Untitled
Untitled
Learn how to bridge the gap between traditional animation principles and digital software.
Tradigital Animate CC: 12 Principles of Animation in Adobe Animate brings the essentials of traditional
animation and Adobe Animate together. The early masters of animation created a list of 12 principles
which are important for anyone who wants to create interesting and believable animation. Digital
animation continues to make incredible technological advancements that give animators the capability
to produce visually stunning work. New technology, however, also has a tendency to create an
environment where animators are so focused on adapting to the new workflow that they tend to
dismiss these fundamental animation principles, which often leads to poor and lifeless character
animation. Tradigital Animate CC helps you focus on these principles while using the program’s wide
array of features to create believable animation, consistently.
Tradigital Animate CC joins three other Tradigital books covering Maya, Blender, and 3ds Max. This
new volume in the series approaches the topic in a different way, giving readers both a practical
look at the software, and providing a theoretical understanding of the genre.
• Learn a new principle in each chapter, the Animate CC tools most related to it, and how to put it
all together.
• A plethora of examples demonstrate the good methods that animators should use in
Animate CC, how to avoid the bad ones, and ways to create a workflow that works for you.
• An easy-to-follow approach with examples throughout the book that build on each other,
showing how the principles act together.
Stephen Brooks is the creator of Rubber Onion Animation, a freelance and virtual studio operation.
With ads, cartoon shorts and his character work on games such as Moshi Monsters paying the bills,
Stephen has been active in creating his own animated shorts, podcast and tutorial series. With a
focus on classical, hand-drawn animation, Stephen has been working in Animate CC (formerly called
Flash) for over ten years, bridging the gap between the traditional and digital worlds.
Stephen Brooks
CRC Press is an imprint of the Taylor & Francis Group, an informa business
This book contains information obtained from authentic and highly regarded sources.
Reasonable efforts have been made to publish reliable data and information, but the author
and publisher cannot assume responsibility for the validity of all materials or the consequences
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Acknowledgmentsvii
Introductionix
Chapter 1 Timing1
Chapter 2 Slow In And Slow Out 23
Chapter 3 Squash And Stretch 49
Chapter 4 Anticipation73
Chapter 5 Arcs 105
Chapter 6 Staging 137
Chapter 7 Straight Ahead Action And Pose To Pose 167
Chapter 8 Follow Through And Overlapping Action 197
Chapter 9 Secondary Action 233
Chapter 10 Solid Drawing 265
Chapter 11 Exaggeration 305
Chapter 12 Appeal 327
Conclusion337
Index343
G
My family
Chris Georgenes
Rob Yulfo
Andrew Kaiko
Alan Becker
Ross Bollinger
Jennifer Adkins Smith
David Stiller
Nathan Quarry
Alexandru Craciun
Ryan Woodward
Adam Phillips
Nathan Viney
Greg Pugh
Tim D Saguinsin
Nathan Kester
Christopher S Murphy
Richard Butler
Dave Johnson
Jules Jammal
Tom Hand
Thank you to all the companies and copyright holders featured in this book, Frank and Ollie for
writing theirs, and to all those who I may have missed ... you may yell at me later.
vii
Intro
The mission statement of this book
is to bring the traditional principles
of animation together with Adobe
Animate for anyone, regardless of
their previous involvement with
either. This teaching guide focuses
on becoming well versed in both,
together. We will walk step-by-
step through each principle as its
own chapter and see how to apply
it using our digital tools. There
will be a simple guided exercise,
real-world examples, conceptual
explanations, and a reinforcement
of the new information you have
learned in each chapter. This is
not a coffee table book nor a strict
instructional; it’s a hybrid, like the
Tradigital workflow we’ll inhabit.
ix
By the end of this book, you will be able to use the principles in your animation and the tools in
Animate CC to make them happen in wonderful ways. The interpretations of the principles and the
combinations are what make up individual style. In the beginning, everyone copies. But once the
concepts sink in and all that practice has been baked into knowing, an individual’s style emerges. If
you follow chapter by chapter the path in the spiral learning chart at the beginning of this Intro, by
the end of this book you will have a command of the program and an understanding of the principles
to improve your animation and develop your own sense of artistic style in movement. So let’s quickly
run through how we’ll go about that.
Each chapter is made up of three main activities: the bouncing ball exercise, a closer look section for
it and a real world example. We’ll start off by getting a conceptual understanding of the principle
in the intro by including what it means and when it can be used. The bouncing ball exercise is a
classic animation learning technique and will help you get a grasp on pulling the abstract ideas of the
principle into actual use, while exposing more of Animate’s toolset. In the closer look section, we’ll
dive a little deeper into what you just did in the bouncing ball exercise. After this, there’s a real-world
example of the chapter’s titular principle at work. And finally the chapter ends with “Final Words.”
Intro
Notice the spiral learning chart at the beginning of this Intro. It sets out the best path in which to use
this book as a beginner to Animate CC, the 12 Principles or both. The bouncing ball is an important
learning tool, but it is just a ball. Visually it’s not all that stimulating. I wanted you, the reader, to
see what kind of fruit all the practicing and learning you are doing will bear. The issue of the real
world exercises though is that in order to produce it in a Tradigital workflow using the 12 Principles
of Animation and Animate’s toolset, those two areas first need to be covered. But instead of having
the first half of the book only be program screengrabs and images of a bouncing ball while all the
“good stuff” of the real world exercises are in solitary confinement in the last half, I opted to lay out
this book to have them all together for motivation.
If you’re a beginner, you won’t be ready for the real world exercises until you’ve learned the basics
of Animate CC and the Principles — that much has already been said. But the beauty of a book is that
once you flip a page it doesn’t disappear; it’s still there for you to go back to. So if you didn’t quite
understand the spiral learning chart in the intro image here’s the path in written form. As a beginner:
–– Read Chapters 1–9, do the bouncing ball and closer look sections but skip the real world exercises
The book is set up this way for progressive and reinforced learning. As you’re going through your first
pass in Chapters 1–9, feel free to check out the real world exercises for inspiration and motivation.
That’s why they’re there instead of in the back of the book!
If you have experience animating in Animate CC or already understand the 12 Principles, you can
choose what you want to read, when and how. There’s something in here for everyone. Keep an eye
out for “Pro-tips” and “hotkeys” (the ones in bold) in the exercise steps. The next three sections of
the Intro will serve as a primer for that chapter format I mentioned. Please do not skip these. I will
be referring back to the information in the Intro throughout the rest of the chapters.
I’m assuming that most of you who bought this book have an understanding of what the principles
are on at least a surface level (any quick Google search will pop up endless results). Even so, it’s
important to know what they are and how they originated if we are to understand and use them best.
So, where did these coveted 12 Principles of Animation come from? Were they recently uncovered in
xi
The Nine Old Men were so called (in jest) by Walt in reference to U.S. President Franklin D. Roosevelt’s
derisive name for the Supreme Court justices during his court-packing campaign after the start of
the New Deal. It was the studious nature of these early animators that truly moved the Disney style
forward to become ... what it would become: a very cohesive style where everything’s playing by
the same basic rules. A keen eye can pick out the acting subtleties between these Nine Old Men in
the early movies. It was how they combined and played with the principles that made them unique
to each other, while still working in the same style.
It’s important to note, however, that these principles are not necessarily universal, nor do they all
need to be applied in every sequence. A principle is a fundamental basis for a thing. In this case, it’s
the Disney style. You all know it. But if you’re looking to foster a different style, having this base
knowledge of Disney’s 12 Principles of Animation will still help you understand the fundamentals of
motion and design, we’ll talk about why they work and when you can break these principles for effect.
xii
Intro
Everything. I would say “everything that falls”
but even that’s not accurate. Sure, if you drop
something off a building it’s going to bounce (...
or splat). What if something doesn’t fall first? How
often am I going to need to animate something
falling, anyway? If I’m typing the questions, and
you’re reading them in the first person, who’s “I”
and who’s “you?” All good questions. Image 0.3 Bouncing Ball exercise from Chapter 8
“Follow Through and Overlapping Action”.
The lesson of the bouncing ball is about timing,
squash and stretch, arcs and a myriad of other
principles that are directly applied to just about every movement you will animate. Mastering the
bouncing ball is the quickest way to conceptualizing the principles of animation. While it may seem
easy when you start, the complexity will increase throughout the chapters, so it’s important to have
a solid base (meaning, please follow along from the beginning). Crawl before you walk. Look before
you leap. Ball before you ... draw? You get my point.
Let’s take a grasshopper as an example. The one thing we all know about them is they hop; it’s
right there in the name. Animating that grasshopper would take into account all the principles I just
listed above; ones that you will understand deeply by the time we get to the more complicated and
abstract principles like appeal and solid drawing. So on your path to understanding the 12 Principles
of Animation, Adobe Animate and how to use them in unison, you will pull them all together by
learning how to bounce a ball in various ways. That knowledge can be directly applied to animating
that grasshopper ... and everything.
In one chapter, you will apply a principle to a ball to start it bouncing and then save the file. In the
next chapter, a new principle will be added to the bouncing ball so that it exhibits both principles
simultaneously and a new file will be saved. By the end of the book, you will have many files and
a clear path of learning. You will have a bouncing ball exhibiting multiple Principles of Animation
simultaneously within Adobe Animate and be ready to put it all together yourself in your own animation!
xiii
Vector VS Raster
Animate CC is a vector based program (often called a “draw
program”). This type of program is in contrast to a raster
based program, such as Photoshop (often called a “paint
program”). If you aren’t aware of the differences, it’s a
fairly simple distinction: vector images can be resized
and never get blurry as opposed to a raster image which
would look pixelated. Have you ever taken a picture of
something and then tried to zoom in really far only to find
it getting fuzzy and indecipherable? That effect is because
the image is raster—made up of a series of set pixels. A
vector image will never fall into that trap because it’s Image 0.5 Zoom view of vector image
instead made up of reference points. (left) and raster image (right).
When you draw lines in Animate CC, the program translates those lines into a series of points which
the computer itself then draws between. The program basically just takes your drawing and makes
it a connect-the-dots/paint-by-numbers type image for the computer. When you stretch it out, the
points just get farther apart and the computer simply redraws the lines between them. That’s why
xiv
Intro
it’s the same. You draw and the program does the rest. However, this difference is important to note
because there are many things you will be able to do with this ability of increasing or decreasing the
size of an image and always keeping the same clarity.
Layout
Enough with all these words, let’s get into the
audience participation! When you first open
Animate CC, you’re greeted with a dialog box
asking you to choose which template you want
to use. Don’t worry about all these settings
right now, simply chose any “ActionScript”
version under the “Create New” section (Image
0.6). Different versions of Animate CC support
varying versions of ActionScript (for instance,
Animate CS6 supports both 2.0 and 3.0 while CC Image 0.6 We’re working in the “Classic”
only supports 3.0). Now you’re in the workspace. Animate CC layout in this book.
Animate CC has multiple versions of this layout
built into the program. To make sure we’re all on the same page, let’s double check we’re working
in the same workspace. Select the “Classic” layout by going to Window > Workspace > Classic.
Right now, you should see a set of tools on the left, the Properties Panel on the right, a timeline on
the top and a white rectangle in the middle (Image 0.7, overleaf). We will cover the details of these
panels throughout the book, but let’s take a quick look at what these things actually are before we start
messing around. The white area in the middle is known as the “stage.” There is a gray area around
the white, and that is known as the “work area” (also, “pasteboard”). Think of these two things as
you would a theater and the area behind the curtains in the theater. Anything on the stage (the white
area) is viewable to the audience, anything outside of that is not ... it’s backstage. That gray area, the
“work area,” is cut out of your final video. The work area is where we put notes to ourselves and extra
assets, but it also acts as an easy crop to images that are bigger than we actually use. So remember:
white area is “on stage” and seen by the audience, the gray area is “offstage” and hidden from them.
Now let’s look at the tools to the left of the layout (Image 0.8, overleaf). This bar is like a drawer holding
your pens, pencils, paint brush and paints, straight-edge, you name it! With these tools, you will be
creating and altering images. Let’s do something really quick just to see what it feels like to draw in
the program. Select the paint brush from the toolbar on the left (pressing the B key will do the same).
On the stage, draw whatever you want. A squiggle—let’s draw a squiggle. Now, say you want to
draw something on the bottom-right but want that area centered on screen so you can draw it better.
Press-and-hold the Space Bar and you’ll see a hand replace your cursor. With the space bar still held,
click the stage and drag it around as you see fit. When you’re happy with the position, release the
space bar and continue drawing. The press-and-hold quick selection of some tools is very helpful for
speed but there’s always a more permanent version of those selections, which in the case of the Hand
xv
xvi
Intro
that advantage will become apparent when we talk about “animation math” in Chapter 1). Plus, that
is what the classic animation masters were using.
Frame rate refers to the speed at which the frames are displayed, and those frames are represented
in the timeline at the top of the layout (Image 0.10). As we work through the bouncing ball exercise
we will cover how to work in it, but essentially this area is where you see how many frames you have
drawn in and where they are in time. It’s just like the timeline of a video player showing you where
you are in the video, except each frame cell also shows you which frames actually have information
in them. Currently, you’re seeing one blank frame (the white box with the dot at the beginning) and
the rest are empty frames (a series of ghostly white and gray boxes, looking kind of like piano keys).
HERE WE GO
Now that some of the housekeeping is out of the way, we can get to the good stuff! It’s best to go
through this book from front to back, as laid out in the spiral learning graph at the start of the
Introduction (Image 0.0). I know I’ve said this, but it bears repeating that one of the great things that
the 12 Principles of Animation have in common with Adobe Animate is that every part of them build
on each other. To create your animations, you will be using your knowledge of multiple principles
xvii
xviii
TIMING
TIMING
INTRODUCING
Timing
Timing is the very basis of animation.
At its core, to animate is to take something that is not alive
and, in the words of Captain Jean-Luc Picard, make it so. We
all know that animation is displaying sequential images in time
to make them move, but the timing of it all will affect the mood
of the action. A batter hitting a baseball at “real-time” speed
will evoke a different response from the viewer than watching
that same action in “slow-mo.” Just as the type of music playing
during a scene will change its feeling, so too will Timing.
By working through the bouncing ball exercises using Animate’s shape and movement tools, you
can connect the concepts of the principles to that animator part of your brain—and then that to
the program. Once you feel like you want to move beyond that, try doing the exercises over again
by drawing each frame with a graphics tablet. For now, however, let’s go step by step through the
timing exercise with the bouncing ball and learn some of the program on the way.
Setting Up
If you haven’t already done so, open Animate Image BB1.0 Pictured: Flash CS6 when the Oval
CC and create a new document (File > New). The and Rectangle tools were docked together.
only things that truly matter right now are the
width, height, and frame rate. For our purposes we will use 1920 for the width and 1080 for the
height. Anyone who has a hi-def TV out there that says 1080i or 1080p—that’s this resolution. As
for the frame rate, for the remainder of this book we will be working in 24 frames per second
(henceforth known as fps). Once you select OK, your document is created. If you made a mistake,
not to worry! Locate the Properties panel. If you don’t locate this panel for some reason the
Chapter 1
and fps settings which can be altered at any time to get the settings you want. These affect the
entire document, meaning there’s only one value for each setting in a document such as the one
you just created.
TIMING
Before we get too far, let’s save this bad boy right now; we’ll be working in it a lot. Choose an obvious
name like “bouncing ball 1 – timing.” We will be saving a new file for every chapter so that as we
progress we won’t lose the work from previous chapters. (Pro tip: select File > Save As … and put a 1
at the end of your file name, and periodically do the same but with increasing numbers to create “mile
marker” files. In the event of a computer crash, power outage, cat unplugging cord, you won’t lose much
work at all. It’s helpful on bigger projects.)
Because of our resolution being so high, some computer monitors may not be seeing the whole
stage right now. To show the entire stage, locate the Zoom control drop-down menu on the top-right
corner of the stage. It should currently be set at 100%. Select that drop-down menu and click “Show
Frame.” You should now see the stage surrounded by gray work area. As mentioned in this book’s
Introduction, only the things inside the stage will appear in the final video that exports. So for the
purposes of this bouncing ball exercise, the “ground” will be the bottom of the stage.
Now that we’re all set up, it’s time to get started with animating!
PART I
“Drawing The Ball”
1. In the toolbar, select the Oval Tool (O). If all
you see is a square like in Adobe Flash CS6
or below, click and hold on it until a popup
appears with subset tools and select the
circle. Don’t worry about the color right Image BB1.1
now. Image BB1.1
Image BB1.4
Interlude
A quick note: you might be wondering what the difference is between the symbol types in step 4
and why we chose “Graphic.” The symbol types will be explained in the closer look section later in
this chapter. We won’t get into the Registration point until much later, but to satisfy any nagging
curiosity, it’s basically the default pivot point. But now, let’s talk about the ball you just created. Take
a look at it. How long do you think it will take to fall to the ground (bottom of the stage)? Whatever
answer you just gave to that question has determined how large the ball is. We have drawn one
ball of a certain size, and it is already a certain
distance from our ground. How long it takes the
ball to reach the ground tells us how big the ball
is around. For instance, given the size I drew mine
(which you can see in the provided *.fla file), if you
said “1 second” then it’s about the size of a beach
ball. If you said “0.5 second,” it would be a softball.
“3 seconds?” The NYC Times Square New Year’s
Ball with all the lights and expensiveness—you get Image 1.2 Depending on the timing of a fall, the
the point. Timing affects a great deal in physics; same size circle could represent a range of sizes.
you want to understand why so you can break the
rules to the greatest effect.
The trick here is to use your brain as a simulator. You drew your bouncing ball already; now close
your eyes and imagine it bouncing. Without even thinking about it you have come up with how long
it will take the ball to hit the ground and how long it will take to bounce back up. I could tell you to do
that with anything. Think of an asteroid. Now close your eyes and make it explode into a magnificent
spectacle. Do the same thing with a chipmunk (those unholy creatures who eat the tomatoes right
off the vine that someone tried very hard to cultivate). That’s your imagination at work—the world’s
greatest render machine. So if you go back to the bouncing ball, the goal is to take that information
you created in your imagination and use it in our timing. When I asked you to imagine it bouncing,
how long did it take to hit the ground? How high did it bounce afterward? Try tapping the table with
the beat of the bounce to help bring the timing out of your imagination and into the real world. Side
note: if you’ve done everything I’ve just asked of you in the presence of someone else who is not
reading these same words, you will look very odd. You’re welcome. Step one in becoming an animator:
you will look very odd when you work.
Chapter 1
you, and we will build together. I will be referring to specific timing and other choices made here in
the later chapters. If you’re already comfortable with the principles and are in this more as a way
to learn Animate CC, you can choose your own timing; but be aware that you’ll have to compensate
mentally for the differences in the ensuing chapters’ exercises. To make things easy, I will start out
TIMING
with the bounce taking 1 second.
PART II
“Making It Move”
5. Since we start on frame 1, our frame rate is
24fps, and the duration of the bounce will
be 1 second, the end will be on frame 25.
Right-click on the empty square at frame 25
and select Insert Keyframe (F6). This last
frame will be our end “up” position. More
Image BB1.5
on keyframes later, but for now it should be
noted that they are the important frames—
the ones where we initiate a computer-
generated or a manual change to the shape
or position of an image. Image BB1.5
It’s a simple thing we just made, just a circle moving up and down … and rather stiff at that.
But this is just the beginning. There are a few important things to note at this point. If you are
new to animation and the program, what you have learned is how to create an image and make
it move where you want within the time you want. If you are already familiar with the program
but not so much with the principles, this is the essence of Timing. Think about the object or
character and what’s happening on screen, and through this context you can discover the time
frame needed for an action to happen. If you’re familiar with this principle and not the program,
you may already have a bias against tweening … it’s OK, because I honestly did too at first. In part,
you feel like you’re giving up control to the computer if you’re used to drawing every frame.
Ultimately, you can still do that in Animate CC. But you will see that through using symbols, tweening,
and some of the other features of the program that you’ll encounter in this book you will be able
to apply the same 12 principles that have worked for traditional animation for almost a century …
and faster, at that.
As mentioned in this book’s Introduction, the bouncing ball exercise is an excellent way to grasp
the fundamentals. Being that this is the first exercise, it doesn’t get much more basic than this.
The more you learn about a program (its tools, functions, and options), the more you can combine
that knowledge together. When writing an email, you may capitalize entire words for EMPHASIS
using the caps lock and paste in a web address from your browser … and maybe even draw a heart
with a < and a 3. At some point, you had to learn each of those particular features, functionalities,
and tricks—and now you can combine them together at will to communicate to someone whatever
it is you <3. This ability to flow between tools and techniques to express yourself will happen with
Animate CC as well.
Chapter 1
should be combined together in various and wonderful ways. Think of the principles like muscles:
to perform a particular action, certain muscles need to be engaged. Perform a different action, and a
different combination of muscles will flex. But there are always those core muscles that will be used
in practically everything you do. One of these core muscles (or principles, if you follow my analogy)
TIMING
is Timing. As you learn the principles and the program through the bouncing ball exercise, your
ability to combine all of this knowledge together to create great animation will grow. So let’s look a
little deeper into one very important aspect of the program and see what more we can learn here
before moving onto the next principle.
CLOSER LOOK
Graphic Symbol Vs. Movie Clip
The first thing we did in the exercise was to draw a circle and create a symbol out of it. There
are three types of symbols you can create, but only two types you will use in animation: “Graphic” and
“Movie Clip.” When a symbol is created, it is saved within the document’s Library (Window >
Library). Symbols are containers for animation. Double-clicking one will show you what’s inside: you’ll
see a timeline just as you do on the main stage. Inside either of these types of symbols, you can create a
completely independent animation (such as a character walking in place). You may then take that
symbol with the animation playing inside it like a projector and move it around just as we did with the
ball (such as across the stage to make a character appear to be running across it). Symbols can also
be endlessly repeated on stage. The terminology can sometimes get confusing so I will periodically
repeat and reinforce this but when a symbol is on the stage it’s actually called an “instance.”
You can have a hundred instances of the bouncing ball symbol on stage but if you edit the symbol all
of the instances will show that same edit because it is the source.
The interior may look the same, but these two symbols are quite different in function which impacts
how you will use them. A Movie Clip will play its internal timeline from its beginning to its end no
matter what’s happening on the main stage, and in almost all versions of Animate CC/Flash isn’t able
to be exported to video (a big problem for most animators). A Graphic Symbol’s playback, on the
other hand, can be controlled and does export to video. There is an added feature since Flash CS3
that Movie Clips bring to the game however, and that is that they can have filters applied to them
(such as blur, drop shadow, and glow). So our general use of symbols as animators breaks down
like this: Graphic Symbols for animation, Movie Clips for illustration. You will see this for yourself
in later chapters but for now, we’re just using the mighty Graphic Symbol. Now let’s get around
inside the symbol to see what we can learn.
Image 1.3 The midground tree and background trees are Movie Clips with a blur filter. The child is a
Graphic symbol with nested animation.
Chapter 1
and pick any color you desire your
bouncing ball to be. (Pro tip: to select a
more specific color, click the color wheel
on the top right of the Fill Color box
TIMING
popup. Hue is left-right, Saturation is top-
bottom, and Brightness is the extra bar Image CL1.3
to the right.) Do the same for the outline
using the Stroke Color. I chose different
shades of orange. Try that. Image CL1.3
Now you can see one of the many benefits of using symbols. Anything within the symbols can be
altered without changing what was already done on the main stage. But what if you wanted to change
the timing? You have the ball bouncing, and you just think it’s a bit too fast. In that case, we just need
to add a few extra frames into each movement so that it takes longer. Let’s try that.
If this were animated frame by frame, changing the timing this way would be decidedly more
difficult! These types of changes and alterations are where Animate CC really shines. There’s no
denying the personal control you feel over drawing each frame by hand, but there’s also no escaping
the feeling of tedium when a seemingly small change needs to be made (like a ball bouncing 0.5
seconds slower than it was) and you have to redraw everything, or if colors need changing and
you have to manually recolor everything. You will see me stress this over and over in this book
(as I have already multiple times in the Introduction): Animate CC is simply a tool to help you work
more efficiently. It’s versatile enough to allow for many different workflows (as you will see), but it
isn’t a magic push-button-and-make-cartoon machine (image 1.4). If it were, you probably wouldn’t
be reading this book. You are still very much in control of the 12 Principles of Animation and how
you implement them.
10
I know what you’re saying, “If we can see the seconds under the timeline, why would we ever need
math? Math is boring and should be burned with fire.” The answer might be found in this challenge.
Right now look at the timeline and without using “math,” tell me on what frame number the timeline
should show the animation ending if the ball bounces one more time and it takes another 3 seconds.
Without animation math, you’re going to have to use trial-and-error to get the answer. I can tell you
what the answer is: frame 97. We already have one bounce taking 1 second, meaning another three
means the total time is 4 seconds. With our starting frame being 1 and a frame rate of 24fps … 1 + 24
+ 24 + 24 + 24 = 97. Animation math.
11
“Animation often comes down to trying to control the creative chaos in your
brain long enough to put it down in physical form … and then do it hundreds
more times until something looks like it’s alive for a few seconds.”
However, what if you were to close your eyes to see the movement, time it out by tapping a pencil to
hear the beat with your ears, move your body to the flow of the movement, and feel the hilarity with
multiple senses? You could become the action long enough to jot down movement notes like “goblin
bounce 0.5 second hard, lots of squash/stretch, bound off edge of cliff, pause 1 second in air, fall FAST”
and then start drawing. This way, the staying power of the thing you saw when you closed your eyes
will be much greater. The timing can be written down for your reference, so you don’t forget. Then
when you animate—since you have the goals written down and the movement in mind—you’ll know
when you’re on frame 1137 and you’re mid-air, Wile E. Coyote-esque pause takes a second you will
end it on frame 1161 just as he starts to fall. That’s where you draw your “oh no” face. Math helps.
REAL-WORLD EXAMPLE
Looking Around
The idea of the book is to not only explain the meaning of the 12 Principles of Animation and then
how to bring them into your animation using Animate CC but also be a primer for approaching
Tradigital animation as a whole by way of this merging. One way to put this application of information
12
Chapter 1
bunch of examples together. I felt that by forcing everything to the end, it would make the steady
learning of the program and principles in each chapter feel longer because there’s no real view of
what’s at the end of the tunnel. By putting these examples within each chapter, we’re able to see
the principles used in conjunction with others (that might not have been covered yet) as well as
TIMING
a peek into the methods it takes to make them happen without getting overwhelmed. Books are
wonderful resources of learning specifically because you can flip through them at will, and we’re
taking advantage of that here.
So if all of this is new information to you, check out what you’ll be coming back to after Chapter 10
for inspiration. If you’re familiar with Animate CC, let’s move on to some real-world examples of the
principles and the program at work.
Principles Used
Solid Drawing: As the pupil moves around the eye,
keep in mind that the eyeball is a sphere, not a flat
circle. The pupil’s appearance should change in size
and dimension (getting thinner as it turns away from
the viewer) when it moves around. Likewise, if making
the face turn left or right, the same principle applies.
Timing: Use this chapter’s principle to determine the acting needs of the character by considering
the story point.
Setting Up
Open the file titled “ch1-real_world-looking.fla” provided on the companion website. In it you will
see a character looking at you and a timeline which is extended out so that it covers 7 seconds. Right
13
The specifics of the setup are as follows. The blink animation has already been done in the “character-
head-eye-eyelid” so that anytime you want it to play, just put a keyframe on both eyelids’ layers at
the frame where you’d like it to start, with the eyelid symbols selected choose “Play Once” from the
Looping section in the Properties panel and set it to start from frame 1. The pupils are symbols, so
they can be moved around using classic motion tweens. They are also kept “within” the eyeball area
by way of a mask layer.
We’ll step through an example of a couple eye movements to show how this setup works, but
basically you can mask the eye movement with a blink or dart them around with short, quick bursts.
Usually, in real life, when eyes move a long distance (like looking at the right of a room and then over
to the left), the eye movement is made with a blink over it. Smaller eye movements (like reading a
newspaper) are just short and quick eye darts. Eyes almost never move in slow, controlled motions
unless they’re following something they’re focused on (such as when the optometrist moves his finger
in front of your face and asks you to follow it with your eyes). OK, let’s look at those eye movements!
“Blink Move”
1. Double-click to enter the “character-head” so that you can see its timeline. There is a layer for
each feature (much in the same way as we did/will do in the exercises in Chapter 10 on Solid
Drawing). Specifically, notice that there’s a unique symbol for each eye.
