is enough
*On Premiere Pro, you can also enable Maximum Render Quality so that it would try to maintain the original quality.
Export | Image Sequence
Next is Image Sequence.
Image Sequence is not a video type export. This will export your animation into frames.
And so you will get images per frame.
To export as Image Sequence, go to [File] > [Export Animation] > [Image Sequence]
You will then see these settings:
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And when we're done, the images will be sent on your folder destination:
It will take a while depending on the file type and size of your export.
You can composite these images on whatever software that can do GIF and video editing.
There are also online sources; I sometimes use this:
The Image Sequence would look like this as an MP4 file (H.264 | High bitrate)
THERE IS TRANSPARENCY IN IMAGE SEQUENCE EXPORT.
⭐ As long as you export as PNG
Export | Animated Sticker | APNG
Lastly is Animated Sticker.
This is also called as APNG or Animated PNG.
To export, go to [File] > [Export Animation] > [Animated Sticker]
It will then immediately ask you to rename your file:
Make sure to rename your file properly.
Click Save or hit ENTER on your keyboard when you're done.
You'll then get these settings to check:
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And when you're done, just click OK.
The export would look like this:
THERE IS TRANSPARENCY ON ANIMATED STICKER!
⭐ Cons. Not all software and web browser are familiar with APNG.
Please use at your own risk.
DONE! | Files to download | Next exercise →
And that's it; here's our final animation.
From this:
To this (GIF export):
The files for these are here:
So you can try it out yourself!
⭐ Next exercise, let's work on POCHI
We'll talk about BASIC Blinking and Light animations.
Along with some Keyframe Interpolation and how to use them.
I hope to see you on the next topic!
Stay safe, Wear a Mask, Wash your Hands.
Cheers!
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