2. Double-click to enter the character’s right eye (meaning, the one left of the other on screen) so
that you’re in “character-head-eye_r.” Notice that there are only two layers: eyelid and eye.
3. Double-click to enter the symbol on the eyelid layer which you’ll see is called “character-
head-eye-eyelid_house.” This name helps describe that it’s just a housing for an instance of
the eyelid symbol (“character-head-eye-eyelid”) which has a single blink in it. When we want
our character to do a standard blink, we can just tell the symbol to play that nested animation
instead of creating the same simple
animation over and over.
14
Chapter 1
quick-test the movie, you’ll see that both eyelids blink. The reason both blink is because there’s
one eyelid housing symbol, the instance is just flipped horizontally in the character’s left eye
to be a mirror image. So when you edit
the eyelid instance, it changes the symbol.
TIMING
Because the other eye’s eyelid is another
instance of the same housing symbol (but
flipped), that same change appears in the
instance for the other eye. Image BM1.5
Image BM1.5
6. We need to move the eye now. Note the
frame number where the eyelids are fully
closed (frame 53) and double-click the necessary features to re-enter “character-head-eye_r.”
From there, double-click to enter the eye symbol so that you’re in “character-head-eye-
eyeball&pupil.” You can tell (since there is no direction referenced with a “r” or “l”) that this
is a master symbol which will reproduce to each eye. The difference this time is that it’s not
flipped, so when you move the pupil within
this symbol to the left, the other eye’s pupil
will also move left (instead of right, which
is what would happen if it were a mirror
image).
8. Insert a keyframe (F6) on the “pupil” layer at the frame noted in step 6 and move the pupil to
the character’s right. (Note: Since you double-clicked to enter the symbols, you can see the rest of
the face and how it will look on stage. The obscured view in the background currently shows the
scene at frame 1 (most likely) on the main timeline, but you’re further down this symbol’s internal
timeline. It will look like the pupils don’t match, but don’t worry. You will see that they will match
when we get back to the main timeline and everything shows up synched.) Image BM1.8
15
9. Test the movie with Cmd/Ctrl+Enter to see the result which is the character blinking once and
then again 2 seconds later, resulting in his eyes now looking to his right.
This example demonstrates the idea of working with character packs. They can be more or less
complicated and you will see many various ones if you work with others, and/or will come up with
your own the more you animate within Animate CC. The only animation, per se, was the blink (which
was provided for you, but in the real world you would have created it for the scene) which was
repeated. By way of the setup using multiple instances of the same symbol, changing something in
one symbol changed it on the opposite side as well so that the amount of steps required was kept to
a minimum. This process is overkill for just one eye movement, but over the course of 7 seconds for
this scene and maybe many more for an entire animated short, this setup saves a lot of time. Now
that we’ve hidden the pupil movement with a blink, let’s do a couple eye darts without one.
“Eye Dart”
1. In the “character-head-eye-eyeball&pupil”
symbol, using the principle of Timing, pick a
good frame for our character to look down
after he had looked to his right. Remember,
he’s bored. About 1.5 seconds after the
move to the right would probably be good,
so insert a keyframe (F6) at frame 90 on the
“pupil” layer and move the pupil symbol
Image ED1.1
down a bit. Image ED1.1
16
Chapter 1
Drawing, rotate the eye counter-clockwise
a little, using the Free Transform Tool (Q),
to give the effect that the eyeball is a sphere
with real volume (just moving the pupil
TIMING
straight down would make the eyeball feel
flat). Image ED1.2 Image ED1.2
4. Right-click the keyframe created in step 3, and create a classic tween. There are two ways
you can go about the easing. Some animators choose to have no easing (a setting of 0) to
emphasize the mechanism of eyes in the way they dart around. Others choose to have a
little bit of a settling into the final position,
meaning that it will have a slow out applied
to the dart (a setting of 100). I go with the
latter, because in my opinion it makes the
eye movements feel more organic—but
Image ED1.4a
it’s purely the prerogative of the animator.
Image ED1.4a and ED1.4b
17
18
• TWEEN … create keyframes before the ones just made, then set a classic motion tween in
between the two new keyframe sets and apply a slow in/out “S” curve in the Easing Editor
(which, if you’re not familiar with this yet, will be covered in the next chapter).
• RETURN … to get the head back to the original position, just copy/paste the frames of the
starting positions for each of the features and tween them back.
This use of Timing is acting. Knowing when to move and when not to is a refined skill that is usually
best learned through experience and observation. Try playing around with different variations and
combinations of eye and head movements, not only to see what effects they have on the acting, but
also to see how easy it is to make these movements and alter them within Animate CC.
In a real-world scenario, having a scene like this where a character is looking around, bored, for
7 seconds is one of those situations where you really have the opportunity to try out variations in
near real time. The animation in this example isn’t strictly pose to pose nor straight ahead (which
are methods in the principle covered in Chapter 7); it is a kind of Tradigital performance through
quick trial and error. There is forethought, but it’s not necessarily strictly adhered to. Think of this
more like an actor working out physical acting choices before a performance.
FINAL WORDS
Timing
What it all comes down to in the end is that more frames between two positions means the movement
will be slow/smooth and fewer frames means it’ll be fast/hard. Take, for example, a train. You know
it’s going to be moving from one side of the screen (starting position keyframe) to the other (ending
position keyframe). If you want it to slowly traverse the landscape, there will be more frames in
between the two keyframes which will make the action take longer to elapse. If you want this to be
19
There are completed *.fla files provided on the companion website that you are encouraged to look
through and dissect at will to support the learning of the principles and the program. If you are new
Image 1.10
Image 1.11 The more space between two keyframes in a tween, the slower something will move.
Notice the end frame times for “train_slow” (top) and “train_fast” (bottom). Examples taken from
“ch1-examples-trains.fla” on the companion website.
20
Chapter 1
chapter. If you’re looking for a little inspiration, though, feel free to take a peek at the end of the book
or the more advanced project files any time you like. It’s important to have an inspiring goal to work
toward. As long as the actual learning of these basics aren’t skipped, a little peeking around can’t hurt.
TIMING
In the next chapter (as with all the rest) we will be building on this principle and newly found
knowledge of the program when we talk about Slow In and Slow Out.
21
Chapter 2
SLOW IN AND
INTRODUCING
Slow In and Slow Out
One of the things that unites all
creatures on Earth is the effect this planet’s gravity has on
us. It’s perceivably constant, both in rate and intensity. An
old classroom experiment that you (should) all do in Physics
lab shows this wonderfully: take a bowling ball and a golf
ball, hold them at the same height from the ground, let them
go and watch them hit the ground at the same time. As long
as the item isn’t light enough to be affected by air resistance,
any two objects will fall at the same speed. This experiment
demonstrates the constant rate of acceleration due to gravity
and we’ll be using that to apply our next principle: Slow In
and Slow Out.
23
As you work through this next bouncing ball exercise, try to think about all the things in life you
can notice that exhibit this trait. Keep in mind that many movements are sandwiched by these two.
Watch your own arm while it swings when you walk. It will slow in as it’s moving forward, and when
it gets there it’ll slow out to a stop … unless you’re a robot—in which case, I surrender.
Setting Up
If you have already worked through the previous
chapter (“Timing”), you will be adding to that
Animate CC file (*.fla). We named it “bouncing
ball 1 – timing.” What we’ll be doing this time is
saving a copy of this animation with a different
name so that we can continue working with it
without altering what we’ve already done. As
you can imagine, saving progressive files like
this is incredibly useful! When working on a
certain scene, you may have done some great Image 2.1 Using File > Save As periodically with
work animating one character and don’t want to increasing suffix numbers (as I did here in my
lose that when you move onto animating another own animated short) keeps a progression of
character in case the power company decides work without the fear of overwriting.
to play musical chairs with your electricity.
By periodically using Save As, you create a
protected trail of work to act as a backup so that you never lose too much progress on your latest
masterpiece.
With your “bouncing ball 1 – timing” file open, go to File > Save As and type in the next obvious title
“bouncing ball 2 – slow in out.” In this file, we will add to what was previously done and explore
this new principle as well as get into some of the more automated parts of Animate’s toolset. If you
actually have a bouncy ball in real life that you can play with as we go through this chapter that
would be very helpful. It’s not completely necessary, but live reference is always beneficial. Also,
they are nothing if not fun, so you should have one anyway.
24
Chapter 2
for the past and green tinted images for the
future frames (right). It’s the same for outline
mode with the addition that this time the
PART I
“Onion Skin Mode”
1. Move the playhead so that it’s on the
“contact” (middle) keyframe. If you’re
following along exactly, that should be
frame 13. Image BB2.1
Image BB2.1
2. The first thing we should do is look at our
spacing as it is right now. To do that, first
we have to locate and toggle the “Onion
Skin” option. Directly under the timeline
you’ll see some icons (play/pause buttons,
loop arrow, etc.). Look for the set of three
icons with overlapping squares. One set has
both squares dark, another with both filled
in white—we’re focusing on the set with Image BB2.2
one white square and one dark. Hover your cursor over it and it will read “Onion Skin.” Click
that icon. Image BB2.2
25
4. We want to look at the timing for the first half of the bounce (the fall).
Grab the left bracket on the timeline and drag it all the way back to the
beginning (frame 1). Image BB2.4
5. Grab the right bracket and drag it as far to the left as you can. It won’t
pass the frame you’re on so it should stop at frame 13. Right now you
should see a trail of blue-tinted, semitransparent bouncy balls getting
more and more opaque as it gets closer to the bottom. It looks a little
like a slinky (another toy you should own). Image BB2.5
Interlude
Notice that all the images are spaced evenly. That means that this movement
is going to be very robotic, cold, and uninteresting. To make the animation
more interesting we’ll need to add some texture to this movement. We’ll
do that by way of what was mentioned earlier: acceleration due to gravity. Image BB2.5
When dropping a ball from a height, does it fall fast or slow to start? By the time it hits the ground,
will it be moving faster or slower than when it was first dropped? Hopefully you answered slow and
then faster, respectively. Asking yourself these questions is a simple way of determining whether
it’s going to “slow in” or “slow out.” Simply, these two concepts are broken down like this:
This concept in practice within Animate CC is a setting called Easing. You will see how to manipulate
this setting in Part II of this chapter’s bouncing ball exercise. For now just know that, within Animate
CC, “ease in” corresponds to “slow in” and is represented with negative numbers. “Ease out” is “slow
out” and is represented with positive numbers.
The second half of this exercise will actually apply this principle to the bouncing ball. As you are
learning how to adjust the Easing setting and apply varying degrees of slow in and slow out, I encourage
26
Chapter 2
remember to Cmd/Ctrl+Z (undo) to get back to whatever you were doing before you went off-road!
“In Animate CC, “ease in” corresponds to “slow in” and is represented
with negative numbers. “Ease out” is “slow out”
PART II
“Slow In/Out = Ease In/Out”
6. Put the playhead back to frame 1 (that’s
your first keyframe). The ball should be in
its highest position, and it’s called the “up”
key (short for keyframe). Image BB2.6
Image BB2.6
7. Currently, you should see no extra onion
skinned images of the ball because we had set the bracket to
not show any frames past the one we’re on (and there’s nothing
before it). Let’s change that by dragging the bracket on the right
of the frame to frame 13 (meaning just to the right of our middle
keyframe). You should now see something similar to what you
saw back at step 5, except this time the semitransparent slinky of
bouncing ball images is tinted green and the currently selected
frame shows the ball at the top. Image BB2.7
27
However, Slow In and Slow Out is not just about gravity. It’s simply that acceleration due to gravity
is the easiest way to start understanding the principle in action. Just look at it. The bouncing ball is
so much more interesting to watch now. Before it was even, cold, robotic, and just plain boring. Now
28
the speed varies and the bounce is actually felt rather than just seen. This type of change is referred
to as “texture.” We just added texture to the movement.
One of the things you may be asking yourself now is “what happens if I chose something other
than one of the 100s?” … that’s a good question to ask. Take, for example, the beginning of the
movement (the fall) where we set our tween to –100; you saw the difference in speed in the beginning
versus the end when that was done. So, the closer that number is to zero, the less the difference is.
If you were to set it right now to –50, the start of the fall would already be faster and the difference
between the beginning and end velocities wouldn’t be as large. The effect of varying levels of easing
is important to know because not everything needs a huge acceleration. An example would be
something like a child’s rolling toy on a carpet being kicked. It will come to a stop so much faster
and with less “easing” in the transition from moving to not moving than if it were on a hardwood
floor because of the friction. In that case, the Easing setting of the slow out would be something
like 30 or 50.
CLOSER LOOK
A Basketball Bounce
In the closer look section of the last chapter, we changed the colors and line thickness of our ball. I
chose different shades of orange. And now that we’ve added Slow In and Slow Out, it looks a little like
a basketball, so let’s run with that idea. If you know anything about the sport, dribbling is a main part
of the game. Basically, it’s just bouncing the ball by putting your hand on the top, quickly pushing it
to the floor, and then stopping it from bouncing too high when it comes back up. For us animators,
this action means that the ball’s change in speed is much more than it would be if the basketball
were just allowed to fall on its own … and that drastic changes means having a greater slow in than
we can get with –100 to 100 scale in the Properties panel. We need a more custom approach—enter
the “Custom Easing” feature.
29
30
Chapter 2
Pressing that will play the tween that
we’re on all the way to the end of the
movie. You will see the ball accelerate very
quickly to the ground but then bounce
11. Click the black dot and then click and drag Image CL2.10
the white dot on the rightmost point of the
graph to the left until you reach frame 19.
This new graph is exactly like the last one
except turned upside-down. You may stand
on your head to verify. When you’re done,
click OK to save and exit out of the Custom
Easing panel and test your new movie
(Cmd/Ctrl+Enter). Image CL2.11
31
Beginning To Act
Currently, for all the animation we’ve actually done, this ball is pretty
inanimate. There’s no story it’s telling with its movement other than
“I fell and bounced back up again.” Pretty boring, truth be told. What
if the ball was a little scared about hitting the floor? What if this was
the first time our little basketball had ever seen a floor and didn’t
know if it was going to eat him alive? It would just want to touch the
floor ever so slightly and then retreat back to the safety of inexplicably
floating in the air (this is animation after all; we can do anything we
want). How might we do that?
Well, we know that it would need to start going to the floor slowly
and then slow down again just as it’s picking up speed because our
little basketball wants to barely touch the scary floor ever so slightly.
This motion will require a slow in and a slow out before even getting
to the bottom of the screen. Then it will dart away as fast as possible Image 2.3 Acrophobic
back to its starting position; that action is very clearly a slow out but a basketball.
very heavy one. You might be saying, “We can’t slow in and out in the
same tween … that’s madness! Surely we must add another keyframe in
there.” Nay, intrepid but weary reader, this feat can be accomplished
with a few simple clicks!
14. Click and drag this white dot and bring it all
the way to the top-center of the graph (making
Image CL2.13
32
Chapter 2
This curve is what it looks like to have a slow
in and out in a single tween. Image CL2.14
“Keyframe Adjustment”
18. Click and drag the middle keyframe to the right by 5 frames. Image CL2.18
“That’s it?!” Yes. If you test the movie, as I figure you already have, you’ll now very clearly see a
ball that approaches the floor cautiously before
darting back up to its beginning position, having
determined that the ground is not cool … not cool!
33
Now we can talk about Timing Charts. In traditional animation, they are a simple method of showing
how the lead animator wants the timing and slow in/out of a span to be handled. You’ll usually see
them in the top-right corner of key drawings; they look like little rulers. It starts with the drawing
of what looks like a capital “I.” Usually, the top line is the start keyframe and the bottom is the end
(although sometimes it’s the reverse); both of which are labeled with their frame numbers. The vertical
line between them represents the span of the motion. The basic way the chart works is that the lead
animator will place more horizontal lines on the span to represent the inbetweens, and the way they
are spaced shows the proportional progression the assistant animator needs to “move” the drawing.
Remember what the bouncing ball looked like when you turned on the onion skin mode for the first
span of the bounce—the slinky? The balls were close together at the top and far apart at the bottom.
That’s what the Timing Chart for that span of the motion would look like, except with vertical and
numbered horizontal lines.
You may have noticed that the description of Timing Charts seemed familiar in function to the Custom
Ease graph, and there’s good reason for that. The Custom Ease graph is the Animate CC equivalent to
traditional animation’s Timing Chart. Think of it as its digital version. They both show the start and end
34
Chapter 2
the percentage of the entire movement (y-axis in
the Custom Ease graph) where an object should be
by that corresponding frame number. And finally,
they are both simple graphical representations
Timing and Slow In/Out inform each other. While Timing will help you determine the amount of
frames between two key drawings, the amount of Slow In/Out will determine how you get there.
These two principles already help you layout so much of the action in front of you. Look what we’ve
accomplished with the bouncing ball in only these two chapters. Manipulation of the Custom Ease
graph is as paramount to applying these principles within Animate CC as the Timing Chart is to
traditional animation. If you’re going to use tweens, knowledge of the Custom Ease is crucial.
REAL-WORLD EXAMPLE
“Heavy Lifting”
Principles Used
Staging: All of the action must be clearly presented so that the audience can see what is going on. Use
negative area (a woman who has a hand on her hip would have negative area in the space enclosed
between her arm and her body) and obvious poses/postures to show what is going on even if there was
no detail in the form (as in, if you turned it into a silhouette, would it be clear what was happening?).
35
Slow In/Out: Use this chapter’s principle to enhance the feeling of weight. Heavy objects will have
“slower” easing (meaning the slow in/out will be slight and gradual) and lighter objects will be “faster”
(which makes their slow in/out harsh, quick and drastic).
Setting Up
Open the project file “ch2-real_world-heavy_lifting.fla” provided on the companion website. You can
probably tell from the title what we’re going to be doing here. Right off the bat, you can see that
the rough animation has been created for you. The keyframes sketched in blue were done using the
Pose to Pose method. Then between those sketches are the breakdowns in red. Finally, the rough
animation was further broken down in some spots using straight ahead action sketched in green, so
some spontaneity could be injected into the scene. Through that rough animation I looked at what
the needs of the cleanup would be. With this information, a character was created, its features split
up into symbols, and those instances were posed over his first main key (our character assessing
the task). From here, we will clean up the rest of the scene.
If there’s one area that Slow In and Slow Out are applied most heavily (pun), it’s in the presentation
of weight. When a character is lifting something heavy, like a boulder, the slow in/out will be much
more drastic than if he’s just lifting a tennis ball. Even the movement of the body in relation to the
heavy object will change based on its weight and configuration. The character is probably not as
36
Chapter 2
to reposition his body and get under it in order
to actually hold it in the air.
37
5. For any one of the “easies” that didn’t line up appropriately with the breakdown position in
the rough, insert a keyframe (F6) at the breakdown frame and move the symbol instance into
position. Adjust the easing for the first and second tweens that have now been created in this
span to apply proper slow in and out. Image CR2.5
38
Image CR2.4
39
6. The “problems” are … problematic. You need to look at what their specific needs are. For
these, we are going to be using symblification (as described in Chapter 8). Where possible,
we can use shape tweens (like the body) for our form changes. Others are going to need to
be cleaned up frame by frame (like the hands). The following steps will focus on the shape
tweening of the body.
7. Right now, the body symbol is set to “Play Once” from frame 1 (and this keyframe is on frame 1,
so the timelines, internal and main, will match) and the symbol’s internal timeline is extended out
to the same number of frames as the main. When a keyframe is created, it will say “Play Once”
from whichever frame number it’s on. So going forward it’s important not to move around these
keyframes after they’re created, or else the timelines will become misaligned. Insert a keyframe
(F6) at the first key (blue) on the “body” layer and move the symbol into position with proper
rotation (but without squash/stretch). The part that will anchor our symbol is the waist, so that’s
what will determine the alignment and rotation. Image CR2.7
8. Double-click to enter the body symbol at the keyframe. The marker should be set to the same
frame as the main timeline (since they’re playing “together”). Insert a keyframe (F6) at that
40
12. Return to the main timeline to verify if the body shapes are
lining up correctly (it doesn’t have to be exact, but it should
follow a similar arc) throughout the rest of the rough frames.
If they aren’t aligned, figure out if it’s the position or rotation
that’s the problem or if it’s the actual shape of the body. If it’s
the shape, you’ll need to enter the symbol and put another
keyframe in the problem span and adjust the shape. Keep
adding keyframes until it fits the rough (or you end up just Image CR2.11
41
42
Chapter 2
The amount of slow in and out really determines
what amount of weight you’re going to show and
what proportional strength the “supporter” (the
guy lifting the boulder in this case) has. You can
43
from within. The body part is moved around the stage by classic motion tweens but is altered in
form through either shape tweens or frame-by-frame animation from within the symbol itself.
• ABANDON … the precision of this method if the problems of a movement are too great to try to
replicate using symblification and animate it frame by frame on the main stage (point 5).
In the “real-world,” creating an animated scene like this obviously has a lot of parts. Even the original
masters at Disney didn’t usually do every inbetween and especially didn’t ink and paint them. The “big
guys” were about the performance, and you probably already have an idea of how many things needed
to be figured into those performances—not to mention all of this was done off a blank page! It’s an
incredible amount of work and a very refined skillset. For us in Tradigital animation, the delegation
of the inbetweens and cleanup (coloring/inking) still usually rests back on our shoulders. For these
tasks, Animate CC helps lift the weight with tweening, symbols, and broad but precise drawing tools.
Animators always want to break the rules—it’s just plain too enticing to see what shouldn’t be done
and go do that; it’s one of the great joys and benefits of the medium. Methods, techniques, and set
workflows are there to help us stay on track and not get too carried away, but sometimes that’s just
what needs to happen. That last step of “abandoning” the symblification of nested animation and
tweening to clean it up using the time-honored technique of frame-by-frame animation is a very
important one. Sometimes the movement you have in mind is just not something that the program,
any program, would be ready or able to handle. For that, even though it may take longer, you will
need to be more traditional than digital in your Tradigital work.
“Animators always want to break the rules—it’s just plain too enticing to
see what shouldn’t be done and go do that; it’s one of the great joys and
benefits of the medium.”
44
Chapter 2
Slow In/Out
Realistically, there aren’t too many reasons that you won’t use this principle in your animation because
As we continue with the chapters, you will see exactly how important a handle on the basics are. You
may think that things are moving slowly, but this foundation is imperative to being able to put it all
together. Conceptually, a lot of these principles are rather easy; though the use of them gets more
complicated as we try to apply them. Animation rarely works in a vacuum as far as the 12 Principles
are concerned. So as we continue to layer the principles, your understanding of how these slight
alterations can have large effects on the whole will grow.
45
But I can’t bury the lead any longer; I know why you’re all here. In the next chapter, we’re going
over the pop-star of the 12 Principles: Squash and Stretch. If you take one thing away from this
chapter it should be that while everything starts with Timing, the Slow In/Out gives some much
needed realism to the motion. This sense of realism is important because no matter how cartoony
something is, there is almost always a need on the part of the viewer to see something relatable. You
may not know all the details and physics of why a ball bounces the way that it does, but you know
when it looks right. It’s the same for the audience. Keep that in mind as we move on to smushing
things around in the next chapter.
46
Chapter 3
STRETCH
49
50
Chapter 3
BOUNCING BALL Squash and Stretch
Setting Up
We’ll be working off the file created at the end of the last chapter’s bouncing ball exercise (not the one
in the closer look section). The existing title should be “bouncing ball 2 – slow in out.” So, naturally,
we’ll be titling this one “bouncing ball 3 – squash stretch” (by using File > Save As). And don’t forget
that a good practice is saving duplicate files in ascending numbers whenever you do any work you
don’t want to lose. Don’t worry, I’ll remind you again mid exercise.
PART I
“Where We Squash”
1. Select the contact key (where the ball is on the ground).
Clicking the keyframe selects everything on the frame; in
this case, the “ball.” We’ll be squashing the instance of that
Image BB3.2a
symbol.
51
Interlude
If you test the movie right now (Cmd/Ctrl+Enter),
you’ll see that it looks very weird. It’s squashing
as it’s falling! That’s not what we want. Stretch
needs to come into the equation first because
as the ball’s falling, it’s accelerating. We want
it to stretch to enhance the illusion of speed. Image BB3.5 Image BB3.6
Squash and Stretch are complimentary actions
and rarely exist separately. It’s like Newton’s
Third Law of Motion if it were more … animated. So likely
where there’s a squash, so exists an equal and opposite stretch.
BB3.7
52
Chapter 3
8. Up in the timeline, select the frame before
contact and create a keyframe (F6).
You’ve now essentially hijacked the entire
tween before it by changing the endpoint.
53
When watching an animated film, like when watching sci-fi, you know it’s not real. It’s the ability
of people to imagine “well, if it were real …” that allows for these stories to be told and loved. The
phrase “suspension of disbelief” comes into play here. You know that Gaston’s sidekick, LeFou, is a
human character in Beauty and the Beast; but you also know he couldn’t really move like that if he
existed in real life. In a few sequences, it seems like there’s no way his head could possibly have a
solid skull in it at all. It doesn’t matter though because the use of form flexibility is done in support
of the acting—so in a way the unreal aspects of this anatomy feel somehow even more real than if
strict physics were adhered to. Squash and Stretch is this first principle that introduces you to the
world of doing something that doesn’t actually happen that much in real life to make your animation
actually feel more real.
One of the brilliant things about animation is that you can break the rules of reality, but one of the
needs of humans is to relate. The reason you see faces in inanimate objects around town is the same
as why you can look at Daffy Duck and not only know that’s a duck who talks but also identify with
parts of his personality and can anticipate his reactions to events before they happen. People are
putting themselves into the characters they see. You know when you fall out of a tree and hit the
ground you feel all squashed up. This great force has compacted you into a little strip of a human
being—and it hurts, a lot. The fact is, you didn’t actually squash so much anyone could see. But if
you were to animate that happening, you might go ahead and add that squash because that’s what
it feels like is happening and that is more important than the reality.
54
Chapter 3
This time we’ll be working from the “bouncing ball 2 – slow in out – closer look” file that we created
last time. In it, there was a timid ball that starts to approach the ground, afraid of what might happen
once it gets there; and once reaching the ground it immediately shoots back up to a floating position
of safety and happiness. It looks good, but we can add more life to that action with a little Squash
2. Either with the Free Transform Tool (Q) or by manually imputing % via the Transform panel
(Cmd/Ctrl+T), create a stretch on the ball. Don’t forget to move it back down to touching the
ground.
55
Remember what happened earlier in this chapter during the main bouncing ball exercise: placing
a keyframe in the middle of a tween doesn’t change the easing value before it, but it does create
a different one after it. For example, click on the “squash” keyframe (18) and look at the Custom
Easing graph. You’ll see the same hard slow-out curve that we applied to this part in the last
chapter’s closer look section. If you select our newly created key on frame 19 and look at the Easing
Editor for that, you’ll see a different graph. We want to replace the tween on key 19 with the one
currently on 18.
56
Chapter 3
in real life this will keep you sane.
57
11. Click anywhere in the tween between the first and second keyframes. Hold down F5 to create
extra frames and push everything in front of that point forward until the next keyframe is
at the 37th frame. (Pro-tip: remember “animation math”? At a frame rate of 24fps, 1.5 seconds
would be 36 frames …
multiplication. Since we’re
starting on frame 1, the
ending keyframe of this tween
will be on 37 … addition).
Image CL3.11 Image CL3.11
13. Again, closing your eyes, timing out the shot and deciding where you would like the movie
to stop is pretty essential. When I did it, I arrived at 3 seconds as a good complete time. My
animation math tells me that should be on the 73rd frame, so go out to that frame, click on the
gray box, and hit F5 one time to extend our timeline out to that point. Image CL3.13
Image CL3.13
14. Follow step 12 again and, if you’d like, step 13 again until you have a happy loop. This loop
right now is just for you, but ultimately this process will help you with timing out how long a
scene should be by putting yourself in the audience’s position.
As you moved around the keyframes, the tween adjusted to accommodate. We didn’t mess with a
single thing on the main stage, only the timeline. You will see this helpful little feature come up further
in later chapters and in a huge way on your own work; tweens help in more ways than one. Tweens
58
Our squash and stretch was preserved throughout this alteration in the intuitive way you would
expect. So far, the only thing we have drawn is a ball. The Free Transform Tool has allowed us to
give new qualities to the drawing to either emphasize the real-world physics of a movement (as in
Chapter 3
the main bouncing ball exercise) or add feeling to the acting on a shot (as in this closer look).
During this closer look, we have applied Squash and Stretch, copied and preserved Slow In/Out, and
adjusted our Timing all to service the acting. All of these tools and hotkeys are layering onto one
“Tweens aren’t just about saving you time in the initial drawing of
inbetween frames but in the redrawing of those frames if you need to
change your timing.”
Let’s take another example. You’re in a creepy old building’s boiler room. You think you’re alone.
It’s dark, quiet, and musty. You could swear that you heard something behind you, but when you
look back nothing can be seen. Your senses might be playing tricks on you. Suddenly, you feel hot
breath on your neck. What would you do? First thing that would happen is you would probably
grit your teeth, squint your eyes, and duck your head down into your shoulders; you’d flinch. But
immediately after that, you straighten up like a board and freeze. Your neck stretches out like a weak
attempt at fleeing, but every bit of you is tense and wide-eyed. Act it out. The flinch is a squash, while
59
Every time you watch cartoons from now on you will be seeing Squash and Stretch. It’s ubiquitous.
Running, jumping, falling, cowering, celebrating, yelling, pointing, fighting, sleeping … all the ,ing’s
really—they can and usually do use some form of this incredibly flexible (I am killing it with these
puns) principle. Accentuating a squash can easily be done with a good stretch before it. We all know
the “movement” principles (Timing and Slow In/Out) impact just about everything in the animation.
But the other fairly unique characteristic about this particular principle is that even though it’s more
on the “look” side instead of the “movement” side of the spectrum (meaning its work is done on the
image rather than the timeline, like timing), it too pairs well with other principles. It’s in these pairings
that Squash and Stretch really shows its effectiveness. We’ve already seen how it’s paired up with
the likes of Slow In/Out (or vice versa), but in next chapter’s Anticipation or the later chapters like
Exaggeration you’ll really see Squash and Stretch shine.
REAL-WORLD EXAMPLE
“Bite and Chew”
Principles Used
Overlapping Action: Features rarely move at the same time, even (and
especially) when linked. Since the jaw is the main part of the action, that
will move first and the rest of the features will follow.
Slow In/Out: Chomping down on something means that you are compacting
it under pressure, which will mean a quick slow in when closing but a longer
slow out as the jaw really shuts. When the jaw releases for another bite, all
that pressure is released and is really easy to open, which means that the
easing is opposite—slight slow in but a drastic slow out.
Solid Drawing: The features of the head/face are full of volume and specific
arrangements. To sell the idea that something has entered our character’s
mouth and he is chewing on it, care needs to be taken to present the volume
and construct of his head and their features at all times.
Squash and Stretch: This principle is what really gives that visceral feeling to the chewing motion.
Structural (mouth opening and closing) and exaggerated (head squashing and stretching back up)
versions of the application of this principle are being used to best sell the flexing of the features.
60
Chapter 3
in Chapter 2, the rough animation is already
done. What we’re going to be doing isn’t much
different than that example either, workflow-
wise, but as the squash and stretch was used
61
Image BC3.5
62
Chapter 3
7. One by one unhide and cleanup the “easies” of the face (eyes,
ears, cheek lines, nose, and head) on frame 15 using classic
tweens for the symbols and shape tweens for everything
else (the level of easing is up to you). Then lock and select the
Interlude
There is a layer in the head symbol called “PATCH” right above
the “jaw” layer. If you unhide the jaw layer and then the patch
layer you’ll see what purpose the patch layer serves. It covers
up the top line segment of the jaw shape. In Animate CC, a shape
needs to either have no outline or be fully outlined in order for a
shape tween to work correctly. This means that in the case of our
character’s jaw we can’t delete the top line which runs through
his face if we also want to shape tween it. There are a couple
workarounds for this and the one we’re using here is a “patch.” Image BC3.7
Simply stated, a patch covers up unwanted artifacts that come
up during animation. In this case, we want to shape tween the jaw and to not see the line currently
running ear to ear so the patch’s only function is to hide that line. The patch itself is nothing more
than a flesh-colored shape with no outline which overlaps the jaw shape in just the right way to cover
what we don’t want the audience to see. Since it’s on its own layer, this shape can and will be moved
and shape tweened whenever it’s needed in order to cover up the problem line on the jaw shape.
63
Interlude
At this point in the scene, our character chews
a few times so we’re going to create a separate
looping symbol for that. So far, it’s been important
to use “Play Once” in the instance looping options
on the Properties panel to lock the main and
symbol timeline’s playback together. For a loop,
these two timelines will be independent of one
another so it’s important to keep an eye on Image BC3.12
64
Chapter 3
sequence we’re about to do will loop four times.
The first loop is from frames 26–37 (we don’t
include the key on frame 38 in our first loop since
that’s the starting frame of the next loop). This Image 3.9
14. Double-click the “head-chew_loop” instance on stage, highlight everything on the timeline
from frame 1–25, and Remove Frames. Go ahead and delete the “rough” layer too. This should
leave you with the third rough key’s mouth closed design on frame 1 inside this symbol.
Image BC3.14
65
18. Somewhere between frames 1 and 7, click and drag to highlight one frame from each layer
and then drag and drop the highlighted frames over to frame 12 all at once. This clicking and
66
Chapter 3
cleaned up image on frames 1 and 12
now are the same. When this loops on
the main timeline, this mouth closed –
squash design will be shown for two
“Swallowing”
20. Back on the main timeline, insert a keyframe (F6) at the second to last rough key (frame 74)
and drag the instance of our “head-chew_loop” symbol up to the position indicated on the
rough animation.
21. Right-click on the instance of the head symbol, select Swap Symbol, and choose “head.” This
is the symbol we started with. The reason for this is because we want to return to the first
67
68
Chapter 3
position. Return to the main timeline, right-click
the keyframe on frame 1 of the “head” layer and
Copy Frames. Right-click on the last keyframe (81)
on the “head” layer and Paste Frames.
33. You can play around with what easing you would like for the movements, but I chose an
“S” curve for all of them to apply a slow in and out in the same span which will make this
sequence feel more wobbly and oscillating.
69
on the arm, hand, and body layers (to preserve the position) and then returned to where he first
brings his sandwich down after taking a bite and adjusted those layers to make him not bring it
down as far. Then it was a matter of applying another
tween between those keyframes with a long, slow “S”
curve in the Easing Editor to bring them back down to
the starting point (Image 3.10a). I also added a bit more
squash or stretch to the head in some parts that I thought
could use some more exaggeration (Image 3.10b) and
enlarged the instance of the head symbol a bit when
he takes the bite, which added more dimension to the
scene by making it feel he was leaning forward more
(Image 3.10c). You can add extra bits of movement like
these with very little effort or risk. Try it out!
70
Chapter 3
now reflects each of these, and you have learned how to create a ball, turn it into a symbol, adjust it,
tween it, ease it, and now squash and stretch it. In the closer look areas of these chapters, you have
learned how to take these tools and properties (no matter your previous knowledge of either) and
take an inanimate object like a ball and apply some acting to it, overlapping your knowledge of the
I’ve been where you are now, and I know you still may
not feel like it’s getting you anywhere. Believe me, I
understand. Truth is, you’re probably not going to feel
satisfied until you’ve animated a full shot from start
to finish; I know I didn’t. When you’re learning, it can
feel like everything is going so slowly. But somewhere
down the line, after you have a good grasp of the basics,
everything will just click and the creativity in your head
and that which you can actually create will finally start
to match! In the words of Kaa, “trussssst … in meeeee.”
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Chapter 4
INTRODUCING
ANTICIPATION
Anticipation
If you were to look up “anticipation”
in the dictionary, you would find this: the action of anticipating
something. Helpful. But if you look up “anticipate” in that same
dictionary you’d find its synonyms: expect, await, look forward
to, and be prepared for. So now that we have covered some
principles on the physics of movement (Chapters 1 and 2) and
the interpretation of motion (Chapter 3), this principle is our
first exposure to one of the 12 Principles of Animation which
focuses on the storytelling aspect of our medium: Anticipation.
73
Setting Up
Our good friend File > Save As comes back to save us from the perils of overwriting work. Saving
from the last file (bouncing ball 3 – squash stretch) we’re moving one up and naming this “bouncing
ball 4 – anticipation.” The goal of this particular exercise is to take what we’ve done and turn it into a
scene. The ball will start in the “contact” position and slowly squash until it looks like it can’t anymore
and enough potential energy has built up (anticipation) to allow it to shoot up off the ground and into
the air. Then it will bounce once before coming back to the starting position (which Animate CC will
loop for us when exported to SWF).
Part I, here, will essentially be more setting up than this actual “Setting Up” section. You’ll notice, too,
that I’m not spending as much time clarifying the steps, as many of them we’ve been over multiple times
in previous chapters. In some I give new ways of doing the same things. This varying level and type of
step description is all built to help you become accustomed to the versatility Animate CC offers. Let’s go.
PART I
“Positioning Keys”
1. On the timeline click and drag the full length Image BB4.1
of the movie from frame 1 to 25 to highlight all
work done so far. Image BB4.1
74
Chapter 4
7. With our starting position created, let’s make the ending.
When it lands on the ground we want some squash/
stretch to cushion the impact. So we’ll need the three
frames which make up the bounce earlier, as well as the
ANTICIPATION
“up” key. Click and drag to highlight frames 25 to 38.
Image BB4.7 Image BB4.5
10. We’re going to copy the first key and paste to one frame
after the current end. You already know how to copy
and paste with right-clicks. Alternatively, you can click Image BB4.6
frame 1 and copy with Cmd/Ctrl+C, select the empty
box at frame 64 and hit F7 to “Insert Blank Keyframe”
(which can also be done with a right-click), and use the
hotkey sequence Cmd/Ctrl+Shift+V on that same frame
to paste in place. This is a commonly used approach,
Image BB4.7
and you’d be amazed how fast it is when you get used to
it. Image BB4.10
Image BB4.9
Image BB4.10
75
PART II
“Improving The Action”
11. First fix is going to be the final squash and stretch; it’s too fast. Let’s give it some breathing
room to come to a full stop by putting an extra frame in the last tween by using F5 once at
frame 61. The final key should now be on frame 65. Image BB4.11
Image BB4.11
12. Next up is the actual anticipation, the reason we’re here! That first tween, where the ball is
slowly squashing, needs more time to develop, and it needs a nice slow in and out. Use F5
again to extend it. Around 1.5 seconds would work, so push the squash key out to frame 40
just to make things easy (meaning the final frame of the whole movie would now be at 92).
Image BB4.12
Image BB4.12
13. If you test the movie right now, it clearly looks better this way, but to really drive home the
anticipation we need a beat after the ball is fully squashed before it jumps. Insert five frames
(F5) at frame 40 to add about one-quarter of a second between the squashed and stretched
keyframes. Image BB4.13
76
14. If you’re following along exactly, you’ll notice that even though it wasn’t doing anything there
was a tween applied to the keyframe on frame 40, and now there’s a horrible tween from
the squash to stretched state before our jump (if you cleaned that up earlier, good work! You
already did this step). Right-click the tween between frame 40 and 46 and select Remove
Chapter 4
Tween. If you test the movie now, you can see the anticipation is much stronger with this
extra beat. Image BB4.14
ANTICIPATION
Image BB4.14
15. With the first tween selected, open the Easing Editor.
You should see that right now it’s a slow in (−100) and
looks like a ski jump. We’re going to give this tween a
hard slow in and out like we did in the closer look “More
Custom Easing” in Chapter 2. Remember that it looks like
an “S.” Image BB4.15
16. Click the first edit point (remember the black dot, lower
left) to get the handle. Move that white dot on the
end until it’s about two-thirds of the way to the right
and the handle is perfectly horizontal on the bottom.
Image BB4.15
Image BB4.16
17. For the end edit point (top right), do the same in the opposite direction, and then click OK to
save this new tween. Image BB4.17
77
I think you all understand that the decreasing max height of a bouncing ball is owed to the ball losing
energy due to friction every time it hits the ground. For this same reason, the amount of squash and
stretch added to the ball will be decreasing proportionally (we’ll “guesstimate” on the amount). Losing,
decreasing … these “changing” words are a sign of building expectation. Sometimes in storytelling
you’ll want to pay off those expectations with their natural conclusions; other times it would be best to
do something unexpected. The more you create anticipation and pay it off with expected conclusions,
the more effective an unexpected result will be. As much as I hate jump-scares in horror movies,
they’re pretty effective for this reason. Back to the exercise. Remember, we’re going to deal with the
height, the levels of squash and stretch, and some timing alteration.
PART III
“Decreasing Max Height”
18. The first height is fine, but we need to make the second up position lower.
Locate its keyframe (hint: it’s frame 81). Move the ball straight down until
the ball is about one-third its own height lower. Image BB4.18
19. Now that the ball bounces lower, it shouldn’t be in the air as long—so the
timing must be adjusted. Just take three frames out of each tween in the
second bounce sequence (tween spans from frames 70–81 and 81–92).
You should be comfortable performing this action by now (highlight the
amount of frames, right-click, and Remove Frames). After the timing
Image BB4.18
78
Chapter 4
Realign to the ground. Image BB4.20
ANTICIPATION
more intense squash, the slow out applied
to the first “jump” should be more intense
as well. Click that tween (between frame 46
and 57) and open the Easing Editor. Drag
the left edit point’s handle all the way to
the left so that it’s pointing straight up and
extend it to reach around 80%. You can see
the curve change as you drag. The more
vertical the beginning part of the curve is, the
more speed the tween will have at the start. Image BB4.20
Image BB4.21
22. Do the same as you did for the squash in step 20 for the next keyframe’s stretch (H:75%,
V:125%) on frame 46. Image BB4.22
79
I know that was a long one, but you’ll definitely want to be testing this movie. Look what’s been
created. Now we’re on a roll! This single, 3.5-second, looping video incorporates the four principles
we’ve covered so far (Timing, Slow In/Out, Squash and Stretch, and Anticipation) as well as a myriad
of tools and functions in Animate CC and multiple ways to use them … with hotkeys! We created new
keyframes, copied some over, and altered almost all of them to fit our needs. Now might be a good time
to go back to your folder and one by one open up and view each SWF created in this main exercise
for each chapter. See how they compare. This movie is vastly different than what we started with,
and we’re still working from the exact same ball! It’s just one symbol; we haven’t even altered it
from Chapter 1. If you’re following along with the bouncing ball exercises, skipping the real-world
examples for now, and itching to finally draw something more than a circle, don’t worry. We will
get into drawing (obviously, since one of the 12 Principles is literally called “Solid Drawing”) in the
later chapters.
The held squash before the jump in our bouncing ball in this chapter adds a lot to the following
action. Before it happens, you know what’s going to likely happen. How anticlimactic would it be if
after intensely squashing like that, the ball just sort of went back to its normal position? There are
really only two options your brain wants: either jump or explode, because either way that energy
has to go somewhere. If it doesn’t, it’ll just feel wrong. Breaking this rule to surprise your audience
is effective but if you don’t do it in the right way they will feel tricked and robbed of a proper payoff
(see horror movie jump scares comment from the previous interlude). Anticipation is like a promise
to the viewer, “this is what’s coming next.” It’s been used on the stage for centuries. When playing
up to an audience in the back of the theater, actors would need to make their actions readable.
80
One of my favorite examples of anticipation used in acting is basically every punch thrown by
Harrison Ford in any movie. He’s a master of acting in action. When Indiana Jones is fighting
the big, bald mechanic by the plane in Raiders of the Lost Ark, every punch is preceded by a huge
windup. Each time, Indy leans back and brings his fist up next to his head while lifting his elbow
high. If you were to take a picture of that moment, what else could possibly be coming next? He’s
not answering a phone. In real life, obviously a punch like that would never land because you would
Chapter 4
see it coming from a mile away. It’s the very definition of telegraphing a punch. But on stage, film,
and in animation, this anticipation sets up
our audience for an emotional reaction,
one way or the other. When the promise
ANTICIPATION
is kept there’s a feeling of jubilation, for
our hero has landed a solid shot. When
the promise is stifled, either by missing or
the punch’s apparent ineffectiveness due
to the iron chin of his villain, the emotion
shifts to distress. Anticipation has taken
the fight scene and upped the emotional
ante.
CLOSER LOOK
Advanced Easing Editor
You have learned so much about the layout, terms, and movement tools in Animate CC. These are usually
what people have the hardest time learning when first starting. Everyone knows what something called
the “Pencil Tool” does, but not many know about the “Easing panel.” There’s a level of intimidation
with this new stuff which can stilt creativity. By focusing on the movement aspects first, we have
covered a whole area around what it takes to make things move in Animate CC. and how it can help.
You’re one-third of the way to the end of the book and things will, of course, get more involved from
here. But as the concepts and execution get more detailed, the tools are more intuitive after this point.
What we’ll do in this section is look at what more can be done with the Easing panel. So far we’ve
been able to adjust the curve of a simple slow in or slow out to be more intense (obviously you can
do the opposite as well), and we’ve also created an “S” curve to apply a slow in and out to the same
tween (as in the case of the closer look section of Chapter 2). We’ve also compared the Custom Ease
81
You’ve seen that there is an edit point at the bottom-left of the graph (start) and the top-right (end).
This time, we’ll be creating new points along the line to make a more sophisticated easing graph and
create a “quivering” look to the ball during the anticipatory squash. Don’t forget to Save As your file.
This time, since we’re exploring two ways of doing the same thing, save it with a “- closer look –
method 1” suffix on it so that we don’t lose any work
we’ve done.
“Quiver, Method 1:
Tween”
1. Open the Easing Editor for the first tween in
order to cause a quivering effect, it’s a “two
steps forward, one step back” kind of situation.
In this case, we want the ball to squash a little,
then unsquash a little less, and continue that
until reaching the end. Keep in mind going
forward that Cmd/Ctrl+Z does work to undo any
mistake you make in here. Image CL4.1
Image CL4.1
2. The quiver shouldn’t start until the slow out
since that’s the moment of most tension, so click
on the graph after the halfway point to create
a new edit point. I chose just before the 25th
frame. (Pro-tip: If you need to delete a point,
hold Alt and click the point you want to delete.)
Image CL4.2
82
Chapter 4
in/out fashion proportional to the amount they’re Image CL4.4
pulled down. Image CL4.5
ANTICIPATION
a small earthquake went off on the last half of
our tween. You can press the play button in the
Easing Editor now to see what it looks like. You
can adjust to your heart’s content, and when
you’re satisfied click OK to save the tween.
Even though the ability is there, you don’t have to do this kind of graph manipulation at all. What
you will see next is how to make similar adjustments by moving the keyframes around instead.
This method won’t allow for the kind of flexibility that the Easing Editor does, but it is a bit more
tangible (if I can use that term in a book on digital animation) and straight forward in understanding.
Many animators I know, including myself, actually still use this method from time to time because in
certain situations it can be a hair faster to get an expected
result. Before doing anything, Save As and add the suffix
“- method 2.”
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9. Select the newly sectioned first tween and apply a slow in (ease of –100). Image CL4.9
13. With these frames, we’ll apply the “step forward, step back” pattern literally. But first we
need to create a little space. Select frame 25 and press F5 to insert a frame (we’ll remove this
later). Image CL4.13
84
Chapter 4
Frames. Image CL4.16
Image CL4.15
Now when you test the movie, you can see what
effect it had on the final. It looks almost identical,
though “method 2” probably has a more subtle quiver effect to it. A
ANTICIPATION
lot of people (myself included) find this method easier to understand
on a visceral level. The real benefit to this method is if you have a
longer tween where you want a shutter like this, you can get right
in there and make it happen. The Easing Editor window doesn’t get
any bigger or smaller (as of the writing of this book), so if you need
the frequency of the quiver to be high, then it’s probably easier just
to move the individual frames than try to get the edit points on the Image CL4.16
graph close enough together to get you the effect that you want. Conversely, the biggest benefit to
“method 1” is its ability to easily control and edit the amount of the quiver.
As with all things, both methods clearly have their benefits and their weaknesses, and it’s up
to you to decide which one should be employed at any given moment. A lot of traditional
animation was about manipulating the spacing of keyframes. Even the original masters of animation,
like Ollie Johnston, would manipulate the spacing of frames often when blocking out a shot,
apparently much to the chagrin of the animation assistant responsible for deciphering the scarcely
legible frame numbers on each sheet and applying the inbetweens according to the Timing Chart.
If you notice the comparison here, Animate CC is our assistant animator. At least we don’t hear
complaints from the program for changing things around and all of the numbers are perfectly
readable.
A big part of this book is exposing you to different workflows, not just the simple tools. Workflows
are kind of like the unseen signature of artists, and you’ll often hear animators talk about how they
accomplish the exact same thing. Everyone has their tricks of the trade and methods that help them
cut those unnecessary corners to get right to the creative core of their work. Which corners an
animator decides are unnecessary is what makes them unique. Everyone has a different focus in
their work and, not that it’s reading tea leaves or anything, but you can tell a lot about a person by
the way they animate. You will increasingly find that as you progress with bringing these traditional
principles into the digital world of creation, the goals you have will ultimately result in adopting
certain methods and rejecting others. This progression all culminates in creating a workflow that’s
very “you.”
85
“You can tell a lot about a person by the way they animate.”
What if in Peter Pan (1953) those great Disney animators were worried about the economy of motion
in Peter’s fight with Captain Hook? There would be no flare, no fun, we would have absolutely no
idea what was happening during that scene nor would we probably care. He also could’ve just flown
over Captain Hook with a big net and then delivered the old codfish to Tick-Tock the Croc—done and
done. But that wouldn’t be an entertaining climax either. Each sword thrust, slash, and attempted
death-by-hook attack had a wonderful anticipatory action in front of it. This made everything readable
to the audience so that they could be invested in the story. I understand that Disney didn’t write the
original play (J. M. Barrie did), but in both the play and the Disney animated film, anticipation was
86
Let’s look at one more film reference. This one is from even earlier:
the 1925 silent film masterpiece The Phantom of the Opera, with the
great Lon Cheney as the Phantom. The famous unmasking scene is
one with almost unparalleled anticipation and ultimate payoff. As
Christine Daae, played by Mary Philbin, very slowly approaches the
Phantom from behind as he’s distracted playing the organ, there’s a
Chapter 4
look of equal parts fear and delight on her face. She’s intensely curious
about what is under that mask. The camera shows a profile two-shot
of Christine and the Phantom (the disconnected observer view) as her
hands get close to the mask. First time she’s close to the mask she
ANTICIPATION
pulls her hands back in a moment of trepidation but then goes back
to pursuing this desire to satisfy her curiosity. The anticipation is
extremely high in those moments. What will he look like under there?
What will he do when she rips it off? When the moment finally comes
and Christine lifts the mask off the Phantom, the camera immediately
cuts to a shot from the front of Phantom, now fully unmasked. It’s an
incredibly up-close and personal view and a terrifying reveal to the
audience. But there’s another layer of anticipation because Christine
is shown still standing behind him. We, the audience, have seen
what horrors lie beneath the mask and how angry he is about being
revealed, but Christine hasn’t yet. That moment lasts a full 3 seconds
as he quickly stands up and turns around, now out of frame, with
Christine taking the full attention on screen and recoiling in terror. We
get anticipation, payoff, more anticipation, and more payoff—all in the
same brilliant scene.
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REAL-WORLD EXAMPLE
“Pitching A Bomb”
Principles Used
Timing: Though this principle is the lynchpin to many
scenes, it plays a big part in anything which also employs
Anticipation. The timing of how long it takes for the bomb’s
wick to run out, the windup sequence to elapse, and when
the bomb finally goes off will make or break the scene. For
this scene, it will enhance the anticipation and make the
payoff more enjoyable.
Arcs: Again, the windup sequence will need to follow arcs to clearly follow what’s happening. Arcs
also reinforce the living, organic nature of the character which emphasizes the illusion of life … before
a cartoon bomb explodes in his face.
Pose to Pose/Straight Ahead: To finish the rough animation of the windup, employing both Pose to
Pose and Straight Ahead action will be needed. The keys are already sketched out in blue, which is
the bulk of the pose to pose work, and a couple breakdowns in red on your part couldn’t hurt. The
Straight Ahead work will be most useful between these frames.
88
Setting Up
Chapter 4
Open the project file “ch4-real_world-pitcher.fla” provided
on the companion website. There are three main parts to
this scene: the ball being replaced by the bomb, the windup,
ANTICIPATION
and the explosion. I have provided rough animation for
the windup sequence (“on twos,” which means I drew one
image for every two frames) for you to follow along so you
may focus on how to do cleanup on a more complicated
shot than you may be used to up till now. There’s a lot
Image 4.5 The rough animation for the
going on here, and a lot of animation principles to keep
“windup” sequence is provided for you.
in mind. Working out the timing between the shots will
(Note: Screengrab from Flash CS6 to
be a lot like what we worked through in Chapter 1’s real-
show separate frames with colors as
world example, “Looking Around.” The process of working
they are.)
through the windup sequence will be a lot like that in
Chapter 2’s real-world example, “Heavy Lifting.” And the wick burning and explosion employ loops
like in Chapter 3’s “Chewing” example.
As mentioned in the previous chapter, there are technically more principles at work than the ones
listed—these are just the major players in the scene. You’ll notice other principles being brought up
in the steps, because they need to be considered. As always, remember that as you move through the
steps there are many ways to do the same thing. This example is another step forward to show the
Tradigital animation workflow: using symbols and tweening within Animate CC to aid in precision
and reduce the workload, and calling for frame-by-frame animation with digital drawing tools for the
more complicated movements. Animate CC is acting 100 percent as a tool for the creation of “hand-
drawn” animation. Tradigital “hand-drawn” animation is the slight update to traditional methods and
techniques which results from the use of digital tools that aid in illustration and movement. From now
on, there will be even less explanation of each step. Follow the cleanup methods from the previous
chapters’ real-world examples to finish the scene outlined in the rough.
89
2. Back on the main stage, drag an instance of the “mystery_arm” symbol onto a new layer you
create in the cleanup folder called “mystery arm.” The layer is best positioned at the top of
the folder. On the first frame, make sure it’s set to “Play Once” from frame 1, and then using
keyframes (F6), Free Transform Tool (Q), and classic tweens apply its movement across the
stage as presented in the rough animation. Use appropriate easing. We’ll address the hand
animation in the following steps. Image PB4.2
Image PB4.2
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5. Look back at the main timeline and determine where the mystery arm is out of view to
the audience (I chose frame 70) and where the second handoff happens (frame 76). Where
the arm is out of view to audience, back in
the “mystery_arm-hand” symbol insert a
keyframe (F6) on the baseball layer at this frame
and Swap Symbol with the “bomb.” Then insert
Chapter 4
Image PB4.5
a blank keyframe (F7) on frame 77 so it’s after
the handoff, since at this point in the scene the
bomb should be in the pitcher’s hand. A frame
or two will be enough to animate the hand
ANTICIPATION
from closed around the bomb to open again.
Image PB4.5
7. Create a keyframe (F6) at the next handoff frame (76) so it will serve the same function there
and then insert blank keyframes (F7) on the frames immediately after the handoffs (61 and
77). Image PB4.7
8. Finalize the mystery arm animation by rotating the hand and tweening where appropriate
in the “mystery_arm” symbol itself to add some acting and overlapping action to this mostly
hidden character.
9. To complete the switch, you’ll need to enter the pitcher’s “hand” symbol at the moment
where the mystery arm gives the bomb to the pitcher (frame 76), insert a keyframe (F6) and
Swap Symbol of the “baseball” for the “bomb.” And finally, still in the “hand” symbol, you’ll
need to insert a blank keyframe (F7) on the “ball/bomb” layer at the moment the mystery arm
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“Wick Burning”
10. The bomb and spark symbols have been provided
for you, now you need to animate the wick burning.
We will be using motion guides (if you’re following
the suggested reading path as outlined in this
book’s Introduction, these guides are described in
Chapter 5’s closer look section). Enter the “bomb”
symbol by double-clicking it in the library and
you’ll see two layers: bomb and wick. The wick is a
simple, curved line. Image PB4.9
12. Since the wick is just a single line and that’s what we
want the spark to travel down, this can act as the guide.
Create a new layer above the “spark” layer and name it
“guide.” Copy the line on the wick layer, paste in place
on the guide layer, and drag the spark symbol so that
it connects with the end of the wick (make sure Snap to Image PB4.12
Objects is on and the transform point should lock onto
the line tip). Image PB4.12
92
15. Guide the “guide” layer (you probably saw that step coming) and drag the “spark” layer into
it until it becomes parented to the guide. Hit Enter on your keyboard to quick test this tween
Chapter 4
span and make sure the spark is following the path.
16. We want the wick to burn away. Hide every layer except “wick” and create a layer above
it called “mask” (because of the order of your actions, this layer and “wick” should be the
ANTICIPATION
only two visible layers). On this layer, draw a
rectangle which covers the entire wick line but
stops just at the right-most edge. (Pro-tip: it’s
best to create masks using a fill color with some
Alpha, like 50%, so that you can see through
them. Whatever the mask covers is what will
be shown when everything is locked, so to work
with them it’s good to have this x-ray vision to
Image PB4.16
know what it is exactly that you will be showing).
Image PB4.16
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Image AD3
tweened. Any vector line can also have an Art
There’s a new tool in Animate CC called the Brush applied to it after it’s drawn, no matter
Paint Brush Tool (Y), bot to be confused with which tool created it (such as the Pencil or
the Brush Tool (B). If you’ve used Adobe Line tools). Art Brushes are found in the
Flash in the past, the easiest way to think of Brush Library by clicking its icon next
the Paint Brush is that it is an enhanced Pencil to “Style” in the Fill and Stroke area of the
Tool (Shift+Y). With the Paint Brush, you Properties Panel. Note: The hotkey Y in Adobe
can draw with “Art Brushes” directly on the Flash brought up the Pencil Tool, but it brings
Stage. If you’ve used Adobe Illustrator you up the Paint Brush Tool in Adobe Animate.
will be familiar with Art Brushes, which are Since this book was designed to work with any
essentially images that can be drawn in as version of Adobe Flash/Animate, we will be
lines (like the clouds shown in Image AD3). using the Pencil Tool whose hotkey in Animate
The big benefit of these Art Brushes is that CC is Shift +Y. So if you’re a Flash user, anytime
they are treated as normal vector lines, which you see Shift +Y simply press Y instead to bring
means that they are easily adjusted and up the Pencil Tool.
Interlude
The windup is a bit more complicated of a cleanup process than previously seen in this book because
of the way the pitcher character is designed. In Chapter 2’s “Heavy Lifting,” for example, all the
features were relatively simple Graphic Symbols except for the design of the hands. Because of
that, we were able to apply classic tweens to almost all the action. There were some shape tweens
symblified in the body symbol but the only feature that needed a frame-by-frame, hand-drawn
approach was the hands themselves. With this pitcher character, the body is drawn with the Brush
Tool to let the shirt have creases, folds, and weighted (thick-to-thin) lines. This type of body design
can be set up to be cleaned up with a series of shape tweens inside a symbol that would be classically
tweened on stage, but the windup shot is just a hair under 1 second in length so it would be more
time efficient to clean it up by hand, frame-by-frame, with the Brush Tool. There are a couple of
changes of perspective for the rest of the features, such as the thigh, glove hand, and upper arm.
94
“Windup”
19. Looking at the rough animation, we need to determine in which order we’re going to clean up
each feature. Since the head doesn’t change (it’s an “easy”) and looks like it’s traveling in the
most interesting arc, we’ll let this guide the
cleanup. To achieve its movement we’ll use
Chapter 4
a motion guide. But first we need to find
the correct arc. Use the arc double-check
method described at the end of Chapter
ANTICIPATION
5’s bouncing ball section (that is, go frame
by frame through the rough animation
and put a dot at each head position on a
newly created layer). (Note: if you click on
the “head” symbol in the library you’ll see
the registration point is at the base of the Image PB4.19 (Note: Screengrab from Flash CS6
jaw, so you’ll use that point to track the to show separate frames with different color as
arc.) Image PB4.19 they are)
21. Turn the “guide” into an actual guide layer, parent it with the “head” layer below, and insert
keyframes and apply tweens as necessary to achieve the proper timing and slow in and out as
demonstrated in the rough animation. Image PB4.21
22. The next thing I like to work on is the feet (they are “easies”). You’ll notice the right foot
doesn’t move, it stays planted. The left, however, is picked up after pushing off so the pitcher
can balance on the right. Focus on matching the animation for the left foot demonstrated in
the rough with classic tweens and whatever easing is necessary.
23. The next set of easy features are the right shin and thigh and the left shin. Match the
animation as shown in the rough using classic tweens.
95
25. Turn the left thigh image you drew in the previous
step into a Graphic Symbol named “thigh_left-2” (since
the existing symbol was named “thigh_left”) and then
move the pivot point which is visible with the Free
Transform Tool (Q) to the hip. (Note: once created, you
may enter the symbol, move the image so the registration
point is at the hip, return to the main timeline and realign
as I did. But because it’s the end of the scene, this is the
only time this symbol will be used. So for our purposes,
as long as the pivot point is in the correct place it doesn’t Image PB4.25
matter where the registration point is.) Image PB4.25
26. The transition between thigh designs should happen in the moment where the feature is covering
the greatest space, which in this case is when the left leg is being lifted (frames 175–177). Insert a
keyframe (F6) at frame 175 and position the “thigh_left” instance to align with the rough.
27. Insert a blank keyframe (F7) at frame 177, copy/paste in place the “thigh_left-2” instance
created in step 25 here, and position it to align with the rough.
28. Insert a blank keyframe (F7) at frame 176, hide every layer except “thigh left,” turn on
onion skin and adjust the span to only view one frame before and after and then draw an
inbetween frame for the left thigh to transition between the two designs. Image PB4.28
29. Now that the “problem” area of the sequence for the left thigh is taken care of, clean up the
spans before and after it with keyframes and tweens.
30. Clean up the left arm (not the glove, yet). Use shape tweens for the sleeve and classic tweens
for the bicep and forearm. (Note: depending on how you want to achieve the end pose, you
could draw a different image for the end bicep design and apply the tween the same way as we
did for the left thigh.)
31. There are three different designs sketched in the rough animation for the glove hand. You can
see them on frames 175, 177, and 181. Clean the last two designs up the same way you did
96
97
35. The last things left for cleanup are the features making up
the right arm. The sleeve and arm are only in view for a
short time so it will be easy to clean those up. Use shape
tweens for the sleeve and classic tweens for the forearm.
36. The hand is currently on a layer above the body but needs
to disappear behind the body. Insert a new layer below
everything except the left sleeve and forearm and name
it “hand-BACK.” Clean up the hand animation as normal
(keyframe and classic tween) and when the move from
front to back needs to happen, copy/paste in place the
“hand” instance from its existing layer to this new one
(don’t delete anything though, this is an overlapping
moment). Frame 165 is the perfect place for a transition
Image PB4.36
like that because it’s not covering up or being covered
by anything. Image PB4.36
Explosions fall under a specialty in animation: effects (FX) animation. They’re pretty hard to do even
for experienced character animators. When creating animated scenes or entire shorts by yourself,
98
“Payoff”
38. At the explosion rough key (frame 218), insert
Chapter 4
a layer called “explosion” and create a blank
keyframe (F7). Draw a jagged, star-like shape
with the Pencil Tool (Shift+Y). Repeat this
ANTICIPATION
process over and over until there are many of
these inside the one you drew as well as outside
(containing it) and they obscure the entire
screen. Image PB4.38
39. Use the Paint Bucket Tool (K) to fill in the shapes
with various “explosion-like” colors.
40. Draw one line through all the shapes with the
Pencil Tool (Shift+Y) so that all the lines are
now connected, double-click a line with the
Selection Tool (V) or Quick Selection (holding
down Cmd/Ctrl from any other tool) which
should select all the lines on the stage and Image PB4.38
Delete. Now all you are left with are the fill
colors. Image PB4.40
99
100
ANTICIPATION
maintain focus on your animation in terms of what is best for the scene, but it’s always easy to think
in terms of what’s best for you and your time. And really, what’s the purpose of animating something
like this if it doesn’t work for the scene? It’s just wasted time, then.
In the case that you have spent all this time animating something like this scene and find out that
the timing is wrong and it’s affecting the feeling of anticipation, you can see how Animate CC can
really help to salvage the work you’ve already done. Frame-by-frame work will always need to
be redrawn, but in the case of the holding moment with the wick burning, the speed at which the
sparks travel down the wick, the amount of animation in the spark loop itself, and the time we spend
looking at that moment as a whole, Animate CC can help you adjust the timing to your liking since
it can redraw its own tweens on the fly. Knowing this strength is really key in being able to use this
program effectively in your work. Editing your work is just a fact of life—rarely does someone get it
right the first time. If you can save time on the editing, it can make you more confident in the choice
to take more time in the preparation and initial execution of the scene. This approach is the best way
to think about the benefit to this workflow because there’s nothing more valuable than taking care
the first time around. It’s the fear that you spend so long working on something and have to scrap it
all and redo it because some tiny little thing was wrong that made traditional, hand-drawn, frame-
by-frame animation so intimidating to many. If even half of this fear can be taken away, it makes the
whole process less headache inducing. Notice I said less—you’re doing animation after all.
FINAL WORDS
Anticipation
This principle is used for readability (looking off screen before showing what’s there),
intensifying interest in a following action (squashing the ball down before it bounds up in the
air), and tension in horror (Phantom), comedy (Mr. Bean), action (Indiana Jones), and drama (“will-
they, won’t-they?”). You’ll find that the more you think about the 12 Principles of Animation,
101
Arcs! That’s the next chapter. Before we move on, though, remember that a well-constructed scene
is made up of a setup, payoff, and follow-through. Anticipation is the setup. Most jokes won’t be
very funny if you say the punchline and nothing else. So remember to use Anticipation. Remember
Harrison Ford’s punches. They are glorious.
102
104
Chapter 5
Arcs
The swing of an ax, a home-run hit,
ARCS
the sun across the sky … these all travel in arcs. A businessman
putting his briefcase on the table, a barista pouring coffee and
the mechanic putting a tire on your car all also follow arcs.
In animation terms, an Arc is a smooth path. It really seems
quite obvious when you think about it—or rather, act it out.
Do pretty much any singular motion (meaning something from
“point A to point B”) like bringing
a burger up to your mouth. Going
step by step through the motion
and acting out what would be the
frames, you’ll see that there isn’t
one moment where on the way
up to your mouth that delicious
burger suddenly ends up way off
path. Nor does your head veer
off course as it’s going to take a
bite. Tracing the path works with
practically any action. Think of
how odd it would look picking
something up to put it on a table
only to suddenly jitter to the left
for one-tenth of a second and come
back to your previous trajectory.
Living creatures mostly move in
nice, smooth arcs. Arcs will make
your animation flow. Image 5.1
105
Setting Up
This time we’re basically going to be skipping the last chapter and working off our FLA (Animate CC
project file) from Chapter 3 on Squash and Stretch. So before we do anything, open “bouncing ball
106
The goal of this chapter’s exercise is to take that bouncing loop and make it move across the stage
in a convincing way. But this time we’re going to work a little differently. We’re essentially working
backward on the principle, meaning that we will do the animation and then use our understanding of
arcs to verify the quality of the path. In truth, this type of verification happens in traditional animation
all the time. Strangely, the principle of Arcs often plays more of a checks and balances roll. We can
do our best to plot out a smooth arc most of the time, but frequently its value is truly seen after we’ve
done our best and need an impartial judge.
Chapter 5
Since we’re building on what came before, we will be nesting our animation inside another symbol
to keep it separate. Nesting is a method by which we take animation and put it inside a symbol which
can then be moved around the stage as one unit. This technique is valuable for so many reasons,
the bulk of which we will see in later chapters. But even by the end of this exercise, your concept of
ARCS
what is possible within Animate CC will expand with this introduction of nested animation.
Like so many of these principles, there are a few methods of applying arcs to movement within Animate
CC, and they each have their strong suits. There will be another exercise in this chapter exploring a
tool seemingly designed specifically for this principle (I’m sure there are a lot of you who already know
what this tool will be: motion guides). That tool has its place, but not in what we want to do within
this first goal of bouncing the ball across the stage, and we will see why after this exercise is done.
PART I
“Nesting The Animation”
1. Highlight all 25 frames of animation on the
main stage. (Pro-tip: clicking on the layer Image BB5.1
name, in this case “Layer 1,” to the left of
the timeline will select all frames on that
layer.) Image BB5.1
107
5. If you can’t see anything, select “Show All” from the Zoom
drop-down menu. Now you see that the bouncing ball from the
Image BB5.3
main timeline has been copied into this symbol. Image BB5.5
6. Above the stage, you see two clickable icons saying “Scene
1” and “ball-bouncing.” Since we’re inside the symbol, click
“Scene 1” to go back to the main timeline. Image BB5.6
108
Chapter 5
10. Right-click on “Layer 1” and select Delete Layers. We don’t need this layer Image BB5.9b
anymore. As you can see, the animation that
was on the main timeline has been replanted
into this new symbol. Image BB5.10
ARCS
11. Now let’s make the ball move. I think three
bounces will be enough, so extend the
timeline to frame 75. Image BB5.11
Image BB5.10
12. We want the ball to bounce in from the left
and then leave to the right. Hold Shift while
you click and drag the symbol to the left
until the ball is off the stage (white area) Image BB5.11
and onto the work area (gray). Holding Shift
while dragging constrains your movement
along a straight path so that it doesn’t get
out of line. Image BB5.12
Interlude
It looks pretty good. But if you look closer, there
are a couple of missing details. The obvious issue
is that there is no decreasing max height; the ball
just keeps bouncing ad infinitum. That’s fine if
the ball is alive and pushing off the ground, but
in this case a ball is just a ball. Another aspect Image BB5.13b
109
PART II
“Continuing The Bounce”
15. Make sure the timeline’s playhead is on one of the keyframes and double-click the ball (you
can also double-click the symbol in the library, but we’ll want to be able to see the stage for
reference on where the ground is).
16. Now that we’re inside the “ball-bouncing” symbol, let’s make the bounce repeat three times.
Highlight the animation, Copy Frames, and Paste Frames on the last keyframe twice to replace
that “end” key with your copied sequence’s “start” key. The symbol’s timeline now ends on 73.
Image BB5.16
110
Chapter 5
Properties panel, make sure the box for “Sync” is selected.
Image BB5.21 Image BB5.21
Interlude
ARCS
“Uh, what was that?” I can actually hear this through time and space as I write these words. There
is a lot going on right now and I don’t think it’s wise to dive too far into the workings of these two
timelines and what “sync” does. We’ll definitely go over this option in more detail later in the book.
The quick answer is that you have the option in Animate CC to select which frame you would like the
Graphic Symbol to display. You can even set it to play its nested timeline once or loop. The control
over which frame within a Graphic Symbol plays on the main timeline (and how) is an extremely
valuable feature. However, because the Graphic Symbol’s timeline isn’t locked to the main timeline,
when we move around the keyframe of a Graphic Symbol instance that’s already playing like we did
above, it can move some of the timing out of sync. Clicking the Sync box synchronizes the Graphic
Symbol instances along a span to play uninterrupted. By doing that in step 20, frame 64 on the main
timeline now shows frame 64 in the symbol. Don’t worry if you don’t completely understand it yet
because almost the entirety of Chapter 9 on Secondary Action will be on nested symbols and how to
use them. Now that we’ve adjusted our decreasing max height and the timing in the symbol’s tweens
as well as back on the main timeline, it’s time to fix the keys with stretch on them.
PART III
“Skewing The Stretch”
22. Re-enter the “ball-bouncing” symbol by double-clicking its instance on the main stage. This is
known as “Edit in Place” mode. It allows us to see the stage while we edit, which will help on
step 27.
23. Frame 12 is our first “contact stretch” key. Click on it and use the Free Transform Tool (Q) to
slightly skew the ball so that the bottom is just right of the top. You can get the skew function
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26. Finally, we’ll adjust the amount of squash and stretch on the
ball to match the decreasing max height just as we did in Part
III of the previous chapter’s bouncing ball exercise. For each
of the last two groupings of squash and stretch (34–36, 54–56),
decrease the amount of each through the Transform window
by adjusting the percentage (85/115 and 90/110, respectively,
would work well here).
27. For the contact stretch, reposition the ball back down to
touching the “ground.” (Note: you cannot use the Align panel
here because there is no stage inside the symbol, you may use
the arrow keys to manually adjust the height and the onion
skin tool to compare the bottom line with a previous contact Image BB5.24
key.) Image BB5.27
That was a lot more steps than we’re used to. If you feel unsure, you
can compare what you’ve done with the progress files I’ve provided
on the companion website. So, let’s review what we just did. There
were a number of new concepts and features in this chapter (nested
Image BB5.27
timelines, layers, sync, skew) as well as the fact that we used almost
everything we have covered in the previous four chapters. It may seem like overkill for a simple bouncing
ball to go from one side of the screen to the other. That’s not really so though, because you could’ve
called it done after Part I of the exercise. It looked pretty good. But this book isn’t about just making
112
If you have never animated on paper, you should now have a healthy
appreciation for what it took to make great classical animation. All of
these tools and steps are really just an external representation of what
goes on inside the head of a traditional animator. Timing, Slow In/Out,
Squash and Stretch, and Arcs are all things that need to be running
through their head while drawing and plotting out every frame. Since
each position had to be drawn individually, if you were a fully traditional
animator you would have had to know exactly what you wanted to
Chapter 5
accomplish with each individual frame (and how it would impact the
next). In Animate CC, with its toolset designed for delegation, you can
build your scene up from the bottom. We do the same work, except
instead of doing it all in our heads and all at once, we can sometimes
ARCS
apply the principles one at a time. It’s like long division vs. using a
calculator. The calculator is a tool to make your life easier. But if you
input the wrong numbers, you’re going to get a bad result either way.
It’s important to note that you have still only drawn a single circle in
this main exercise. With that one image, we have created a couple of
animated shots while simultaneously learning the program. Think of
working in Animate CC, like sculpting from stone. You chip away at
the stone until the general form is achieved. Then you remove more
and more stone to reveal increasing levels of detail until ultimately
you have your finished sculpture. You start with the biggest tool and
knock away the biggest chunks of stone and by the end you’re using
some sandpaper to just polish off little specks to make it more refined.
When animating in Animate CC with a Tradigital workflow, you also
start with a basic form of movement with the most general tools. Then
with each succeeding step you change the basic movement into a more
refined one by removing the moveless and stiff parts of the overall
sequence. Each time you enter a symbol and edit a nested animation,
it’s like you’re chipping away at a block of lifeless stone to reveal how
lifelike it can really be.
If I were to ask you to make this ball bounce exactly as in this chapter
from a blank Animate CC file, could you do it? Do you feel confident
that you can make a symbol of a circle, block out the shot on the Image 5.3 Creating and
timeline using your knowledge of timing, apply some slow in/out and refining a sculpture is a lot
squash/stretch, give it a decreasing max height and bounce interval for like the cleanup process in
realism, copy/paste that whole animation into a symbol, and tween it Tradigital animation.
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“All of these tools and steps are really just an external representation of
what goes on inside the head of a traditional animator.”
3. The < and > keys (also where the “,” and “.” are located
respectively) functions to step one frame backward or
forward. Step forward one frame and repeat your action in
step 2. Image AC5.3
5. Draw a smooth curvy line through all the dots. If any dots
are out of that line, there’s the problem frame. Image AC5.5
Image AC5.5
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Chapter 5
1. On the stage, draw a sun. Many of you might
already know how to illustrate in Animate CC,
but if not, a simple way to make a sun is to pick
two shades of yellow to represent the outline
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and the fill and use the Oval Tool (O) as you did in
Chapter 1 (I’ve used a 50% alpha setting for the
outline to get a corona effect). You may also draw
a sun using the Brush Tool (B). Image CL5.1
115
11. On the first key, drag the sun symbol to the left
until it’s at the beginning of the guide-line—it will
snap into place. Do the same for the second key to
the right (for this key, make sure the pivot point is
snapped to the end of the line). Image CL5.11 Image CL5.11
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Chapter 5
can follow a guide. Why, then, did we not use it for our bouncing ball?
We didn’t use a motion guide for the bouncing ball because of the
constant horizontal velocity. Remember that the ball is moving at a
ARCS
steady rate in one direction, nothing’s really stopping that. The only
part of that movement with slow in and out is the up-and-down motion
of the bounce; that’s because gravity is always trying to stop the ball
from getting away from the Earth. If you were to take an instance of
the ball right now, draw a couple of arcs the way we did in the closer
look “Motion Guiding the Sun” section’s step 6 (which will get you Image 5.4 Motion guides
the correct arc the ball should follow, incidentally) and then tween it come in very handy for
with a motion guide, you’d see that there’s no amount of easing that objects like snowflakes.
will make it look right. If the easing is set at 0, the bounce will look
like it did in Chapter 1 with no accounting for acceleration due to gravity. If the easing is set with
a slow out on the way up and a slow in on the way down as we did in Chapter 2, it will change the
speed our ball is traveling across the stage. This would make it look like a car that revs forward
every second or two, going fast then slow then fast then slow.
You’ll notice that our sun’s movement looks a lot like a pendulum, just upside down. We can absolutely
use a motion guide to create a pendulum (like a grandfather clock or a wrecking ball). But as physics
tells us, the path would be part of a perfect circle because the radius is constant. In this case, it would
be better to simply animate the symbol pivoting around a point at the origin. Introducing ... the pivot
point. First, open a new file and name it “ch5 – closer look – pendulum.”
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16. If needed, move the symbol straight down so that it’s close to the
bottom of the stage (simply to see it swing). You may also use the
“Align vertical center” button.
17. Use the Free Transform Tool (Q) to drag the pivot point (white circle)
up to the Registration point (+) which should be at the top of the line
we drew in step 2. Animate CC will tween any rotation around this
point. Image CL5.17
Image CL5.17
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19. Using what you know about timing, create Image CL5.18
a keyframe ahead on the timeline. Since
Chapter 5
I’m using a wrecking
ball, I went with 2
seconds (animation
Image CL5.19
math means that’s on
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frame 49). Knowing
that we want the ball to come back to
the starting position, let’s create another
keyframe further down the timeline by the
same amount of time while we’re at it (for
my wrecking ball that would be frame 97).
Image CL5.19
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In each of these examples, the arcs are so smooth and clearly readable because you input the information
Animate CC needs to do the inbetweening work for you. Communicating the details of an arc was
sometimes a hard thing to get across to an animation assistant because while it’s fairly easy to draw
a simple halfway point between two keys it’s not always as easy to draw one on an arc unless it’s
explicitly pointed out. Animate CC has many ways to help avoid this problem area. For instance, this
chapter’s bouncing ball exercise was all about delegating the workload. We wanted it to bounce up and
down at one rate of easing but also across the stage at another. So we put the up/down motion into a
symbol and moved the instance of that symbol around as we wanted. This combination gave us our
picture perfect arcs. In the closer look section, we saw the obvious benefit of the motion guide as an
easy way to dictate an exact path. It can be simple like the slight curve we gave to our sun’s path in the
example or more irregular like a curvy line for the path of a snowflake (see ch5-examples-snowflake.
fla on the companion website). But motion guides would fail to be of use in our bouncing ball example
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As we look deeper into the principle, keep in mind that even though there are all these tools and
excellent ways of creating and/or verifying arcs in Animate CC, there are loads of people out there
who either don’t know about them, don’t take advantage of them, or both. I’m going to say it again,
the whole point of this book is about bringing the 12 Principles together with the program to improve
your animation. Animate CC won’t do everything for you, but it can help you to not have to do
everything the long way. Use its toolset well, and you’ll have wonderful arcs; and in the event that
you check your work and something’s off, Animate CC will make it easy to adjust it back on track
Chapter 5
without having to redo a metric ton of work.
ARCS
You’ve read these terms in this book
already, but I would like to clarify the
exact differences here. A “span” is an
animation from one extreme keyframe
(which denotes a change of direction) Image 5.6 A “span” is one tween (above). A “sequence” is a
to the next. For sake of simplicity, it’s a series of tweens (below).
single tween. A “sequence” is a series
of spans that makes up one cohesive movement for either single use or a loop (such as a walk cycle).
Spans usually need a smooth arc, while a sequence can have harsh end points as those spans’ arcs
are chained together. An example might look something like the way a child draws ocean water,
looking like many “U”s connected together. In that example, each “U” would be a span and an entire
connected line of them would be the sequence (Image 5.7). So here’s the idea with arcs; if you have
an object’s span fully animated and play
connect-the-dots with the position of that
object on every frame (the arc double-check
method mentioned in this chapter), would
that line be a nice flowy curve? If not, one
or more of those frames are out of position.
In that case, the movement will look jittery. Image 5.7
If you have the opportunity, I encourage you to use the arc double-check method to plot out some span
of movement from any Disney animated movie. You could probably very easily do this by taping a
piece of paper to your monitor and going step by step through a sequence, making dots on the position
of Goofy’s hand, for instance, as he winds up for a pitch (bonus points if you can name the animated
short I’m thinking of here without looking it up). You will see wonderful flowing curves … unless a
character is shivering, or something, and then it’ll be purposefully very jagged. Not everything needs
to be smooth all the time; it all comes down to the purpose of the animation.
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REAL-WORLD EXAMPLE
“Swing Set”
Principles Used
Slow In/Out: A swing is a pendulum, and as such, it speeds up on the way down and slows down on
the way up. Every other motion that helps in the swing will have slow in and out.
Secondary Action: The actual swinging is the primary action; the secondary action is the pumping to
keep the swing going. Leaning back/forward and throwing the feet back/forward are complements
to the main action of the swing’s pendulum.
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Chapter 5
leans back will travel in an arc, and all of this action
will travel together in one big arc as the whole body
swings back and forth on the swing set.
ARCS
Setting Up
When you open the file “ch5-real_world-swingset.
fla” provided on the companion website you’ll
notice one thing right off the bat; there is no rough
animation at all this time. The only things that are
provided are a character design on the left, the swing
in the middle, and a thumbnail (small) storyboard Image 5.9
drawing on the top right. It is up to you to take this information and turn it into an animated looping
shot. The storyboard is there to give you the feeling of what we’re envisioning. The designs have
already been done, and you are the animator who is going to run it through the finish line.
There are a couple of things that are going on when this girl is swinging on the swing set. Her entire
character and the seat she’s sitting on are going to be moving back and forth in a pendulous arc.
During the swinging, she’s also going to be pumping her legs and leaning back or forward to get more
energy into her swing. All of these various actions happening in concert means that some planning
needs to be done. As always, it’s best to start with doing rough animation of the entire shot. When
the rough animation is done, you’ll be putting the character into her own symbol and replicating the
same animation inside of that as it’s moving. When you nest the animation in a symbol you can look at
just the symbol (when it’s not moving around on stage), see how the animation looks by itself, and fix
any arc issues that may have arisen from trying to keep track of all the different types of movement
at play. Then you move back to checking your work with the symbol moving and edit as necessary.
This built-in double-checking makes the cleanup process easier since you have essentially treated
it as a whole, then individually, and then as a whole again. It’s like looking left-right-left when you
cross the street (or right-left-right if you drive on the left side of the road).
There will be four parts to this example: roughing the whole, character animation tiedown, symblified
tiedown, and symblified cleanup. By introducing another facet to the rough animation in “tiedown”
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and symblifying it, we will be able to address an issue which will arise—namely that since the
character’s pose changes are essentially overlapping action to the movement of the swing as a whole,
the key frames are offset. It is easier to address the swing and character animation separately which
plays right into symblification’s strengths. Chained movements like this are made much easier in
Tradigital animation within Animate CC. A final word before we get into the exercise: I’ve included a
background JPG for you to drop on stage (on its own layer under everything of course) if you want
to add a little scenery once you’re done.
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Chapter 5
accompanying this step that I’m not focusing on
anything other than the pose and the general
proportions of the character. We will refine this
more later. (Note: though they’re not in the lowest
ARCS
point of the arc in the storyboard, those are the Image SS5.3
backward and forward poses.) Image SS5.3
4. We’re going to have to pause for a second and acknowledge what happens at the top of the
swing. This is the transition moment between backward and forward poses so the character
will not be in one or the other but changing between them. Therefore, we need to include
the breakdown positions of the swing in our
rough. They are the halfway points between the
existing keyframes, so insert blank keyframes
on the “rough” layer at frames 9, 25, 42, and 57. Image SS5.4
Image SS5.4
5. The swing’s breakdown positions are actually the key positions for our character (which will
become clear soon), meaning that they will have the same forward or backward pose we’ve
already drawn. Which one it will be depends on if the swing is moving forward or backward
at the time. If it is moving forward (as on frame
9) then the pose will come from the previous
key (making it the outstretched pose from the
down-forward key on frame 1). If it’s moving
backward (as on frame 25), the pose will come
from the next key (making it the compact pose
from the down-backward key on frame 33). You
may copy/paste the rough poses you drew and
simply move and rotate them into position using
the Free Transform Tool (Q). Continue like this
for the other two blank keyframes inserted
from the previous step. Image SS5.5
Image SS5.5
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Tiedown”
7. In this section you’ll be using straight ahead action and the very rough keys and breakdowns
you created in the previous section to draw in more accurate proportions and add in some
overlapping action of the features such as the foot and head as well as the pigtails. Refining a
rough animation in traditional animation is
sometimes called a tiedown. Though we’re
not going to be drawing in that kind of
detail here, we’ll borrow the term for this
section. Let’s start by inserting a new layer
above the rest called “tiedown” and draw
the pose from the rough animation on frame
1, adding in some other details like a flexed
foot and trailing pigtails. Image SS5.7 Image SS5.7
8. Insert a keyframe (F6) at the next frame which has a keyframe on the rough layer (that would
be frame 9). We inserted a keyframe and not a blank keyframe because we know this is the
same pose as before. For the sake of expediency, use the Free Transform Tool (Q) to rotate the
image into position.
9. Insert a blank keyframe (F7) on the “tiedown” layer at the next frame with a keyframe on the
“rough” layer (making it frame 17) and draw the pose as represented in the rough animation
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Chapter 5
your≈work doesn’t become confusing.
Back on the “tiedown” layer, insert a
keyframe or blank keyframe halfway
between each of the keyframes created
ARCS
in this tiedown section so far. Either
draw their inbetween positions or simply
rotate a pose from a previous keyframe—
whatever the situation calls for. Remember
to use the swing as the reference for where
the character should be at any given time.
Image SS5.11 Image SS5.10
“Symblified Tiedown”
13. Click on the tiedown layer to select its entire used timeline, right-click those highlighted
frames and choose Copy Frames and then lock this layer too.
14. Unlock the “swing” layer and double-click on the swing instance on the stage at frame 1 to
enter the swing symbol. Insert a new layer above “swing,” right-click on frame 1 and Paste
Frames. You will have noticed that it extended the timeline but not for the “swing” layer
which already existed. Help it out and use F5
to extend its layers timeline to meet up with
the tiedown layer (whose name was pasted
in with the frames). Image SS5.14
127
16. Return to the main timeline, guide and hide the tiedown layer. Highlight all the tween spans
on the “swing” layer, select “sync” from the tweening area of the Properties panel, and
hit Enter to quickly test how the new symblified tiedown looks in the swing symbol as it’s
tweened. Obviously it’ll look a little choppy but we’re looking for obvious position issues here.
Make note of any time you think her pose should be altered, specifically if it should be pushed
more or less in any direction (for instance tucking her legs in less, leaning the head back
more, etc.). Re-enter the “swing”
symbol, but this time through
the library by double-clicking
its icon there so we can edit in
isolation. Image SS5.16 Image SS5.16
17. Make any changes to the poses you noted in the previous step and repeat that previous step
to check that it’s what you wanted. Repeat as necessary until you’re happy with the poses and
how they help “sell” the swinging motion.
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Chapter 5
library. There’s also a folder named “girl_swinging-symbols” which contains all of the symbols which
are used in this helper. This is so that if you do decide to go ahead and create your own character
pack from the reference, any symbol you name won’t be confused with the ones used in this helper
since they’re collected away in a folder. In that case, you may skip ahead to step 21 and see how I
ARCS
completed the animation by working on larger sections of features and narrowing them down to
the smaller or chained movements. Otherwise you should continue ahead step-by-step using the
“girl_swinging” symbol I have provided.
“Symblified Cleanup”
19. In the “swing” symbol, guide and hide
the tiedown layer, insert a new layer (no
need to name it), drag the “girl_swinging”
symbol from the library onto it, and line up
the swings. Image SS5.19
129
22. At each keyframe on the body’s layer of the “swing” Image SS5.21
timeline, enter the symbol, insert keyframes, and
move the symbol instances or morph the shapes into
position of any feature which needs it according to
the tiedown. Tween as necessary. Use shape hints
as necessary. We’ll come back to the overlapping
action of the head (and the pigtail on it) later. (Note:
sometimes for rotation tweens over 180 degrees,
Animate CC will rotate in the direction of the closest
position. This is just to say that if something like the
upper arm (bicep) instance doesn’t rotate the correct
way, you can change its rotation from Auto to CW
(clockwise) or CCW (counter-clockwise) in the Tweening
area of the Properties panel. The number of times
should be set to 0 as we don’t intend for it to ever
rotate all the way around.) Image SS5.22
23. Now is a good time to start moving from the upper to Image SS5.22
lower half of the character’s movements so we’ll start
at the shape tweening of the shorts and the classic
tweening of the waist. Shape hints will most likely be
necessary for the tweening of the shorts. If they aren’t
working for you, rotate them clockwise like musical
chairs and keep testing until it works. Sometimes
Animate CC just likes a different arrangement of shape
hints. The waist’s classic tweens should be easy.
Image SS5.23
Image SS5.23
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Chapter 5
up the seams presented in the previous step, frame Image SS5.26
by frame where necessary. The upper body (aside
from the overlapping action of the pigtails) should
now be done. Image SS5.26
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27. The legs are split up into two parts: the thigh is
a shape and the shin and foot are packed in one
“girl-leg_lower” symbol (this symblification allows
for the shin to be shape tweened and the foot to be
classic tweened but move together inside this master
symbol). Start by animating the lower leg symbol
as a whole to match the tiedown (don’t worry if
the design of the shin doesn’t match up perfectly
just yet).
Image SS5.28
28. Now that the major position changes are accounted
for, enter the lower leg symbol at each keyframe,
insert keyframes on the shin and foot layers, and
then alter the shin shape and move/rotate the foot to
match the tiedown. Apply shape and classic tweens
as needed with appropriate easing. Use shape hints
if necessary. Image SS5.28
29. The thigh needs to flex and distort just as the shin
did so shape tweening is optimal here. Use shape
tweens and hints to complete the thigh animation
as well as the patch above the lower leg layer. If it
looks like the thigh design is distorted too far in any
particular position you may adjust the shin’s position
relative to the thigh in order to reduce the need for
that amount of distortion. Image SS5.29 Image SS5.29
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32. Complete the animation by adding in any settling tweens that may smooth out the sequence.
For instance, from frames 25–37 in the “swing” symbol it would be good to see her moving
forward even more instead of sitting in the same position. This means that every feature will
move and/or distort. It’s best to start with the key position at frame 37, re-pose it, and then
tween where necessary. This is also where you should address the overlapping action of
the head since after she leans forward and ends in that position at frame 25 the head should
keep going a bit. This phase is often called “sweetening” because we’re just making the
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Chapter 5
can see them, and then just animate them a bit
differently (like increasing/decreasing the slow in/
out, the actual distance it travels, and/or offsetting
some of the keyframes during the swing so that
ARCS
the movements aren’t exact). The same process
can be done for the arm as well.
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FINAL WORDS
Arcs
Animation is movement. Movement travels in paths. Those paths can either be straight or curved.
The straighter the path, the more rigid it is. Rigid movement can be used to show three main things
about an object. One, it can emphasize the mechanical nature of something—industrial machines,
insects, etc. Two, it can hint at the object’s size since immense objects alter their paths so rarely that
the arcs will be so slight they’re practically non-existent. And finally, three is showing speed and
power through straight paths, such as bullets, a character shivering, or Superman flying faster than
the previously stated speeding bullet. The more curved a path is, the more organic and soft. This
smooth movement supports the feeling of vitality and comfort in a character. This concept of smooth
vs. rigid is more readily obvious in design where it can be used to accentuate a character’s traits. In
Teenage Mutant Ninja Turtles, Splinter’s long, flowing kimono (smooth arcs) is a welcome alternative
to Shredder’s stiff, sharp-edged battle armor (no or rigid arcs). We will explore this concept better
in the “Solid Drawing” and “Appeal” chapters but it’s worth introducing now to help show the unity
of meaning between movement and design.
Readability is very important in animation, as you’ll continually see illustrated in the next chapter
on Staging. The principle of Arcs is very important to the readability of movement for the sole
reason that it is easier to follow movement through a well-defined, smooth path than through one
which changes direction harshly and suddenly. It’s always important to know what you want to
Image 5.12 Arcs can be as simple or complex as needed, and each of them tells a different story.
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Chapter 5
ARCS
135
136
INTRODUCING
Staging
Chapter 6
Magicians use a technique called
misdirection to get a spectator looking away from something
they don’t want seen. This technique is essential to tricking
STAGING
the mind into thinking the performer could have supernatural
powers. The principle at the heart of this chapter is similar
in the way that we want to control our audience’s attention.
Staging is the presentation of an idea so that it’s absolutely
clear to the viewer. One example of this could be as obvious as
placing trees on the edges of the frame to bring attention to a
clearing in the center or as abstract as using bright colors in a
scene that needs to seem “happy.” It’s about getting someone
to think or feel what you want them to through a clever
direction of elements.
137
Setting Up
In the previous chapter, we made our wonderfully timed, eased, and squashed/stretched ball bounce
across the stage in exquisite arcs. This time, we’re giving some depth to our stage. The trick to animating
back into perspective is knowing what size the object or character would be at various points throughout
the layout. To accomplish this, we’re going to draw a perspective grid. After that, we’re going to complete
our bouncing ball so that it comes to a natural stop. Finally, we will combine these two and use Animate’s
tweening and our knowledge of slow in/out to effectively accomplish the illusion of depth. Open the
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Chapter 6
in perspective. That just isn’t something we can
cover fully in this book without getting really off
track. We’re working in one-point perspective Image 6.2 One-point perspective view is what
here, so let me define some of the terms just so you see looking straight down a city street. All
depth lines converge to the same point.
STAGING
that we’re on the same page for now.
One-point perspective (1pp for short) is what you see when you look straight down a city street. All
the lines showing depth (going away from you, like the sides of the street) converge to a single point
in the distance. This is called the vanishing point. That point sits dead center on something called
the horizon line, which effectively is your eyeline. To draw our grid on paper, there is another point
(called the diagonal vanishing point) that you have to use. Then you can create a series of tiles by way
of working your way down other measuring points that have been drawn. It’s a fairly tedious job that
you will not have to do at all in Animate CC because we have something called the Free Transform Tool.
139
140
Chapter 6
and vanishing point, we can draw our
measuring tiles (the squares of the grid).
First, we should create another layer
above the rest to keep this separate and
STAGING
easy to work with. Name this new layer
“grid.” Image BB6.7
141
11. Repeat the previous step until you have Image BB6.10
ten perfect squares connected next to
each other. You might have to zoom out
to see more of the work area to do this.
(Pro-tip: whenever you open Animate CC,
get in the habit of clicking the magnifying
Image BB6.11
glass in the toolbar and selecting the
zoom out by default. When hitting the
hotkey Z you can easily get the Zoom
Tool and zoom out immediately. If you
want to zoom in, a simple click-and-drag
to select the area you want Animate CC
to zoom into works perfectly and quickly.)
Image BB6.11
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Chapter 6
the bottom of the grid first. Zoom back
in using the Show All setting in the zoom
drop-down under the timeline. Image
BB6.16
STAGING
17. With Object Draw (J) still selected, unhide Image BB6.16
the “perspective” layer and draw a red line
from the bottom-left corner of the grid to
the vanishing point on that layer. Repeat
for the other side so that you make an
upside down V. Image BB6.17
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Chapter 6
that the top of the ball is level with the top of the stage. Image BB6.22
STAGING
the ball is level with the bottom of the
stage. Image BB6.23
Image BB6.24
how high the max height should be at the “up” point of each bounce. We
have already determined by step 23 that we want this ball to come to a
natural stop after about 4 seconds of bouncing. You may lock the “ref”
layer if you like (or just be careful not to move it in the coming steps).
Image BB6.24
25. Back on frame 1, drag the ball on the other layer (named “Layer 1” by
default) up to the ball on the reference layer as we did in step 22. Image
BB6.25
26. Now that we are starting from a higher position, we want the drop to
take longer. Insert two frames (F5) within that first span. The second
keyframe (contact stretch) should now be at frame 14. Image BB6.26 Image BB6.25
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… and the rest of the bounces will be tiny, with no frames between the extremes of up and down. So
the idea going forward is to change the current spans to fit with their equivalents in our new ideal
and then to complete the new pattern with a new set of spans. I attempted to visually represent this
change in Image BB6.4. Each square in that image represents a frame and each row of squares is a
different tween span (first bounce is at the top, last bounce at the bottom). Notice the best fit line in
blue for the pattern we had is straight (no deceleration) and the best fit line in red for the new pattern
we will implement is curved (decelerating). The blue line shows that the spans we will change to in
the following steps are slowing out like the reference ball in step 24.
28. We now want to complete the next spans. First we’ll put a keyframe (F6) ahead on the
timeline so that there are six frames between the last two keyframes (the keyframe you insert
should be on frame 69 if you’re following along exactly). Next we want to drag it back down to
the bottom of the stage. Image BB6.28
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29. Repeat the previous step but this time for the next “up” (with five frames in between the
keyframes). You can place a blank keyframe (F7) on frame 75 and then copy/paste in place
the ball from the previous “up” key (which was frame 62). We will adjust its height to the
reference ball later. Image BB6.29
Image BB6.29
30. Repeat steps 28 and 29 in the pattern shown in the Special Note (13, 10, 10, 8, 8, 6, 6, 5, 5, 4, 4,
Chapter 6
3, 2, 1 …) until you reach the last frame (101), which also gets a keyframe. Image BB6.30
STAGING
Image BB6.30
31. Go back through all the “up” keyframes (26, 46, 75, 86, 95, and
100) and Shift+drag the ball to match the height of the reference
ball.
32. We have fixed the height and the spans, now we’ll see how to
create reference for the proportional decrease in each squash.
Create a reference layer like we did in step 21, copy/paste in
place the first “squash” ball on the same frame as the one on the
layer with the bouncing ball (frame 15). Do the same with the ball
on the second-to-last down keyframe (frame 98) which should
have no squash, and apply a tween between these two keyframes
with an easing of +50 (same as step 24). Image BB6.32a and
BB6.32b Image BB6.32a
33. At each one of the “squash” points on the bouncing ball layer, insert
a keyframe (F6) on the corresponding frames on our new squash
reference layer
(within the
existing tween).
Then delete Image BB6.32b
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Image BB6.33
35. Repeat step 33 for the stretch rebound. Image BB6.35a and BB6.35b
Image BB6.35a
Image BB6.35b
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sure the easing is set to −100 for when the ball is falling and +100 for when it’s rising. Image
BB6.37
Image BB6.37
Chapter 6
38. We want one more tiny bounce so that it doesn’t look like the ball just stopped suddenly,
so add two more keyframes at the end of the sequence (making the end now at frame 103).
With the ball selected on the second-to-last keyframe (frame 102), hit the up-arrow on your
STAGING
keyboard once. Image BB6.38
Image BB6.38
PART III
“Bounce In Perspective”
39. The sequence should end at frame 103
now, so go back to the main timeline and
expand it out that far. The final keyframe
for the bouncing ball should end on the
same frame as the bounce stops in the
symbol now. In some versions of Animate
CC, using the Sync feature on the tween
will make sure the final keyframe is on the Image BB6.39
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42. Without changing the pivot point, use the Free Transform Tool (Q) to shrink the ball down
to fit inside the square’s size. We’ve already seen that holding Shift as you drag one of the
transform box’s corners will change the size in perfect proportion. We’ve also seen that
holding Option/Alt will ignore the pivot/transformation point’s position and allow you to edit
relative to the overall position of the image being transformed. So to shrink the instance of
the bouncing ball’s symbol in perfect proportion without moving the bottom of the ball shape
“off the ground,” hold Shift+Option/Alt while dragging the top right or left corner of the
transform box. The ball should now look like it’s sitting inside the box’s area (for reference to
your own work, the Transform window says I ended up with the symbol being 35.5% of its
previous size). Image BB6.42
43. Since the ball is bouncing away from us, we need to add slow out to its movement. Give the
tween on the main timeline an easing of 100.
44. If you test right now, you’ll see that it looks good but slows too fast at the end. That’s because
we ended on a bounce and we need it to actually roll a little to a stop. To do this, make sure
the first keyframe is set to “Play Once” from frame 1 in the looping area of the Properties
Image BB6.44
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This is the exact process you’ll be able to use to make a character walk back into the distance or reverse
it for an approach. It’s not always needed, however. There are going to be many times that you can
Chapter 6
simply “eye it.” But when it’s needed, it’s invaluable. For instance, obviously drawing backgrounds
benefits from this quick layout guide. When you do that, keeping the perspective guide with the
horizon line and vanishing point as well as the grid itself hidden on guide layers is good practice so
you have them for size reference when it comes time to animate. Say you’ve drawn a wonderful alley
STAGING
in Pamplona with impeccable perspective, but if you don’t follow the same guide when animating a
character running down that alley away from a hoard of bulls, it’ll just look silly (bull running, aside).
Using guide layers for references is a helpful technique because they’re hidden when exporting to
video but in full view while you work within Animate CC. Just think “guide to hide.”
Basically, you have given Animate CC the parameters by which to make this ball do what you want
and have adjusted where necessary. When it comes to character animation, things aren’t exactly this
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CLOSER LOOK
Improving The Stage
Speaking of preserving the illusion, in this section we’re going to improve the look of this scene by
essentially rounding off the rough edges. There are three glaring issues here, as far as a completed
shot goes. One, you can see the reference grid, and it’s distracting to a viewer. Two, if we take away
the reference grid, there will be nothing but white space; we’ll fix that with a gradient. Three, there’s
no shadow. Barring the idea that we’re animating a vampire bouncing ball, it needs to have a shadow.
“Creating A Shadow”
1. The “perspective” layer is already a guide layer, hidden from our view and locked. Before we
give some more depth to this scene with gradients and a shadow, let’s turn the “grid” layer into
a guide layer and lock it so it can’t be altered.
3. Go to the Color panel (Cmd/Ctrl+Shift+F9). With the paint bucket (which represents fill color)
selected, choose “Linear gradient” from the drop-down menu. Double-click on the black
pointer, and choose a subtle color to change to white. I chose the lightest gray in the presets.
Image CL6.3
152
STAGING
a box with a red line diagonally through it
in the top-right corner of the color presets.
This is the “no stroke” option (for future
reference, you can select the same thing for Image CL6.5
fill). Image CL6.4
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12. Go to the final frame (frame 103) so that the bouncing ball is in the contact position with the
“ground” at rest and use the Free Transform Tool (Q) to squash and skew the ball’s shape, so
it looks as though it is being cast like a shadow. Remember that you can do this by holding
the Option/Alt key as you click and drag the transformation points so the bottom of the ball
images never leave contact with each other. Alternatively, you could move the transformation/
pivot point to the bottom of the ball (as I did in the accompanying image) in order to transform
around this point. Image CL6.12
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Chapter 6
13. The movement of the shadow should look good, but it’s still colored. We need to turn it black.
Back in the library, right-click the “ball” symbol and Duplicate Symbol. Name it “ball_shadow.”
14. Inside the newly created “ball_shadow” symbol, highlight the ball image and from the Color
STAGING
panel turn the fill to black with no outline (by clicking the no stroke icon, as in step 4 in this
very closer look section). Return to the symbol “ball_shadow-bouncing” by double-clicking it
in the library. Image CL6.14
15. Enter the “ball_shadow-bouncing” symbol and then open Edit > Find and Replace (Cmd/Ctrl+F).
To replace all the colored “ball” symbols in this timeline and only this timeline (meaning, not
on the main stage or in any of the other symbols’ nested animations) with the recently created
“ball_shadow” we’re going to use a specific setting in the following step.
16. In the Find and Replace panel, there are a series of drop-down menus. The provided image
is what you see in Adobe Animate, for previous versions it will look different but the general
method is the same. The first thing of
note is in the “Options” subsection where
the “Context” value is set to Current
Scene. This will find-and-replace within
whatever timeline you currently have
open. In our case, it’s the timeline nested
with the “ball_shadow-bouncing” symbol
we’re currently in.
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Image 6.6 “My Own Home” musical number from Disney’s The Jungle Book (1967).
156
Staging is so much more than just working in perspective. For proper staging to occur, the artist
must know the “story point” of the scene. That is to say, the thing which is most important to the
overall story as represented in this scene. Every element has to work together to get you where they
want you to go emotionally. That’s what makes this principle, while not hard to write about, hard to
sum up. It’s kind of like this principle exists to remind you to be aware of your story and what your
purpose is in the scene. Staging is trying to remind you to not forget the planning when it comes to
this shot you’re approaching.
Chapter 6
or keep bouncing to the horizon. The story point, then, would be that this one lonely bouncing ball
comes to a stop. The plain white environment, the trajectory hugging one side of the frame while
leaving most of it completely empty, and the shadow cast away from the empty space, all give weight
to the “lonely bouncing ball comes to a stop.” How would that have been different if it were in the
STAGING
middle? Would it have the same feeling if the room were red? It’s not a complicated scene, but every
element still impacts the projection of the story point in one way or the other.
REAL-WORLD EXAMPLE
“Golf Swing”
Principles Used
Arcs: This seems obvious, a golf swing is a pendulous one, so it (and the motions that make up the
whole) will travel in obvious and smooth arcs.
Slow In/Out: As with most organic movement, there’s an acceleration and deceleration to each. The
severity you choose for these during the swing will determine a lot about the feeling of the motion.
Anticipation: Before the swing, there’s a small reverse motion before swinging forward—like a tiny
windup. Because the golf swing is more about grace, if this anticipatory motion is quick, the swing
will feel muscled. If it is slow and smooth, the swing will feel more calculated.
Overlapping Action: There are three joints to consider on the arm alone—shoulder, elbow, and
wrist. The chest can move independently of the hip at the top of the legs, which also have knees
and ankles. All these joints will start moving at different times and, when they do, they’ll move at
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Setting Up
Open the “ch6-real_world-golf_swing.fla” file provided on the
companion website, and you’ll notice that the character you’ve
Image 6.7
been given this time around isn’t much more than a glorified
puppet. I named him “puppet.” You may use the pose to pose method or straight ahead action
for the rough animation. Quickly explained, using the pose to pose method you will rough sketch
only the key frame positions, keeping the staging of each pose in mind, and then clean up by
arranging the simple puppet into position for each key and tweening between them to get a smooth
swing. When using straight ahead action for the rough animation, you will be sketching many
more frames to complete the swing because of the unpredictability inherent in the method. The
cleanup process is similar to what I explained for the pose to pose method. The main difference
is that while the pose to pose method shows us the most important (key) drawings by design, you
will need to analyze your straight ahead rough animation to determine what its key drawings are
and use those for the cleanup.
For the sake of simplicity I will be using the pose to pose method in the step descriptions. I encourage
you to follow the steps in this fashion first and then return after the exercise is done to redo it using
straight ahead action for the rough animation. Look to the “Note” sections in the steps for help on
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2. Complete the rest of the rough animation for the golf swing
Chapter 6
using the pose to pose method. The sketch you made in
the previous step is your first key. There should be three
more key drawings: the golf club pulled back in a windup,
making contact with the ball, and then up in its resting
STAGING
position after the swing (the contact key could arguably be
considered a breakdown because it’s between two extremes Image GS6.1
but nomenclature is not as important as function). (Note:
if you are working through this exercise a second time with
straight ahead action, you will need to analyze your rough
animation for points on the timeline where a feature changes
direction or spacing as that is where a keyframe will be needed
on the timeline. Experience alone will improve your ability to
determine these points.) Image GS6.2
3. Lock the rough animation layer and enter the puppet symbol
to analyze its design. The “body” (upper body) and “legs”
(lower body) are each their own symbols on their own layers.
The only other layer in the puppet symbol is one for the
“feet,” which is locked since they won’t move. In the “body”
symbol there are three layers: head, arms, and body shape.
The head is a symbol and will be classic tweened, the body
is a shape and will be shape tweened, and the arms are
symblified containing the sleeves, forearms, and golf club (all
of which will have classic tweens). Finally the legs symbol
is made up of the thighs, shins, and a waist which are all
instances to be tweened. (Note: the feet are symbols, however, Image GS6.2
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8. Repeat steps 4–7 for the next two rough keys (contact and
resting positions). Keep in mind that for the action you’ll repeat
from step 4, you may need to move the body instance left or
right on stage as well depending on how you drew the rough
animation. The goal there is to line up the center of the shirt’s
bottom edge in the symbol to the corresponding position on the
rough. Image GS6.8
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Chapter 6
tweens with appropriate easing. Remembering that
the image on the body layer in the “puppet-BODY”
symbol is a shape, you’ll need to use shape tweens
and possibly shape hints to complete this inbetween.
STAGING
(Note: if the body shape becomes out of position at
any point revealing the arms to be disconnected from
the body, you may need to insert a keyframe along the
tween span to adjust its shape, as I did on frame 7 in
the accompanying image.) Image GS6.9
12. Repeat steps 10 and 11 for the last key in the rough
(the resting position, which for me was on frame 25).
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15. Apply classic tweens to the last three keyframes on the legs layer with whatever easing is
appropriate for the action. Make sure that the legs and body don’t look detached on any frame
along the tween spans. Image GS6.15
Interlude
You should now have a complete golf swing animation. The character
puppet is rather simplistic in design but it gets the idea across—or
at least it should. This is where we test how visually readable the
form is as it changes throughout the course of the swing. We will
be using the “silhouette test.” What we are looking for here is that
the overall form is readable throughout the sequence even though
there’s no color variation or surface detail. Negative area in the form
(such as gaps through which you can see the stage, like between
the arms) is especially helpful to communicate the content of a pose
when all other visual information (like shirt color) is removed except
what the form can obstruct (like the background). You’ll notice that
there are only two steps in this next part. I think this best illustrates
how easy it is to implement this quick review into your Tradigital
workflow; so let’s do just that!
“Silhouette Test”
16. On the main timeline, highlight the puppet symbol
instance on stage and locate the Color Effect area of the
Properties panel. Choose “Brightness” from the Style
drop-down menu and drag the slider down to –100%. You
should now see the puppet instance which used to have
color variation in its design become an all-black silhouette.
Image GS6.16
17. Use quick play (hitting Enter on the timeline) to test the
animation and see if it is still clear in this silhouetted form. Image GS6.16
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Chapter 6
frame overlapped -- you’ll want to look
One of the super benefits to animating by symblification
at each image individually.)
in Animate CC is that when the final animation is nested
within a symbol, you can very easily do this silhouette test. It’s a quick way of noticing any staging
STAGING
problems with the poses you’ve chosen. Of course, staging should be considered in the rough animation,
but sometimes it’s hard to notice problems until the form is completely filled in and the negative area
really pops out at you. This is how you truly see the effect and importance of negative area on the
form. And if you’re not used to considering this particular facet in your work yet, this silhouette test is
a quick and easy way to double-check the readability of your work without adding many more steps.
FINAL WORDS
Staging
This is a fairly vague principle, but that should be comforting in a way. Remember that these principles
are not to tell you what to do; they’re to help you stay on track and improve your animation to create
a cohesive look. In much the same way that Animate CC is a tool to help you do what you want to do
in your art, the 12 Principles of Animation seek to remind you that what you’re doing is art—and
art needs as much feeling as it does careful consideration. Staging is a nexus zone between those
two. You have to know what you want the audience to get out of what they’re seeing, and then use
all your knowledge of illustrative draftsmanship and cinematography to make that happen. It’s not
something that can be taught in a few paragraphs.
“For staging, success or failure mostly comes from deciding where and how
to put things on the screen.”
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164
166
INTRODUCING
Chapter 7
Straight Ahead Action
and Pose To Pose
167
A WORD ABOUT
Traditional Methods
This chapter is unique in that this principle is about the actual processes used in traditional animation.
If you want to hand-draw everything in Animate CC, you absolutely can! All you ever needed for hand-
drawn animation, really, was a way to draw (like the Brush Tool, B) and create multiple sequential
frames (insert keyframe F6, or F7 for a blank one). In this way, you’ll probably feel very at home in
the first parts of this chapter’s bouncing ball exercise because that’s exactly what we’re doing. So
far, we have made all of our movements in Animate CC without drawing much more than a simple
circle. The reason for this simplicity was so that you could get accustomed to the movement tools
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Chapter 7
great to have a conceptual knowledge when Image 7.2 Depiction of animation paper with Acme-
learning, but if it can’t be implemented then style peg bar holes.
it becomes rather useless. Learning by doing
is clearly invaluable. However, if that’s your sole manner of learning either traditional animation
As argued in the Introduction to this book, learning by doing can’t be understated and is huge to
progressing in just about everything. Even though we really haven’t drawn anything so far while
learning half of the principles and a bunch of the program, I cannot overstate how immensely
important drawing is to animation as a whole. Drawing is where everything begins. That is the first
time in the process that the concepts and ideas in your head get translated to a visual form. It doesn’t
need to be pretty; it just needs to be honest. The whole reason a workflow exists is to help you get
something done incrementally and efficiently. If you could make perfectly drafted illustrations while
keeping all the animation principles needed in play and act for the character being animated straight
from your head to the page with no need for cleanup, you would be a nigh unparalleled artistic genius
(or Milt Kahl … same thing). You will usually start with ugly drawings and work your way up, which
is what we’ll be doing here.
169
Setting Up
You’re going to be working more independently in this series of exercises. There isn’t any way you
can draw wrongly right now; it’s just step one in a longer process. You might feel overwhelmed at
some point if this is your first time animating frame by frame, but don’t give up. Everything can be
worked on and cleaned up, and don’t forget to check out the work files provided on the companion
website to see more of how they should look.
For these exercises, we’re not saving from a previous FLA, but instead creating a brand new one. This
file will have the same naming scheme. We’ll be splitting up the two principles into different work
files, so this first one will be named “bouncing ball 7 – straight ahead.” In Chapter 6, we created a
simple environment with depth. Here, we’re creating an environment with no depth but an uneven,
2D terrain. This background will serve as the setting for our ball to bounce, and the randomness of
the surface will show the differences between the methods better than a flat one.
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Chapter 7
in the previous step. (Pro-tip: hold Shift
while drawing to make a straight vertical or
horizontal line.) Image BB7.2 Image BB7.2
3. Choose a fill color for the ground (I chose a
Image BB7.7
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9. Drag and drop the “ball” symbol from the library onto
the upper-middle part of the main stage of the focused
file which should be “bouncing ball 7 – straight ahead”
and close the older work file (“… timing”) by clicking
Image BB7.8
the “X” on its tab. Image BB7.9
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Chapter 7
layer. We could’ve easily kept the instance of the ball in the work area offstage, but it’s good to have it
centered and still out of the way while we animate so that the reference is always clearly visible to us.
Unlike previously, we will not have any future keyframes to work toward. Don’t get discouraged if
the result isn’t as smooth and perfect as you want. This first part is just a rough animation to work
• Timing: how long it takes for the ball to complete its current bounce and how that relates to the
other bounce that came before it (or might come after it).
• Slow In/Out: vertical movement will slow in on the way down and out on the way up; here,
varying bouncing angles will change spacing in interesting ways and add texture.
• Squash and Stretch: stretch as the ball approaches, making contact right before the squash,
and slow out a stretch on the rebound.
• Anticipation: some bounces are fast, others are slow; having a fast bounce followed by a long,
high bounce can give the viewer time to anticipate what comes next.
(Note: For those of you not drawing the following steps on a graphics tablet and moving around the
“ball” symbol instead, don’t worry about squash and stretch on the approaching frames, only on contact.)
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Chapter 7
few bounces. Visually test your timing after
each sequence is roughed by quick-playing
the timeline within Animate CC (Enter).
What most likely happened here after the logical progression of bounces you animated is that the ball
came to a stop in the hole at the bottom of our valley. One of the products of straight ahead animation
is that objects with no mind of their own and whose movements are only dictated by simple laws of
physics (gravity, momentum, etc.) progress toward an end which seems obvious, even if the path
wasn’t. It’s like if you were to actually drop a ball on a terrain like this, the smart bet would be that
it would end up at the bottom of the valley, right? Basic life experience would tell us that. This is the
opposite when dealing with conscious things, because the animator is choosing what will happen
next on a frame-by-frame basis—playing the part of the animated thing’s own mind.
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176
Chapter 7
interesting to see. Image BB7.26 Image BB7.26
27. Determine where you want the “contact squash” key which starts the last bounce. It’s best to
think of the last two bounces since it has to lose some horizontal velocity by hitting at a slight
177
34. Use quick-play (Enter on the timeline) as a sort of digital pencil test to see how the timing you
applied works out with what you had wanted and adjust the keyframes where necessary.
Interlude
Right now, we have a series of mapped-out arcs and contact keys. This moment is when illuminating
a few terms in traditional animation will help make sense of the next steps.
The contact keys we have are extremes. But we’re missing the “up” extreme. We’re also missing
the breakdowns. While in character animation breakdown frames are not always centered between
extremes on the timeline, projectiles like our bouncing ball often are. In other words, if your starting
contact is on frame 1 and your up frame is on 5, the breakdown will be on frame 3. If there’s no
perfect middle, pick one—this animation is just a planned rough, after all. The actual drawings on
stage would be spaced according to slow in/out. Finally, we’re obviously missing the inbetweens
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Chapter 7
up frame will be closer to the second contact on the timeline; the opposite is true for landing lower.
To keep your timing and slow in/out on track, mentally work it out as if the arc started and ended
on the same level. Hatch in some lines throughout the arc to represent the slow in/out of the ball if
needed. Finally, as you work through each step, use onion skinning (adjust the span as necessary)
PART III
“Pose To Pose: Breakdowns and Inbetweens”
35. Working forward from the first bounce
sequence (after the initial fall) and in
a different color (I chose gray), we’re
going to place the “up” extreme between
each “contact” extreme currently on the
timeline. Remember, if the end position is
higher, the “up” keyframe will be closer
to that end contact frame on the timeline
(and vice versa). Image BB7.35
Image BB7.35 (Note: Screengrabs up to BB7.37
36. With all the extremes on the stage, draw are from Flash CS6 to show separate frames
in the breakdowns. For “unconscious with different colors as they are.)
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38. Animate straight-ahead for the final little bounces. These are just the little vibration-like
jumps as the ball is losing its last bit of kinetic energy.
If you have never done inbetweening before, those steps were probably frustratingly few. There is
a reason for simplifying the steps, though. Going step by step through a program’s features or the
conceptual learning of a principle of movement requires a lot of explanation, while working through
an animation method involves more personal discovery. You should now have an understanding of
what makes these two approaches different, and what the benefits are to each. There is no best method
between the two in general, but there can be on a shot-by-shot basis. Straight ahead is excellent
when you want something wacky, chaotic, or just a feel of being unplanned and spontaneous. Pose
to pose is what is needed for a more subtle and calculated touch.
People will have slightly different reasons for why they choose more of one or the other. Not to
oversimplify, but many people who just want to see their images move will wander into a more
straight ahead approach while those looking for refinement will usually lean more toward a pose-
to-pose-heavy method. Too much adherence to either method will result in the animation looking
repetitive, stiff, or both. To discover what works best for you and in which cases, you’re just going
to have to animate … a lot! There’s not much difference between what you just did and animating on
paper—a couple of efficiency hotkeys and the ability to undo (Cmd/Ctrl+Z), really. What this book is
about, though, is the merging of the principles with Animate CC; so if the methods haven’t changed
much so far, what else is brought to the table? Cleanup.
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In the case of our bouncing ball example, we have a symbol that we’ll mostly be moving around
stage by hand. The rough animation that we’ve done using both methods will serve as the blueprint
for where we’ll put the ball and how it needs to be transformed. You have already tested the timing
and placement, adjusted for slow in/out and squash and stretch, and verified your arcs using rough
animation. Now it’s a matter of refining this animation even further using symbol tweens, perfect
Chapter 7
line tool arcs for reference, and the transformation panel to make sure we don’t deviate from the
model too far.
We’re going to clean up both roughs. Since we’ll wind up with one file by the time we’re finished,
you will have more layers on one timeline than we’ve had before
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Chapter 7
and line the two centers together.
Image CL7.13
183
18. Hit F6 again (creating another keyframe on the “ball cleanup straight ahead” layer), reduce the
amount of stretch, and repeat step 17. Image CL7.18
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Chapter 7
CC. It’s all about knowing the tools and their abilities to put them to proper use. But we haven’t yet
done the cleanup for the pose to pose rough. Save As “bouncing ball 7 – pose to pose – cleanup,”
create a new layer and name it “ball cleanup p2p,” and make sure everything except the “ground,”
“ball rough p2p,” and “ball cleanup p2p” layers are guided, locked, and hidden.
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Even though a walk can be broken up into its parts, there is an emergent property when addressing
it as a whole: personality. This is where being able to rough out movement as complicated as a walk
in its entirety is so valuable. Believe it or not, having the ability to hand animate a ball bouncing
around on stage when all these tools are at your disposal is the exact ability that will allow you to
infuse personality into your animation. Helping you develop this ability is one of the many reasons
the bouncing ball exercise exists in the first place, and why in this book we started with the tools to
animate. Now you know what is possible with the tools, know how the layered movement can be used
to create a completely different motion, and are beginning to put it together with hand animating.
The question of “why draw everything if Animate can tween?” is being answered now.
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drawn to help work out what you want to do
in your animation. They are small so that you
don’t get caught up in detail but can address
the overall gesture and silhouette of the form.
You want to start with acting as a whole within rough animation and then work down to the finer
details. How to do either or both of those steps is where the battle between the Straight Ahead vs.
Pose to Pose crowd comes in. Some feel that it’s better to use straight ahead action in a scene first
to get the instant feel of the acting, while others like to start with pose to pose so that all the beats
which need to be hit are accounted for first. Whichever method you use, when the acting is worked
out, the specifics of the movement can be finetuned. A walk-cycle can technically be addressed by
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REAL-WORLD EXAMPLE
“Toilet Paper Shoe”
Principles Used
Overlapping Action: This principle could be the
star of the show which is why it’s listed first—it’s
obvious. Our character walks into screen with a
line of toilet paper stuck to his shoe. Every time
he moves his leg, the toilet paper flaps about with
overlapping action.
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Pose to Pose/Straight Ahead: The reason this principle is highlighted here is that it’s a perfect example
of the strengths between these two methods. Most of the character’s movements will be pose to
pose, if not all—while the toilet paper will be animated straight ahead. They are connected, and both
aid in the storytelling of the scene but are best animated in different ways because of their features.
Setting Up
Open the project file provided on the companion website titled “ch7-real_world-tp_shoe.fla” and
have a look around. You’ll find a turnaround model sheet provided for you which is actually made
up of the different frames in the character pack. The turnaround model sheet (or just “turnaround”
for short) shows you the various angled views of the character as it makes a 360-degree spin and
the proportionate dimensions of the features. This is in the work area off-stage at all times and will
be used to stay on model during the rough as you animate your character sometimes rotating in
perspective. The character pack which makes up the turnaround is there for you to use as a starting
place for your cleanup frames. Essentially, the work to be done during cleanup will be a combination
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of the “Golf Swing” from Chapter 6 and the “Pitching a Bomb” from Chapter 4. The visual information
of the character is provided, as well as a collection of features in different perspectives.
Another thing you might have already noticed is that there are no numbered steps in this example.
You have all the information needed to complete this scene without a step-by-step walk-through, so
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For complicated movements, character packs like this one are mostly best used as references—
but for simpler movements, especially those which don’t change perspective much, these can be
used to expedite the cleanup process by tweening the features around like we did to the puppet in
Chapter 6’s real-world section (such as will be the case for the initial walk-cycle). TV shows utilize
character packs in their pipelines to keep everyone on the same page. You might be asking, “If I can
use the character pack as a turnaround reference, why does the turnaround model sheet layer even
need to be there?” The turnaround model sheet layer is for your quick reference when sketching
in the rough animation. It is faster when you are drawing everything by hand to have each angled
pose right there at your fingertips without having to change frames or enter any symbols in order
to view them. This process is the way it has been done for decades in traditional animation, and the
technique is just as sound as always. When it comes time to clean up the animation, being able to
basically take the turnaround model sheet information and actually pose it around on stage as I
mentioned in the previous paragraph can speed up the process, since accuracy and precision are
important at the cleanup phase.
• Contact (key): for the bouncing ball, this key was the “contact stretch.” For a walk, it’s the
moment the lead foot just touches the ground.
• Passing (key): similar to the bouncing ball’s “up,” the passing key is the uppermost position
where one foot is directly under the character and the other is swinging from behind the body
to the front … it’s passing by.
• Cushion: the “squash” for the bouncing ball plays this part. For the body, this “squash” is
shown as overlapping action acting as a cushion for the impact. After the heel makes contact
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around center stage (Image TP7.2a). Space these
keyframes out evenly with the timing you chose
for the walk. Halfway between the contact keys
goes the passing key (Image TP7.2b). You now
Now we’ll address the double take and the final “I see toilet paper on my shoe” pose. Since the
last contact pose the character is back to stride, the contact before that is where he leans over to
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finish wiping his hand and turns his head to look at the
result. I leaned his head toward the camera at a 3/4 view
for this pose. To complete the look, I have him looking
down from the front view on the last passing position
(after the contact we just edited). The final contact pose is
where he’s returned his head looking in the direction he’s
walking but the right arm is obscured by the body instead
of swung back as it should be because of his left arm’s
position and where we want the final pose to end up. This
final pose is after the last contact key and it depicts him Image TP7.3b
looking directly at the toilet paper he thought he saw last
time (Image TP7.3b). This pose will also serve as an anticipatory beat.
“Hop-Kick”
Now that our character is about halfway across the stage and has noticed the toilet paper on his left
shoe (not yet applied in the rough animation), we want him to turn around and hop-kick himself off
screen while he’s trying to remove it. The weight is on the front foot now, so he’ll be pivoting on
that while kicking the toilet-papered foot away. Ultimately we need to be in a high-kick pose while
hopping off the ground. From here, you just need to create one hop-kick animation ending at the
same high-kick pose in order to create a loop to move backward off-stage.
Remember that solid drawing is very important in these actions to show not only dimension, but also
weight. This hop-kick motion he’s doing backward while moving off screen can be achieved very well
with straight ahead action. If you absolutely know what you want to do and need a certain amount
of control to dictate each movement, you’ll need pose to pose. But to keep the action spontaneous
and “zany,” straight ahead action is the way to go. He should do approximately the same number of
hops as he did steps—so about three or four. The whole scene I ended up with was a little less than
6 seconds which you can see in the FLA on the companion website to this book.
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“Toilet Paper”
Finally, let’s add the toilet paper. It’s
best to do this part on another layer
in another color. If you did rough
animation in blue, using red for the
overlapping action is a good and clear
choice. There’s not much to say about
Image TP7.5 Rough pass (left) treats the toilet paper like
this rough animation that wouldn’t be
a string to nail down movement. Tiedown pass (right)
repeating. You’ll be roughing the action
adds dimension to the movement.
out straight ahead following arcs and
subjecting the overlapping action and follow through (covered in the next chapter, if you are working
through the real-world examples linearly) to slow in and out. Remember that the toilet paper is
so thin that it’s seemingly 2D. A good way to approach this sequence is to first animate the toilet
paper as though it were a string to get the movement and flow to a place that’s working for you.
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“Cleanup”
As mentioned, this cleanup phase will be a
combination of the work done in the real-world
examples of Chapters 4 and 6. The walk is
cleaned up quite well using the method outlined
in Chapter 6 with the puppet this time using
the character pack, while the “hop-kick” is best
finished the way we did in Chapter 4 in which
“easies” are tweened and “problems” are frame-
by-frame. The character pack can and should be
used whenever possible and appropriate to help
keep you on model throughout the frame-by-
frame work. Clean up the character animation
first and then make another cleanup pass for
the toilet paper. When all is said and done, check
your staging with the silhouette test you did in
Chapter 6. Again, looking at the completed FLA Image TP7.6 Some features are symbols and
on the companion website can help give you an ready to be tweened while others need shape
idea of how to complete your own. tweens or frame-by-frame animation.
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Up to this point, we have started with an idea of what motion we wanted and went right on to making
that happen with absolutely no rough animation. First of all, we could jump right in because the
animation was that of a simple projectile, the bouncing ball. Through it, you learned the tools and
features of Animate CC, as well as the concept behind the principles of movement. But now that this
Chapter 7
knowledge has been acquired, rough animation utilizing the two methods in this chapter’s principle
should be used. We will start by applying this principle to the workflow of the bouncing ball in the
next chapter on Follow Through and Overlapping Action.
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INTRODUCING
Follow Through and
Chapter 8
Overlapping Action
Slow In and Slow Out, Squash and
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BOUNCING BALL
Follow Through And Overlapping Action
Setting Up
Image 8.1
The overall goal of the exercise in this chapter is to make a tail drag behind our bouncing ball for a
couple of bounces until the ball comes to a sudden stop, whipping the tail around in front of it. We will
be using pose to pose for the normal overlapping rough animation for the tail during the bounces and
straight ahead for when the tail follows through with its momentum after the ball comes to a stop.
The best place to continue from would be our “bouncing ball 5 – arcs” project. Save As “bouncing ball 8 –
overlapping,” since that’s the first part of this principle that we will cover. On the main timeline, create
a new layer called “tail rough,” name the one with the bouncing ball on it “ball” and lock it. Click and
drag the “tail rough” layer so that it’s below the “ball” layer. Remember that for the rough animation,
it’s best if you use the Brush Tool (B) for that natural feel, but you can use the Pencil Tool (Shift+Y).
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PART I
“Overlapping Action—Rough Pose to Pose”
1. Working on the “tail rough” layer, scroll
ahead on the timeline to the first “contact
stretch” you see on the stage, insert a
keyframe (F6), and sketch a tail stretched
out at the angle of approach (diagonal)
to the ground. As the ball was falling, it
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was dragging the tail with it. This is the
moment of highest speed, so it’s the most
stretched out. Image BB8.1
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the “contact stretch” and “up” keys) and
sketch the tails so that the tip follows
the arc and the base follows the ball.
The first should look like one open quote
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15. Repeat step 2 for the sketch drawn in step 14 for the
corresponding frame and position. Because the arc is Image BB8.14
slightly different for each bounce, the corresponding tail
positions might not line up with the arc exactly. You can
adjust it slightly with the Free Transform Tool (Q) to line it
up. Image BB8.15
16. The first “up” frames and the breakdown between that and
the first “contact stretch” are missing. Repeat step 2 for
these two corresponding frames.
Image BB8.17
Interlude
That part of the exercise was a pose-to-pose rough of a tail trailing a bouncing ball with some
overlapping action through one bounce. We’ll clean this rough up later and in that process will
complete the tail’s movement with the ball through the next bounce as well. For now, we’re not
done with our rough work on the tail. The next step is the rough of the tail’s follow through where
it whips around in front when the ball comes to an abrupt stop. We’ll be using straight ahead this
time because of the spontaneity desired in this particular movement. Before moving ahead, make
sure you Save As “bouncing ball 8 – follow through.” Finally, create a new layer called “tail rough
front” and make sure it’s above everything.
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there isn’t one, give it a classic tween
with a slow out. You should now see the
ball come to a flexible stop. Image BB8.20 Image BB8.20
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For this exercise, you used every principle covered in this book so far. The two that might not
be readily apparent are Anticipation and Staging. Though we didn’t specifically aim for this,
there’s a subtle anticipatory beat at the top of the arc where the tail seems to hang longer than
the ball. This extra moment is the result of the overlapping action rounding the top of the arc and
the stretch applied as the ball gets to the bottom of its arc. Because of these factors, there’s much
more whipping action happening to the tail. As far as staging, everything can clearly be seen in
the shapes of the ball and its tail such that if you were to turn it completely black, the silhouette
would still show what’s happening on each frame very effectively—there’s no fuzzy misunderstandings
of what you’re looking at (Image 8.2). Our application of Overlapping Action and Follow Through
seems rather self-explanatory on reflection, but it’s a very important principle. Basically, the
animation isn’t different than anything else you’ll do but for the fact whatever motion is overlapping
is usually being dragged, and follow through is simply a continuation of motion through a stopping
point.
If you test the movie now, you’ll see the ball cleaned up while its tail is still in a strobing rough
animation form, flickering between visible and invisible. The movement is still readable even with the
missing frames though. In traditional animation we would call a video showing the rough animation
a “pencil test,” but here it’s more common to just say “test” (Cmd/Ctrl+Enter) or “quick test” (Enter or
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Our Tradigital workflow makes use of traditional principles and concepts in the digital world with its
Chapter 8
tools and features to allow for a cohesive combination of the two. As you’ve already seen, these can
be combined in many ways. Our previous exercises using Animate’s tools and features only represent
the technical aspects; however, something needs to be said for style. Style is a result of the merging
between artistic sense, tools, methods, and the chosen medium. In this case, it’s safe to assume that by
The bottom line is that in order to learn, you almost need to copy … style and all. Progression will
mean the slow formation of your own style and methods using the information learned here. Even
though the major choices so far are mine, the goal of this book is to show how we arrived at these
choices and what it took to implement them. Ultimately, you will learn to use Animate CC differently
than others as your understanding of the toolset sharpens. Your continued experience animating in
Animate CC will culminate in a style uniquely your own but built on the knowledge and experience
of others, the way every great artist who came before you has done.
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Essentially, the workflow breaks down like this: clean up the rough images for the looped animation
(bouncing tail) into a more final form, align all the cleanup images together to be attached at the
same place, copy/paste these into a symbol, put an instance of the resulting symbol on the bouncing
ball, tween that instance up and down with it, and finally trace the rough images for the final self-
contained, follow through animation on the main stage. Already, you might be asking why we need
to put the tail inside a symbol if we already drew it on stage. “Isn’t that redundant?” The action may
seem that way, but here’s what’s happening. The tail is going to be moving around in relation to
itself at a different rate than it goes around the stage. Those different rates mean that while the tail
is still rounding the top of the arc at a steady pace, it will also be straightening out and increasing
its downward velocity as it’s being dragged down by the ball’s weight. You can animate this frame
by frame. But what we’re doing is letting Animate CC inbetween some of the tail extension and
contraction movements using shape tweens at one rate while moving the entire tail at the same rate
up/down and left/right that the ball does (since they’re connected).
Image 8.3 This preview progression shows (left to right) cleanup on stage, aligning
cleanup to a single point in its own symbol, tweening that symbol up/down with the
bouncing ball, and cleanup of the tail’s final follow through on stage.
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That “arc” bouncing ball animation is the one we’re using in this chapter, but this time we’re adding
a tail. The symblify method is the same but with an added level of depth. For the tail to move with
the arc of the ball, it still needs a constant horizontal velocity and to slow in/out just like the ball. But
this time it will be changing the orientation of its own shape (changing its curves and direction of the
tip, for instance) unlike the ball, which despite squashing and stretching is still the same basic shape.
Since the horizontal velocity is already accomplished by the ball-bounce symbol across the stage,
we’ll put an instance of the tail symbol inside that (which we’ll animate up/down with the ball) and
the shape changes nested inside the tail symbol itself. You’ll want to resave your “bouncing ball
8 – follow through” file as “bouncing ball 8 – cleanup.” And if there was ever a chapter’s exercise
to periodically save with incremental numbers added onto the end of the filename so that you don’t
lose much work if something goes wrong, it’s this one.
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times to result in one complicated movement out of many simpler ones.”
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208
“‘Symblify’ It”
Chapter 8
13. Hide every layer except “tail cleanup.”
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19. Turn on the Edit Multiple Frames mode. It’s in the same area as onion skin mode. Hold the
cursor over the icons until
you see the correct one. It’s
used in much the same way
except Edit Multiple Frames
lets you select many frames at Image CL8.19
once and move them around.
We want the markers to
cover the entire timeline currently in use so every frame is visible on screen
at once. This is quickly doable by selecting the “Modify Markers” icon under
the timeline, resulting in a drop-down menu where you can select “Marker
Range All.” Image CL8.19
20. Using the Selection Tool on stage, highlight all the tail images and drag them
so that their tail bases line up with the registration point (+). Before moving
on, deselect Edit Multiple Frames mode (very important!). Image CL8.20
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by rotating them all clockwise to their next
Image CL8.25
anchor point (don’t forget to rearrange the
shape hints for both keyframes).
27. Repeat steps 22–26 as needed for the shapes that don’t tween cleanly.
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33. Create a keyframe on the first “rebound stretch” frame and move the “ball-tail” symbol up
so that the base is meeting the ball at around the same spot and the tail still rests on the
ground and not
below (use onion
skin mode to verify
with the previous
frame if needed).
We’re setting up for
the tweens that will
take the tail up and
down with the ball.
Image CL8.33
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38. Enter the “ball-bouncing” symbol, create a new layer (no need to name it), and insert a
keyframe at each of the points where the keyframes are on the tail layer. Highlight this whole
layer and Copy Frames.
You may Remove Layer
once you’ve done this as
it’s not needed anymore.
Chapter 8
Image CL8.38 Image CL8.38
39. Double-click to enter the “ball-tail” symbol and create a new layer. Paste Frames from
beginning and note how the blank keyframes on this layer match up (or don’t) with the shape
41. Setting the easing of the shape tweens is exactly the same as for a classic tween: from the
easing of the tweening area of the Properties panel (although unfortunately there’s no Easing
Editor for shape tweens as of the writing of this book). Basically the tween will start with
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• First shape tween (“rebound stretch” to “breakdown”): +100 easing. It will slow out
because it’s being pulled up quickly. The tail is already outstretched while lying on the
ground, so there’s nowhere for this drastic change in speed to dissipate. So it whips the
tail from horizontal to a vertical angle.
• Second shape tween (“breakdown” to “up”): –100 easing. It will slow in because it’s just
coming out of a slow out movement. There’s no major change in shape happening. And
the ball is in mid-air approaching the apex (top) of the arc, so there’s no major change in
direction or speed.
• Third shape tween (“up” to “breakdown”): 0 easing. It will have no easing because while
the ball is starting to fall faster downward, that speed is being dissipated in effect by the
combination of the tail moving down with the ball and the tail being stretched out.
• Fourth shape tween (“breakdown” to “contact stretch”): +100 easing. It will have a slow
out because it’s being whipped around the other side of the apex of the arc by the ball’s
acceleration to the ground.
42. Repeat the previous step for the second iteration of the tail sequence in the “ball-tail”
symbol.
Interlude
Let’s pause for a moment and recognize in hindsight what symblifying lets us do. If you were
to just have shape tweened those tail shapes on the main stage, there would be no way to get a
different easing for the change in shape, up-and-down movement, and horizontal velocity. While
the ball is jumping up in the air at its fastest speed, the tail has just hit the ground. When the ball
is falling to the ground at its fastest speed the tail is just coming out of rounding the top of the arc.
In the first case, the ball had a slow out applied to it because it was bouncing up. The tail had a
slow out because it was changing shape quickly after being whipped upward. In the second case
(falling down), the ball has a slow in applied to it because it is accelerating downward. But this
time, the shape tween of the tail still has a slow out because it’s at the end of its last major shape
change (bent to straight) … though it is accelerating downward as a whole with the ball because
they’re connected.
Adjusting the easing may sound complicated because there’s a lot going on, but managing the timing
and spacing of multiple objects is where it helps to “symblify.” By putting a simple animation inside a
symbol, and then that inside another, and another, and so on until the needs are met, this complicated
motion made up of many different parts can be boiled down to simple subsections. But because of the
initial complication, rough animation is needed to get the essentials (keys) of this movement before
any of the final tweening can happen. Symblification is Tradigital animation.
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(Shift+Y) to draw over the
first follow through rough
and the Paint Bucket Tool (K)
to fill the shape as you did
47. Insert a blank keyframe a frame after the one on step 44 and
copy/paste in place the tail from step 45, here.
48. Drag the anchor points and the lines between them around
until it mostly fits the rough that was drawn. (Note: the reason
we’re adjusting an existing image is so that the point the tail
contacts the ground and the rounded base of the tail don’t
change much.) Image CL8.48
Image CL8.48
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51. On the second-to-last keyframe, which was the last before we added another in the previous
step, use the Free Transform Tool (Q) to stretch the tail out farther to the right slightly (in
some versions of Flash, CC for instance, you’ll need to put the pivot point at the base of the
image first or hold the Alt key as you drag).
53. To finalize the animation, guide and hide every layer except
for “ball” and “tail cleanup front” and test the animation (Cmd/
Ctrl+Enter) to see what you’ve created. Use the arc double-
check method to make sure things are flowing well and adjust Image CL8.53
where needed. Image CL8.53
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bouncing” symbol’s nested animation (top, left to right).
“ball_bouncing.” Nesting makes sure
The “ball_bouncing” symbol with that nested animation
that even though the tail is changing
tweened to the right gave us the ball bouncing across the
shape on its own, the ball and tail
stage with a tail exhibiting overlapping action (bottom,
move up and down as a pair … they’re
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As mentioned in the last chapter, breaking animation down into its smaller parts before attacking
the whole risks losing the vitality and personality of your movement. The example of the walk-cycle
being only a series of simple, almost unconscious movements working together to produce a cohesive
walk with feeling and personality is probably even more telling now that you have worked through
this chapter. Rough animation of this bouncing ball with a tail, or a walk-cycle, or most anything
else lets us first stand back and see the forest for the trees. We don’t want to get lost in the detail
of every fine movement too soon. But once that rough animation is put down, it’s time to simplify
things … and in Tradigital animation, that usually means symblifying things.
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All symblifying does is let you focus on one particular part of the animation and then break that part up
into the motions that make up the whole. A gymnast does a back layout full twist (a flip while moving
backward and rotating 360 degrees in the air). Moving backward can easily be accomplished with a
tween. The flip is composed of a jump and a rotation, so a rotating symbol inside another symbol which
is tweened up and down is needed. Then all
that needs to be done is an animation of the
person turning around one time, in place
(which would probably need to be animated
by hand). The hierarchy would look like this
(where the last item is the one ultimately on
the stage and each previous item is nested in
the symbol before it): spin > rotation > jump
> horizontal motion. You would still start with
rough animation of the whole and then clean
it up with symblification and tweens, like we
Chapter 8
did with the tail.
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REAL-WORLD EXAMPLE
“Whip”
Principles Used
Arcs: The end of a whip acts like a
projectile that is periodically redirected
by an outside force that’s pulling it
around, so it will travel in arcs as such.
The arm and its parts all move in smooth,
organic motions perpetuating the type of
arc in the connected features.
Squash and Stretch: As we will see with forward kinematics, when you focus just on a feature of the
body and not the whole (or at least without the face), the chances of the movement resulting in a
robotic motion is greater. Squashing on the anticipation and stretching at the extension of the whip
will do a lot to avoid this pitfall of the cropped view.
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Overlapping Action: A whip might be the quintessential example of Overlapping Action and Follow
Through. Think of it like a really, really long tail. The effects of this principle will be big. It will take
longer for the motion to cascade down the whip to the end and will require more time to come to a
stop even though it’s very light, because it’s so far away from the base of its movement (the handle).
Setting Up
Open “ch8-real_world-whip.fla” file provided on the companion website. The setup this time is
different. There is a “thumbnails” layer which has the major informative poses worked out for
you (mostly just to get things going). This was done by visually studying slow-motion footage of
whip-cracks, getting a feel for the mechanics of it and then marking the most important points.
As far as what you will be using for
cleanup, there is one “arm” symbol
which is made up of “bicep” (upper
arm) and lower arm symbols, and
the lower arm symbol is then made
up of the forearm and hand symbols
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inside it. There is also a line that has
been drawn in a neutral position on
another layer of the main timeline
to represent the whip. What we’re
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Image 8.9
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Chapter 8
rotate the whole arm around the shoulder so that
the upper arm lines up with that of the rough.
(Note: do NOT squash/stretch this symbol, because
it represents the whole. We want to apply the
Image W8.3
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Image W8.7
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10. Insert a keyframe at frame 15 and rotate the hand to be a little more extended downward than
the resting position. This will allow the hand to exhibit some follow through after the arm has
snapped into its downward position. Image W8.10
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You should now have an arm that moves in smooth arcs with a whipping motion and some cushioning.
Without the cushioning, the swinging motion could’ve come out with a very robotic feeling. The
human arm and a robot one with the same joint system will move in similar ways, but the vitality will
more likely be missing from the robotic one because it’s just plain better at being precise. Humans
are generally awful at natural precision no matter how hard we try, and that needs to be reflected
in our movement. So even though we didn’t work out the rough animation to that level, knowing
that we want the arm to overextend just a little past its comfort zone and cushion back to a resting
position we can make that happen on the fly.
That isn’t to say that working out the cushioning movement via rough animation first wouldn’t
have been helpful, but that there are many ways to do the same thing in a Tradigital workflow. We
applied the same working knowledge of arm-swinging mechanics to the forward kinematics of the
arm as we would’ve done in the rough animation. However, computers are precise. While the arm’s
movements have more vitality in them because of the cushioning we applied, the overall execution
still looks formulaic. The arm’s features never change shape and that is robotic. The arm doesn’t
feel fleshy because squash and stretch hasn’t been applied yet.
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stretch similarly as the bicep before—this time
squash at 10 and stretch at 13. (Note: since
there’s only one squash and one stretch moment,
we don’t need a keyframe at frame 18 because
“The Whip”
We’ve largely ignored the whip itself, so far. This is because it’s a resultant action of the arm’s
movement. Essentially you were just slowly figuring out how you wanted to swing your own arm
in the previous steps, and now you’re going to “see” how the whip reacts through straight ahead
action. We’re going to work through this by section since it’s almost all done with frame-by-frame
animation and numbered steps would be redundant.
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same point on stage. If the first and third frames intersected there but the
second didn’t, the whip would look jittery. The other condition that can
make it look jittery is more obvious, and that’s if the change in position
of the line doesn’t look consistent. You’ll see these as anomalies in the
pattern you see with onion skin mode on. If you’re not well versed in it
yet, you will be with practice. Finally, when the tiedown is done, clean up
the whip motion by positioning the line where and when it’s needed and
tween where you can (Image W8.19c).
Chapter 8
case that a curve doesn’t look quite right. The other benefit to cleanup
with the line in this case is that because it’s so thin, problem areas in the
motion will be much more obvious as you work through in onion skin mode
(Image W8.20). If you don’t like the style of the line as the whip, you could
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Image W8.20
FINAL WORDS
Follow Through and Overlapping Action
Truth be told, there is not much difference between “normal” animation and that with overlapping
action or follow through. This principle is all about shining a light on the fact that not everything
moves at the same time or rate even if (and possibly especially because) it’s on the same body or
object. A dog with floppy ears will have them dragging behind just about everything he does. If he
changes directions quickly, those ears will continue on their previous trajectory until they’re stretched
out and can’t move that way anymore and then whip back toward the dog like our tail did to the ball.
That’s the overlapping action. Follow through is when our dog comes to a sudden stop and the ears
keep moving a bit until finally coming to rest (Image 8.11). The principles that control the movement
of the simple bouncing ball or the dog’s wild running are the same as those which dictate the ear’s
movement with the added caveat of being influenced by the dog’s movements such that they trail a
frame or two behind.
Overlapping action can also be conscious movement too, though. Boxing comes up a lot in this book,
and it does for good reason: it shows a lot of the physics of body mechanics at work. To throw a
simple straight punch, the legs push, hips twist, and the shoulders follow while the arm is extending
and the hand is rotating. This chain of overlapping events in motion sums up to equal “punch.” In
real life, if they were to all happen at the same time, that punch wouldn’t be as powerful; they need
to be chained together. In animation, this overlapping action also works to enhance the anticipation
of the impact when exaggerated (which we’ll get into more in Chapter 11 “Exaggeration”).
The subject of the next chapter is Secondary Action, and you’ll see a lot of crossover in the concepts of
how to approach Overlapping Action and Follow Through there. For now, it’s important to remember
that while some parts of a whole might be moving at different rates, they are not necessarily
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Image 8.11
Chapter 8
FOLLOW THROUGH & OVERLAPPING ACTION
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INTRODUCING
Secondary Action
Let’s say you have a chef talking to a
subordinate. The chef is very upset but is trying to contain his
anger and not yell at the scared, little guy. If you imagine this
happening straight, as in our angry chef is talking directly
at the employee with a forced grin, it plays out simply, and
the audience has to interpret a lot from the way the voice
actor delivers the lines and from the expression on our chef’s
face. Now imagine that while he’s subtly chastising his poor
assistant, the chef is also chopping up onions with a butcher’s
Chapter 9
knife (if there are any chefs-in-training out there, the fact that
it’s not the correct knife for the task is part of the joke). “I’m
not angry,” he says as he slams the knife on the cutting board
and forces a smile. “I’m just a little disappointed.” Slam goes the
SECONDARY ACTION
knife again. This extra level of action is helping to communicate
our chef’s true feelings better and adds more depth to the
acting of the scene. The act of chopping up the onions is the
secondary action, as it supports the story point of the primary
action: scolding the subordinate with controlled rage.
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You can already start to see how much flavor and texture secondary motion gives to a scene, and
how many ways you could do it. The bouncing ball exercise
for this principle is going to build on what we did in the last
chapter, which will also illuminate the differences between
the two principles. The tail was added for overlapping action
in Chapter 8. This time, we need to choose a story point for
our secondary action to support. Since the ball is already
bouncing from left to right, we’ll make the story point such
that “the ball is fearfully running away from something that
is chasing it.” In order to sell this concept to the audience,
we’re going to be creating a face for the ball and having it
looking over its “shoulder” terrified while it’s fleeing. It’s not
the existence of the face that’s the secondary action; the look
over the shoulder and the way it’s done is. To do this, we’ll
be exploring more uses of symblification and introducing
another feather: masks. Image 9.1
Setting Up
Open the “bouncing ball 8 – cleanup” project file and Save As “bouncing ball 9 – secondary action.”
Right away, enter the symbols at play and make sure that there are no layers with rough animation
on them; if there are, delete them. Deleting the unnecessary layers is just to keep things clean for
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You are now far enough along that the only idea which
really should be reinforced at this point is that we will Image 9.2 Flash CS6 (left) and Flash CC
be approaching the facial expressions and positions (right) have different icons for the same
by way of pose to pose rough animation. Adding facial pressure sensitivity feature.
expressions after having completed the primary action
is really the most beneficial in this case since a certain beat needs to be hit at a specific time, and
coordinating the expressions with the action is where the pose to pose method shines. The Brush
Tool (B) is always suggested for these roughs. We will go over this feature more in the next chapter
(“Solid Drawing”), but if you would like to try using pressure sensitivity (if your graphics tablet allows
for that feature), you’ll need to find the icon with the Brush Tool selected first. In Flash CC it looks like
ripples emanating from the tip of a pen, while in Flash CS6 and before it’s a thick-to-thin “swoosh”
icon. Regardless of the version of Animate CC you have, with the classic layout the pressure sensitivity
icon will be at the bottom of the toolbar and say “Use Pressure” when hovered over. Toggling the
pressure sensitivity feature on just allows for the line thickness to be varied based on how hard you
press the pen on the tablet.
Chapter 9
PART I
“Facial Animation—Expression Keys”
SECONDARY ACTION
1. There will be three main keys for our face animation: scared looking ahead, very scared
looking back, and forcefully closing eyes afraid to look and move. Note the timing of the
bounces and where best to put the last two keys (obviously we’re starting with the first).
2. Double-click to enter
the “ball-bouncing”
symbol and again
to enter the “ball”
symbol. Image BB9.3
3. Extend the timeline out to the end frame of the main timeline (frame 63). Image BB9.3
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9. Insert a blank keyframe and draw the inbetween on the frame sandwiched by the ones in steps
7 and 8. The eyes should be fully squinted (since they will shut first) and the mouth half closed
between the two existing roughs. Image BB9.9
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11. Re-enter the “ball” symbol through double-click and test the animation with Cmd/Ctrl+Enter to
see if the timing is working how you imagined it. If not, adjust the keyframe positions until it
works the way you’d like.
Interlude
With these three rough expression keys (the other sketches were inbetweens), you have added
quite a bit more feeling to the scene. What we want to do next is clean these up, but it must
be done in such a way that will allow us to animate the expression changes. You could rough
out all the inbetweens yourself frame by frame,
but we are going to be continuing a more
Tradigital approach by delegating some of this
inbetween work to Animate CC by way of shape
tweens. Consideration must be made into how
we will accomplish our final animation before
Chapter 9
determining how the cleanup of the image itself
will be done. What we want is for the face to be
looking ahead and then turn smoothly but quickly
to look behind. When the face is looking ahead,
SECONDARY ACTION
half of the mouth and the ball’s entire left eye are
hidden from view because in a three-dimensional
with 3D world they’re on the other side of the
ball out of view of the audience. When a feature
is partially obscured like the mouth is, it makes
doing a shape tween for the reveal difficult since
the shape is not actually changing as much as
being revealed. This same issue also poses an
obvious problem for the previously invisible eye,
hidden from the view on the “other side” of the Image 9.3 As two independent layers, the green
face until the turn. In order to accomplish this box obscures the pink circle below it (left). When
revealing of obscured or hidden features, we’ll masked, the green box layer instead serves as a
be using masks. window (right).
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PART II
“Facial Animation—Cleanup And Symblification”
12. Guide the “face rough” layer and lock all
layers.
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Chapter 9
creates a keyframe on each of those
layers in the highlighted area.
Image BB9.18
SECONDARY ACTION
create keyframes on the “face” layer
Image BB9.18
for the first, second, and last keys
on the “face rough” layer. Image
BB9.19
Image BB9.20
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PART III
“Facial Animation—Masking
And Tweens”
21. In the “ball” symbol, insert a new layer and name it “mask.”
Image BB9.21
22. Since we want only the part of the face inside the ball’s
Image BB9.21
space to show up, the mask needs to be
the exact size of the ball itself. Unlock
the layer with the ball on it, copy the ball
and then relock.
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25. You can see the effect of the mask already on the first and
last keyframes. We need to adjust the expressions to fit
the roughs. Unlock the “face” layer and turn the Outline
view on the “mask” layer so that we can see through it. BB 9.24
Image BB9.25
26. On the first frame, double-click the symbol on the “face” layer to enter so that we may edit its
shape.
27. To work on one feature at a time, hide every layer except for the one you’d like to work on
(such as “mouth”). The plan is to adjust the mouth as a whole so that the two halves (one
shown and other not) basically match up with one another which makes the shape tween
easier for Animate CC to do. Use the vector and line adjustment method to refine this shape
tween. Image BB9.27
Chapter 9
SECONDARY ACTION
Image BB9.27
Image BB9.25
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242
Interlude
You should now be seeing the ball bouncing
left to right, then looking behind it, and finally Image BB 9.36
squinting its eyes and gritting its teeth as it
comes to a stop, worried about what’s coming
but too scared to continue moving forward. The
other thing you’ll notice is that while the tail is
dragging behind with great overlapping action
and comes to a stop with follow through, the face
is sitting mostly stationary in its place. When
Chapter 9
the ball is bouncing upward the face should trail
behind a bit, looking down for a couple frames
before following the upward motion. This same
overlapping action is basically what your head
SECONDARY ACTION
does in little movements when you run. Every
Image BB 9.37
time a step is made, the force of that impact stops
the body/spine. But the head can still rotate a little, so it’s up/down motion overlaps a little with the
body.
The way that we can fix and improve this shot is to take everything we did in the cleanup, put it
inside another symbol, assign the pivot point to the center of the ball, and rotate the face up/down
a couple frames after the squash and up keys of the main bouncing ball. If we were to draw all the
roughs before animating this scene, the overlapping action of the face would be included in them.
But since we’re adding the feature in order to learn the application of a principle, our roughs were
finetuned to just the face and limited to just the expressions—leaving the overlapping action to be
applied separately.
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Image BB9.45
244
51. Insert keyframes on the “face overlap” layer two Image BB9.49
frames after all the remaining blank reference
keyframes and rotate the
Chapter 9
face clockwise so that it’s
looking down slightly. Image BB9.50
Image BB9.51
SECONDARY ACTION
Image BB9.51
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You should now have a ball bouncing away from something, looking behind it, and then falling to
a stop while closing its eyes fearfully—all while a tail and face demonstrate the dragging motion
of overlapping action and complete with a follow through. The designs are rudimentary, the scene
simple, but the principles have all been applied and a plethora of tools are now known as well as
their hotkeys. As mentioned before, when approaching a scene like this in an animated short, or
under any real-world scenario, you would rarely want to create it the way we did in these exercises
(adding onto an animation bit by bit from the start). If the story point of the scene is a ball runs away
from something and is scared, you would sketch a rough animation first and then figure out how to
approach the cleanup using your knowledge of the tools at hand.
Doing it the way we did in these bouncing ball exercises, however, building step by step and chapter by
chapter, aids in the understanding of the principles and tools at our disposal so that this focused work
can be merged together to function as one on any future standalone animated shot—which will be
covered more in the last of the principles: Appeal. That’s not to say that you won’t ever add something
to a previously “finished” animation … it happens all the time; but usually it’s altering something
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Chapter 9
“Exploration is the great secret of creation. Very rarely do you know, from
the start, exactly what to do or how to do it—it’s something that you
constantly discover every time out.”
SECONDARY ACTION
Working out your concept is where thumbnailing helps, as well. Drawing those small, sketchy images
quickly will let you explore these acting choices to see which works well. Then you can rough the
scene out and make sure it works in movement the way you imagined in your thumbnails. Pablo
Picasso is supposed to have said (translated from Spanish), “if you know exactly what you’re going
to do, then what’s the point in doing it?” In a world of misattributed quotes, this could very well
be one—but the sentiment remains. Exploration is the great secret of creation. Very rarely do you
know, from the start, exactly what to do or how to do it—it’s something that you constantly discover
every time out. Secondary action goes hand in hand with this concept because while there are many
ways to approach the primary acting of a scene, things get more complicated for the animator to
predict and perform when adding in another layer to that performance. This added texture to the
acting is worth the added time it takes to simply sketch out a few more drawings and explore the
best options.
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Right now, the ball glances back with a scared look on its face. We’re going to simply add a happy/
excited expression after that, making the scared face essentially a breakdown frame on its way to
being happy. So now the feeling is not so much scared for its life as scared it’s going to get caught
in a game of tag which is fun. Juxtaposing scared and happy makes a kind of gray area in what
the story point could be called now, because in this case the ball is bouncing away happy-scared.
Fundamentally, the ball (playing a game of tag) is scared; it’s simply a different kind of scared.
However, if you were to see images of kids playing a game of tag out of context, it might look like
they’re legitimately terrified and maybe in danger. A scene like that without sufficient context would
be ambiguous to the viewer, with them not being able to easily determine the emotional state of
the character.
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Chapter 9
manipulation, turn
the mouth shape into Image CL9.4
a very wide, happy
one. (Pro-tip: you might need to add a
SECONDARY ACTION
vector point by holding Cmd/Ctrl when
click-dragging with the Selection Tool in the
middle of the line on the bottom to get the
curve right. To aid in the shape tweening,
you can ostensibly “remove” the point by
making the curves on either side become a
singular curve and with “snap to objects”
enabled dragging the point up or down
until it snaps.) Image CL9.6 Image CL9.6
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You’ve now basically hijacked the symbol with the facial animation, altered the expression, and kept
all the other movements the same. Quick editing like this is something you’ve seen quite a few times
in this book. Animate CC, and using it for Tradigital animation in particular, is outstanding with pin-
point alterations. There’s no need to draw in and replace a bunch of frames every time a change is
made. Notice how the entire mood of the scene has been updated to reflect a completely different
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What if there’s no fear whatsoever? Let’s say our bouncing ball is just traveling along minding
its own business without a care in the world. What might be a good way to show that? Whistling,
blowing bubble gum, having a stupid-happy smile on its face all work. Let’s go with blowing a bubble
from gum. We’ll accomplish this change by simply wiping clear the facial animation we created and
replacing it with this new secondary action. Don’t forget to Save As with another suffix (for instance
“bouncing ball 9 – secondary action – closer look II”) so as not to lose work.
“Bubble Gum”
13. On frame 1 from the main
stage, double-click the face on
the bouncing ball until you get
to the “face-overlap” symbol,
highlight every frame except for
the first, and right-click Clear Image CL9.13
Keyframe (we won’t be needing
this movement since the ball isn’t
Chapter 9
turning around). Image CL9.13
SECONDARY ACTION
eye’s features (eye and pupil).
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18. Select good stroke and fill colors that will represent bubble gum well and use the Oval Tool (O)
to draw a circle on the stage to represent a fully blown-up bubble and move it to the bouncing
ball so that it looks
like it has just been
blown up from the lips
(that can’t be seen).
Image CL9.18
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24. Remember that with the current mask applied, anything outside of the bouncing ball’s shape
won’t be shown. But in the bubble gum’s case we actually want the opposite effect: to see
everything except that which is overlapped by the shape of the ball. To move the bubble
gum so that it’s not affected by the mask, we need to put the bubble gum animation on a
layer below the ball layer. To do this we’re going to need to nest the bubble gum’s animation
sequence in its own symbol. Start by
selecting the “bubble gum” layer so
that all the frames are highlighted
and right-click Copy Frames.
Image CL9.24 Image CL9.24
Chapter 9
25. Guide the “bubble gum” layer so that
it won’t show up in the animation and
we don’t have to delete it. It’s good
practice to use this feature while
SECONDARY ACTION
working in case you need the layer in
question later for some reason.
Image CL9.25
253
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There’s nothing beautiful about this last sequence other than the
representation of your increasing knowledge. Because of that,
there’s nothing that says you can’t Save As another file name
and just start messing with it—playing around with it. You’re
not worried about ruining a great piece of art. You can use this
detachment to continue your learning, for instance, by going back
to the other chapters’ bouncing ball exercise files and seeing if
Chapter 9
you can add more principles in the shots. Or you could try to add
some anticipation to this scene. Use squash and stretch to its full
acting potential and try to make the ball shimmy across the stage
instead of bouncing. Learn and explore. This is creation.
SECONDARY ACTION
Another quote high on the misattribution scale (like the Picasso
one, earlier) is the writers’ expression, “kill your darlings.”
Widely credited to William Faulkner, it actually seems to come
from Arthur Quiller-Couch who said “whenever you feel an
impulse to perpetrate a piece of exceptionally fine writing …
delete it before sending your manuscript to press. Murder your
darlings.” Step aside the unsettling discussion of killing and
murdering for a second and replace “writing” with “animation,”
and you’ll start to see why this is being brought up. The idea is Image 9.5 Artist rendition,
that if this exceptionally fine work of art you’ve just created— looking for the point.
however brilliant in isolation—doesn’t serve the greater story or concept, it should be removed.
Earlier in that same quote he says “style … is not … extraneous ornament,” which in itself is pretty
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Chapter 9
wouldn’t change if you removed them, but
it is supported heavily by them. We’re completely drawn into the moment because Hogarth is and we
relate to him. There’s hardly a better example which demonstrates what exactly Secondary Action
is, at a fundamental level.
SECONDARY ACTION
You could get the point across with just the shot of Hogarth watching TV; the secondary action isn’t
needed in that sense. But after watching that sequence in The Iron Giant, it’s hard to imagine it without
the “extra” actions. After seeing a scene with proper secondary action applied, the audience should
barely be aware of it but unable to see it any other way. They should be thinking, without hesitation,
“it needed to be that way.” Would Heath Ledger’s heralded performance as the Joker in The Dark
Knight be as charismatically maniacal if he wasn’t constantly licking his stretched and painted lips as
he spoke? This one constant quirk (secondary action) combined with the shaggy hair and constantly
lowered head reminds us, visually, of a wolf—wild, untamed, dangerous—ready to attack without
notice. It adds to the character and provides depth. Try to think of the “they will never take our
freedom” speech from Braveheart. William Wallace (at least in the cinematic version) is riding back
and forth on a horse as he passionately gives a pre-battle speech to his wary soldiers. Throughout
the speech, the horse is getting more and more rambunctious while the scene crescendos to a final
war cry of “freedom” and the horse runs across the front line so that William Wallace can see, and be
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REAL-WORLD EXAMPLE
“Roll-Tapping Fingers”
Principles Used
Overlapping Action: The action of “roll-tapping” your fingers
(a term I just made up) is inherently made up of overlapping
action. With your wrist on the table and fingers bent up in the
air, first you tap the pinky, then the ring finger, followed by
the middle and index fingers. Each finger is doing the same
action (tapping the table) but is doing it with offset starting
times and rates.
Slow In/Out: The individual finger taps will slow in on the way
down and have a slow in and out on the way up.
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Secondary Action: The finger tapping isn’t the primary action in the scene; the annoyed dialog is. The
story point, however, is that the character is annoyed so to support the primary action, the finger
tapping is employed as a secondary action at the right time.
Setting Up
For the final standalone real-world example (the following chapters inform and enhance the ones
already listed), open the file titled “ch9-real_world-finger_tapping.fla” from the companion website.
In this one, you’ll notice that there is actually already a completed scene. “What is there left to do,
then?” Right now, there’s nothing but the expression on our character’s face and the words he’s
saying to truly convey the feeling of annoyance that we want to get across to the audience in this
scene. It needs something more to support this story point. We need to add secondary action (which
is serendipitous, being that this is the topic of the chapter).
In this case, the goal is to add to our scene like you had finished it, decided that you wanted a more
well-rounded performance from the character, and are now going back to fix it. This scenario of
adding to a scene will happen a lot in any type of animation you do (well, stop-motion to a lesser
extent because of the nature of the medium). What we’ll be doing is creating rough animation (of
Chapter 9
course) over the scene for a singular feature (the hand). Then we’ll clean that up inside of a symbol
which can be set to play once any time we want the action to repeat like we did with the blinking
animation in Chapter 1’s real-world exercise. There won’t be a numbered step-by-step guide for this
example, but there’s nothing in here that you haven’t seen already. Let’s get to it.
SECONDARY ACTION
“Rough Fix”
Insert a new layer named “rough” and sketch out some rough animation
of an annoyed finger “roll-tap” (Image RT9.1a). Make sure that the layer
is turned into a guide layer so that it won’t show up on the final. I did this
rough animation “on twos” (one drawing every two frames) to match the
lip-sync which is also on twos. Because it’s a self-contained action, you can
highlight the sequence of frames and drag them forward or backward on
the timeline to fit in best with the acting of the scene. The scene could use a
couple more of these, so you can copy/paste the exact sequence where you
want or draw in a new timing or configuration of the tap (obviously, if you
draw something different, you’ll need to clean this up as well, as opposed to Image RT9.1a
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Image RT9.1b
“Cleanup”
Image RT9.2a
Copy the entire timeline of the rough, double-click into the hand symbol, and paste those rough
frames on a new layer. They won’t be in the same position but you can fix this like you’ve done
before with the bouncing ball’s tail from Chapter 8 by using Edit Multiple Frames. With the rough
animation aligned, you’re free to tackle the cleanup (Image RT9.2a). You could essentially trace
the rough frame by frame (or every other frame in my case since I animated on twos), treating
the whole hand as one image or addressing one finger at a time. But since we’re learning about
the program and the various ways you can use it for Tradigital animation, you could also clean up
only the up-and-down movements of each finger individually and put them in their own separate
symbols, like I did.
In the completed example on the companion website, each of the finger symbols I made has five
keyframes: down, breakdown, up, breakdown, and down. To create the roll-tap then, I set only
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Chapter 9
If you choose option “B,” to clean up the final hand gesture animation you can insert a keyframe (F6)
on the main timeline at the start of the final hand gesture sequence, right-click the hand symbol and
select Duplicate Symbol, copy/paste the last sequence’s rough animation into the new symbol, and
just clean up as before. The obvious benefit to option “A” is that it’s easy to keep things organized—
SECONDARY ACTION
all the hand animation is in the “hand” symbol … simple. The benefit to option “B,” though, is that
because each sequence is nested in its own symbol, these can be repeated and moved around at
will throughout the scene or reused easily in other scenes (Image RT9.2c). I chose option “B” in the
example on the companion website to demonstrate this quality. You’ll notice I ended up with three
symbols: one for the roll-tap, one for an index finger double-tap (which reused the index finger), and
one for the final hand gesture.
Image RT9.2c The first two keyframes on the “hand” layer are Play Once symbols of the roll-tap. The
second two, in order, are an index finger double-tap which replaces the roll-tap in the rough and the
final gesture animation.
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There are two places where the internal actor of the animator lives:
the breakdown frames and the secondary action. The breakdowns
Image RT9.3
determine how you will get from one important frame to the other.
For instance when moving from a smile to a frightened expression, will the breakdown be anxiety
or dumbfounded surprise? That decision will determine a lot about the content of that sequence. The
feeling and flavor rests on how you approach that breakdown frame. There are some major acting
choices to make there. Likewise, secondary action can confirm or contradict the primary (while still
supporting the story point). If a character is smiling at the camera, what the audience interprets
from that expression can change greatly if the secondary action is petting a kitten or breaking a
pencil in half with a thumb. One confirms the happy expression, and the other contradicts it—but
that’s because the story points are different for both scenes. It’s the acting choices that have been
made in the secondary (and primary, obviously) action that lead to a rich expression of character in
the scene. This type of depth in acting is what you want to achieve, and Animate CC can make these
types of additions easy to implement when elements and actions are split up into symbols and can
be focused on individually.
FINAL WORDS
Secondary Action
Jiminy Cricket swinging his umbrella around while he’s talking is a clear example of secondary
action. Bugs Bunny chewing on a carrot is absolutely secondary action. The site gag of Bugs and the
carrot came from a scene in It Happened One Night in which Clark Gable was eating a carrot, which
is also secondary action (Image 9.9). Those actions are never the point of the scene, but they’ve
become inseparable parts of their character’s persona. Having a character always chewing on a
toothpick is also a secondary action (as long as it’s not the point of the scene). These are all visual
representations of a demeanor or outlook on life and are constant traits, like the Joker licking his
lips. Earlier in this chapter we’ve had examples of momentary displays (a chef chopping onions while
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Chapter 9
“The Tradigital process of roughing everything out until all the motions
look like they work well in concert and then cleaning up the animation with
symblification rides a beautiful line between traditional planning, creative
SECONDARY ACTION
spontaneity, and digital accuracy.”
All actions can be thought of in terms of a hierarchy. And in the case of Tradigital animation, they
should absolutely be thought of in this way. The face is on the head. The head is on the neck,
which is on the body, which balances on the feet. This entire person moves around in a 3D space.
Symblifying the person keeps things organized enough to focus on specific parts when necessary as
well as larger groups of features. You will absolutely be multitasking motions in your animation; it’s
almost impossible to avoid. The Tradigital process of roughing everything out until all the motions
look like they work well in concert and then cleaning up the animation with symblification rides a
beautiful line between traditional planning, creative spontaneity, and digital accuracy. But we still
have not illustrated anything other than a few simple shapes. That all changes in the next chapter,
“Solid Drawing.” That chapter is where you will see your application of knowledge take a massive
increase, and you will reap the benefits of the slow and steady building of these principles and tactics.
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“Solid Drawing in animation refers to
the well-defined formwork in traditional
illustration that through efficiency in design
SOLID DRAWING
only suggests the more complicated details,
which otherwise would make frame-by-frame
animation nearly impossible.”
You might have a little déjà vu with the statement that the
principle of Solid Drawing is the basis of much of our work,
since a similar thing was said in our first chapter on Timing.
Both sentiments are true. It was mentioned in Chapter 6,
“Staging,” that we live in a 3D world. To be more accurate, in
our perceivable world, we live in four dimensions; the fourth is
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The meaning behind Solid Drawing comes from more traditional, static, illustrative arts where the
principles of form were developed, but it’s focused with animation in mind. Traditional character
animation was usually animated at 24 or 12fps (12fps means they were animating “on twos,” which is
holding a drawing for two frames to save on work without sacrificing the look of normal movement).
Animating at that rate means that they needed to illustrate that character 12 to 24 times for every
single second of animation (Image 10.1). A balance needed to be made in order to simplify the sheer
amount of representations of solid drawing to keep track of during their animation. For example, look
at MGM’s “Tom and Jerry” cartoons before 1942 (they started in 1940). That was a time before Tex
Avery made the jump over to the studio from its rival, Warner Bros. Tom Cat looked more complicated
than I bet you remember, with spikes representing his hair all over his body. All of these many
individual hair points were incredibly difficult to keep track of for the animator. When Tex came in,
though not working directly on the shorts, he helped the artists simplify the design to suggest the
hair rather than actually specifically show it (Image 10.2). This simplification resulted in not only a
smoother-looking character in design, but also propagated to smoother animation since the animators
now had far less to keep track of frame to frame and could devote more focus to the movement
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These 3D shapes can be distorted to make interesting
shapes. Imagine how a box can distort to look like an
overfilled grocery bag or a cone warping to look like a
horn. These interesting shapes combine together to make
SOLID DRAWING
virtually anything. Image CC10.1
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Turnaround: Part of character design is creating model sheets. One type of these model sheets is the
turnaround wherein a character with the same pose and expression is spun around from front to back
at 45 degree intervals (front, 3/4, profile, 5/4 and back views). They are all drawn next to each other
with horizontal lines extending through them all (which is why the “turnaround” is also called the
“line sheet,” along with other less frequently used terms) representing the various features so that
it is assured they all are in the same spots relative to the previous image. We don’t want the nose to
suddenly jump up a couple of inches on the face when a character turns to look at something. The
most difficult of these is the profile (side) view. Sometimes it can be hard to imagine how features that
look great from the front would look from the side in a 3D world. It’s important to work this view out
ahead of time, because even though we’re working in 2D drawings, the illusion of depth and volume
must be maintained (see Image TP7.1 from Chapter 7’s real-world exercise section).
Line of Action: The line of action is an imaginary line (sometimes drawn by the animator during a
thumbnail or gesture drawing such as the red one in the accompanying image) through the character
to show the general flow of the pose. The uses and their effect on the poses are mostly obvious:
angles are sharp, curves are fluid, and straight lines are strong. The difference between a character
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creates an “S” curve which feels dynamic even when
the leg is standing still. When used in conjunction
with the “line of action,” your keys will burst at the
seams with interesting forms. We’ll get into these Image CC10.6
SOLID DRAWING
results in our last chapter, “Appeal,” but this interest
is important for charming the audience into wanting
to see more. In short, it’s not boring. Image CC10.6
Balance: The center of mass is the point where all the forces acting on a body are canceled out. For
someone standing up straight and balanced, it’s around their belly button; the weight of their upper
body is supported by the force of their legs standing up. If they were to lean forward, the center of
mass would actually leave their body to exist in front of their belly button, and if they don’t put their
foot out for support they will fall over. A straight stick has basically uniform mass over the entire
length, so if you throw it, it’ll just spin in the air as you would imagine—rotating around its center.
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All of these techniques help with the parts of Solid Drawing that are most applicable to the movement
aspects of animation specifically. If a character is unbalanced in an illustration, it’ll look strange and
someone might catch it; but that same character animated off balance will look very wrong, and anyone
will see it. Straights and curves make the images much more pleasing to look at in a single image
but add to the flow of motion when animated. Compositions help us keep proportions, turnarounds
help those proportions be realized in 3D so that the character can move well in space, and fostering
good lines of action while avoiding twinning keeps the gestures more interesting.
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2. Analyze. When you’ve gotten a few sketches that you like, look at what about them appeals to
you.
3. Refine. Take what you liked and put those aspects together into a final, complete form that
you’re pleased with.
4. Breakdown the form into simple shapes. Look at the 3D shapes (box) and determine what
simple shapes (square) can easily represent it. Simplifying the form into primitives is what
you use to “build” the character from the ground up, with consistency and within proper
proportions without relying on just drawing skill (see again Image CC10.1 from earlier in this
chapter).
5. Model sheets will force you to take the form and show it turning around in 3D space to explore
the full makeup of your character’s features. After making that turnaround, you could duplicate
any pose in any angle (hypothetically … skill does play a part in the more difficult poses, of
course).
6. Understand the needs of the model you’ve created to give the movement you desire. The range
of motion it has will determine how you ultimately want to approach the animation of the
character. A robot with limited range could easily be tweened symbols split up into each part,
while a character in the “rubber hose” animation style (see Image 12.6 in Chapter 12) might
have larger groupings of features to be animated by hand.
7. Cleanup. No matter what sketch of the character you create now, because of the construction
knowledge you have from the model sheets and the desired movement knowledge you have
from understanding the needs of the model, the cleanup process will be expedited.
What we’re going to be doing in these exercises is following along in cleaning up character sketches
Chapter 10
using various methods within Animate CC. The closer look section will show how their parts are split
up to make the best use of their forms in animation with symblification. Learning the tools and overall
methods of digital draftsmanship will give you the insight you need to make your own wonderful
SOLID DRAWING
Image 10.3 General design work flow described above from left to right.
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“The Tools”
There are a few drawing tools in Animate CC which you’ve already seen. There is a good way to look
at them, however, which might help you decide which ones to use. They are placed in three categories
relating to how they work: drawing, cutting, and building.
Drawing—uses the Pencil (Shift+Y), Paint Brush (Y), and Brush (B) which you’ve already
been introduced to.
Cutting—refers to the stop-motion style of cut-out animation where figures were made up of
cutup paper and animated by moving around on a surface one frame at a time. The closest in feel to
cutting out shapes using a utility knife is the freedom of the Lasso (L) and precision of the Pen (P) Tools.
Building—much like playing with Play-Doh, this category is about taking simple shapes,
pushing and pulling them to morph into something different, and then combining those into more
complicated and sophisticated forms. We use the Rectangle (R) and Oval (O) Tools mainly for building,
but also the Line (N) Tool (leftmost in the accompanying image) for closing off sub-shapes.
We will be using each of these methods for cleaning up different features of the head/face design.
Everyone has a preferred method for creation in the cleanup phase. Sometimes an artist draws so
much and their style is more iconic that they prefer to build the characters up from simpler shapes
when cleaning up—which almost feels to them like they’re working in a completely different medium
like clay when it’s still 2D animation. Other times precision is what they’re after, so they prefer to
use the Pen Tool and cut out perfectly-formed shapes to “glue” together … a very arts-and-crafts
approach. I prefer to draw. To each their own. Regardless of the illustration style, the medium is
ultimately the same: 2D digital vector graphics.
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When you have the sketch on the stage, name the layer “sketch,” lock it, and insert another layer
above it (we’ll name it later). Now let’s get started!
SOLID DRAWING
PART I
“Head and Protruding Features—
Shape Tools”
1. We start by choosing a skin tone for the head (which can be
changed later). We won’t be having outlines for anything that
is not a same color overlapping itself (such as the nose) like Image T10.1
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4. If things are getting too cluttered to look at, Insert Frame (F5) on frame 2 only on the layer
we’re working on and turn on onion skin mode. You should now be able to still see the image
we imported to the “sketch” layer, but faded and tinted blue. Image T10.4
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Interlude
The general shape has been created and the
groundwork laid for the other features. This
process is reminiscent of painting wherein the
base tones are placed in first and are added to
bit by bit. Keeping each shape in its own object
makes it very easy to adjust its position and shape
if necessary. The fun thing about Object Draw
mode is also that you can change the color of
each shape as well, individually. Simply selecting
the object and choosing a color will change it live
on stage. You can select multiple objects by either
dragging across them with the Selection Tool (V)
Image T10.5
or individually selecting many by holding Shift
while clicking them. For all intents and purposes,
they are uniquely separate shapes even though they look cohesive. Again, bringing up the example of
Samurai Jack, this type of style relies on and fosters a better appreciation for good staging. Incidentally,
Foster’s Home for Imaginary Friends also uses the
no-outline style often. Next, we’re going to draw
in the topical features like the nose, eyes, and
tufts of hair.
“Next Up …”
Chapter 10
Not much needs to be said about the Brush
Tool, since we’ve worked with this quite a bit
already and it’s the most intuitive of the tools.
SOLID DRAWING
The main points are that when it is selected in
the toolbar, the sub-options located at the bottom
display things like brush shape, size, and “use
pressure,” which with certain tablets allows for
a thicker line to be drawn the harder the pen is
pushed on the surface. There is another feature
which allows you to paint as normal, inside fills
and with other options. These are really best
explored by the user (Image 10.5). They’re rather
Image 10.5
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(or Backspace). Now press the J key on your
keyboard to turn Object Draw off. What
you’ve just done is create an object with
nothing in it so that you can draw freely
within it without having to do it all in one
SOLID DRAWING
stroke. This whole step is also a pro-tip
as this is the method I use to draw almost
everything in Animate CC. Image T10.8
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12. With Object Draw mode (J) back on, finish off the eyes by using the Oval Tool (O) to create
the pupils and then the whites of the eyes; if you do it the other way around, you won’t
Image T10.11
Image T10.10
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Chapter 10
unhide the “head” layer.
SOLID DRAWING
to import it as the fill color (which until now
was black).
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18. Select outline view for the “head” layer, select the “hair”
layer to draw on, and choose the Pen Tool (P) to create the
hair tufts. Treat each tuft as its own shape. Click and hold
wherever a point is needed to change the curve and drag
the handles around as necessary to line the curve up with
the sketch. To close the shape, click on the point you started
with and then fill it in with the Paint Bucket Tool (K). Using
the Pen Tool takes some practice to get used to, but it can
create excellent curves with minimal vector (anchor) points, Image T10.17
ideal for shape tweening. (Note: in order to get a sharp
end point, you’ll need to create an anchor point before that
so for this shape we enter a single point for the base, curved
point halfway down the tuft length, single point for the end,
curved point halfway back up the other side, and then two
final points for the base and to close the shape.) Image T10.18
The hair tufts probably look a little messy right now with their overlapping lines, but we’re going to
hide the tops under the hat. The fact that these need to be hidden is something that was known going
into the cleanup of the sketch and honestly probably even during the sketch, because I am intimately
aware of the drawing tools Animate CC has to offer and what their benefits are. Obviously in the
beginning, efficiency is probably not going to come naturally; it’s an attribute that’s learned over time.
Remember that what this book aims to accomplish is combining the 12 Principles of Animation with
the program Adobe Animate. The exact way that the program will be used by you is different from the
way others will use it. The same could be said for your animation. Just as you won’t learn trigonometry
after following along with one homework assignment, you’ll need to practice and explore much more
with Animate CC until creating within a workflow you’re comfortable with becomes virtually second
nature. A key to Tradigital animation is simply knowing what options you have in front of you and
choosing the path of least resistance as long as the result employs the principles needed.
“Next Up ...”
We’ve taken a look at gradients in the closer look section of Chapter 5 on “Arcs” with the wrecking
ball (which was a radial gradient) and Chapter 6 on “Staging” with the receding stage (which was
a linear gradient). Here, we’ll use both of these to give a little extra touch to the nose and hair
tufts, respectively. The only truly new part here will be importing an image to use as a texture for
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used is like a symbol instance. If you change
the source color by editing the tagged color
swatch, it will instantly update everywhere
that it’s referenced. To create a tagged swatch,
SOLID DRAWING
select a color from the Color Swatches panel
(Cmd/Ctrl+F9) and click the “Convert to Tagged
Swatch” button at the bottom . All tagged
swatches can be easily distinguished by a
white triangle on the bottom right corner of the
Image AD5
swatch. You can name the tagged swatches,
For larger productions, there is an attractive organize them into palettes and folders, and
feature in Adobe Animate where you can edit via double-click.
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Image T10.22
Chapter 10
ultimately be replaced with the texture, but it’s
good to choose one now to help determine what
hue you will ultimately change the texture to
and also to select a good stroke color to go with
it.) Image T10.24
SOLID DRAWING
25. Finish the top of the hat by using the
Rectangle Tool (R) back at a curve setting of
0 in the Rectangle Options in the Properties
panel or use the Oval Tool (O). When finished,
place this object behind the fold of the hat
using the method you learned earlier in this
series of exercises (Cmd/Ctrl+down-arrow).
Image T10.25 Image T10.25
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28. With the Paint Bucket Tool (K), fill in the folded up
bottom part of the hat. Notice how even though
it’s contained within an object, you can fill it with
a color (and make other alterations). You can’t do
this with symbols and groups. You’ll notice that Image T10.28
the colors don’t match anymore, and that’s OK.
We will get to that. Image T10.28
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35. Now that they’re on separate layers, you may Break Apart
(Cmd/Ctrl+B) the two identical objects. Using the Line Tool (N)
without Object Draw mode on, draw two parallel lines on the
top layer which are perpendicular to the bandage like you’re
sectioning off the gauze. Now delete the outer parts of the
Image T10.35
bandage shape and the two lines. (Note: if you momentarily
hide the bottom layer you’ll see that
what you did on the top layer just now
Chapter 10
left a small rectangle to represent the
gauze.) Image T10.35
SOLID DRAWING
with our bitmap texture so from the
Color panel (Cmd/Ctrl+Shift+F9) choose
“Bitmap fill” from the drop-down
menu and our texture should be there
in a little swatch. Click that swatch
to select it, and with the Paint Bucket
Tool (K) fill in the bandage object.
Adjust as necessary the way you did
before. (Note: you might see more than Image T10.36
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37. Next, we want to save the color of our bandage to use it for our tint color back on the main
stage. Unhide the “gauze” layer and select its color with the Eyedropper Tool (I). Now open an
as-of-yet unexplored panel called the Swatches panel (Cmd/Ctrl+F9). The icons at the bottom
of the panel look similar to the
library’s and work in the same
way: the folder icon creates a new
custom folder where you can save
your own color swatches and the
paper icon creates a new color
swatch. Click the paper icon to
create a new swatch from the color
you picked with the Eyedropper
Image T10.37
Tool earlier. Image T10.37
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42. With the Paint Bucket Tool (K), wherever you click is
where the center will default to. Click the tip of the
nose. (Note: in some versions of Animate CC, a click-and-
drag will allow you to live-preview where the center of
the gradient will go.)
Chapter 10
stops at or before where the fill does, so the transition
between the nose’s gradient and the head’s solid color
is seamless. The handles work much the same way
as they did way back in Chapters 5 and 6, but there Image T10.43
are new points. You know the outer box stretches
SOLID DRAWING
the gradient and the outer circle rotates it. For radial
gradients, the inner circle moves the origin point, and the outer circle with the arrow-out
increases the overall size of the gradient, evenly. Image T10.43
44. Now that the more complicated gradient is out of the way, apply a subtle linear gradient to the
hair tufts where the ends have a slightly lighter tint than the base color. This process should
be a piece of cake now relative to what you did earlier in this exercise! Image T10.44
The texture and quality of material in animation is important to consider. If you look at Simba from
The Lion King, you know what he would feel like to pet. Of course, he’s a lion and those exist, but even
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Another great example of implied texture in design is the Beast from Beauty and the Beast. There are
at least three distinct types of hair on his body all displayed with different levels of sharp or curved
ends. This type of textural layering in the design makes you feel the character, though it is still only
a 2D drawing. The addition of a cape evokes the feeling of a Phantom-of-the-Opera-type character
living in the shadows while simultaneously providing a great opportunity for overlapping action in
his movement. Consequently, Batman evokes the same type of feeling as the Phantom. In his case,
however, the sharp “ears” and rock-solid look of the body design makes for an interesting duality:
moves like a ghost but hits like a sledgehammer. As long as we’re talking about Batman, notice that
his silhouette is made up of two rectangles (body/cape and head) and two triangles (bat ears on the
costume). It’s a simple design—iconic—which speaks volumes about the character before you ever
hear him talk. This ability to represent concepts and character traits in an easily understood form
is what we strive for in solid drawing. So long as the audience feels like this character lives in a
3D world, moves convincingly according to that design, and
can easily imagine what they might feel like, you will have
succeeded. As far as the movement goes, we have yet to tackle
it. That’s what’s coming up in the closer look section; we will
split this character up into parts ready to animate and start
to examine how that might work.
CLOSER LOOK
Preparing For Animation Image 10.8 Simple shapes make up
the general design (left) while slight
Now that the face has been cleaned up using a variety of alterations give it a more organic
techniques, we need to separate the features and put them form (right).
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Chapter 10
are best moved as symbols. The head and
hairline, however, will change shapes as
they turn, so it’s best to use shape tweens
when moving the head (and the hairline we
SOLID DRAWING
want the audience to think is “attached”)
around as though it were in 3D space.
Currently everything is split up in proper
sections, ready to animate … mostly. First we Image CL10.3
need to turn the chin and ear objects into
symbols.
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7. The eye should work as one unit. If anything gets misaligned during animation, we need it to
go back to a perfect lineup. This is why it’s important that the registration of every symbol
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Chapter 10
right-click, and select Distribute to Layers.
Image CL10.10 Image CL10.10
SOLID DRAWING
pupil), break apart the group that’s left, and delete the eyelid and pupil objects, leaving only
the eyeball object (white oval). To verify that the white oval shape is actually there you can
turn on outline view for the layer like I did in the accompanying image. (Note: there is a blank
layer created when the layer distribution action happens (shown in the accompanying image)
which you may delete now.) Image CL10.11
12. Unhide the pupil layer, highlight both the eyeball object and pupil symbol instance, and hit
F8 to create yet another symbol named “character-head-eye-eyeball.” Enter this symbol,
Distribute to Layers and return to the main timeline. If you don’t know why we created this
symbol yet, it will make sense after we’ve finished setting up the left eye. Image CL10.12
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Image CL10.11
13. On the main timeline, copy the newly created eye symbol, paste in place and move it over
to the left eye’s position and delete the existing eye of all its objects. There should now only
be two symbols representing the eyes. But one is flipped the wrong way. We’ll fix that and
finalize the eye setup.
14. With the copied symbol created in the previous step, right-click, select Duplicate Symbol and
name it “character-head-eye_l.” Enter the symbol. Image CL10.14
Image CL10.14
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16. Hide every layer except “acc.” Analyze the features on this layer to determine if any more
work needs to be done on them. The hat is made of simple shapes inside symbols. The top
part can be classically tweened as is, but the folded-up section at the bottom of the hat will
Chapter 10
need to have some nested animation in the form of shape tweens to turn the head. This just
means that when it comes time to animate, you’ll want to duplicate the instance of the lower
part of the hat and extend the timeline to sync with the main and just animate as normal. The
bandage can move as one and distort where necessary for most movements so it’s great as
SOLID DRAWING
the symbol it already is. (Note: the hair tufts on the “hair” layer are going to be shape tweened
and are already in self-contained objects so there was no need to alter them or the layer.)
17. Unhide everything except the sketch layer so that you can see the entire design now.
Highlight everything you see on stage and turn it into a Graphic Symbol (F8) named
“character-head” and then double-click to enter it.
18. Right off the bat, highlight everything and drag it up until the registration point (+) sits around
where the neck would meet the head (not the very bottom, but a little bit up in the head shape
where a neck might meet the base of this head). Image CL10.18
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Interlude
Now everything is split up according to the design
and ready to be animated with simple movements.
Anything more than 45-degree turns will require
more frame-by-frame animation because, let’s face
it, Animate CC can only do so much interpreting. But
honestly you wouldn’t want to do more than that. For
bigger movement, the control you have from creating
your own individual frames is unmatched. It’s the
Image CL10.18
accuracy of the tools and the ease of alterations that
make Animate CC such a friend to animation. Duplicate
Symbol is a feature you’re going to want to get very
familiar with. If you are animating a scene which
is 50 frames long, each symbol which can have
animation in it (for instance, the eye symbols)
should also have their timelines 50 frames long.
Animation that is nested within the symbols will
be tailored for that scene. For another scene
which is 40 frames long, you will want another
set of animation with each symbol being that
long, 40 frames. The easiest way to replicate
the same design with different internal nested
animation possibilities without editing what’s
already been created would be to simply take the
master symbol from the previous scene, duplicate Image CL10.19
it, and then duplicate all the symbols inside it. A
good practice when duplicating symbols is that for
each scene, a suffix should be added to any symbol with animation in it with something representing
the scene number (like “character-head-eye-eyelid-sc1” … or you could go the other way, depending
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To create the lip-sync, there is a method that has become very popular for its ease of
use, called “mouth comp.” A comp, in design, is short for “comprehensive.” Mouth comp
is a method using a comprehensive collection of mouth shapes that are nested within
a symbol which can then be used to display and swap out whichever shape is desired
at any given time. For instance, a popular collection of mouth shapes looks like this: M,
O, U, A, E, I, T, F, L (Image 10.9). That might look like nonsense, but it becomes clearer
when you know that M is the mouth shape for saying the sound that the letter “m”
makes. It also doubles for the letter “P” and a normal closed mouth position (which is
why it’s first). O (which is really the “oo” sound in this list), U (“uh”), A (“ah”), E (“eh”),
I (“ee”) basically sound out the word “why” since that word is made up of all the vowel Image 10.9
sounds. T doubles as D, J, N, S, Z, and diphthongs like “ch” and “sh.” You can imagine
that there are other mouth shapes which can represent many different sounds. People sometimes
Chapter 10
will put in more mouth shapes or use less (look at older Anime TV series), and even make collections
of the same shapes as if they were happy, sad, and other emotional states.
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“Lip-sync”
20. From the stage, double-click the master “character-head” symbol and then the mouth to get
into “character-head-mouth.”
21. You already have the closed mouth position (or “M” or “P”… however you’d like to look at
it). We need to create the other mouth shapes. To start, we should do rough sketches just as
with everything else. To set ourselves up for rough animation here, insert a new layer below
the current and name it “rough.” Name the other layer with the mouth on it appropriately
“mouth.”
24. Repeat the previous two steps with increasing frame numbers for the rest of the mouth
shapes: U, A, E, I, T, F, L. Refer to the previous section for pronunciation explanations. Keep in
mind that the upper teeth are connected to the skull and do not move up and down. You could
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25. Lock the “rough” layer and turn off onion skin mode.
On the “mouth” layer, insert a blank keyframe on
the second frame and clean up the mouth shape you
sketched in the rough. Image CL10.25
Chapter 10
number in the looping settings to anything
between 1 and 9 (the number of frames in your
mouth symbol) and watch the mouth shape
change. In order to lip-sync, just put down a
SOLID DRAWING
keyframe and change the number where needed.
(Pro-tip: there are plenty of independently created
extensions for Animate CC that make this mouth
comping system easier by either giving you a
slider which updates the symbol frame in real
time or by showing each frame as a thumbnail you Image CL10.28
can click.) Image CL10.29
You are now set up to lip-sync. Animate CC uses the WAV and MP3 sound files well. Import the audio
file you wish to use to the library (File > Import > Import to Library), create a unique layer, name
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Image 10.10 View of the timeline after dragging audio file on to Animate CC stage from the library.
It’s good to have done the above steps because you have lip-sync mouth shapes at least listed out.
Before Animate CC this process would need to have been done using an x-sheet (short for “exposure
sheet” because animators love their shorthands). An x-sheet would basically list out the sounds (with
letters) that would be made on any given frame, show how long it would be held and usually have
notes on what type of easing it would most likely require. With the mouth comp method, we skip
the listing of the sounds and their frame numbers and replace that with pre-made mouth shapes
(which represent the written lists of the sounds) actually placed on their corresponding frames.
These can be tested and retested until the lip-sync looks right, in essence. One could stop there, but
if we use this mouth comp animation as reference, it makes animating frame by frame so much more
attainable … and quick! Let’s say we have a character saying “I don’t think it should make a difference.
But maybe …” where the “think” is a beat where his face is squashed up, teeth are gritting, eyes are
closed, and the “maybe” finishes with a serious, dead-pan look. You’ll want to control the way the
lip-sync works around “think” leading up to and falling out of it, so you can change the mouth shapes
on the keyframes which make up “think” by drawing new ones in objects and then deleting the (now
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“The simple versatility of Object Draw is just the kind of ‘help or get out of
the way’ feature that we look for in Tradigital animation.”
Another great feature is the ability to draw multiple things (such as features on a face, or plates on
a Triceratops) and then Distribute to Layers to get each of these items on their own layer after the
drawing is done. When trying to draw
something across multiple layers the
first time out, the chances that you
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could accidentally click something
on a layer other than the one you’re
working on and suddenly start
drawing on that layer is pretty high.
SOLID DRAWING
Drawing between multiple layers can
get confusing very quickly. That’s why
using Object Draw on one layer and
Distribute to Layers after the design is
finished is so helpful; it’s a great way
to sidestep a lot of those problems.
Finally, objects (as well as groups and
symbols) can be arranged on a single Image 10.11 Object Draw mode keeps images separate
layer to be either above or below one on the same layer while still being directly editable.
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We didn’t even mention the fact that, because objects are independently editable, they can be
reshaped and resized directly from the stage using everything from pulling points with the Selection
Tool to even the Envelope feature in the Free Transform Tool (Image 10.11). Object Draw mode is
an excellent middle ground between sketching and the final symblification of the cleanup. A great
workflow is to do rough animation with the Brush Tool using either the pose to pose or straight
ahead methods, then clean up the drawings using Objects, and finally separate or group objects
into proper symbols that get nested within one another (symblification) to be ready for animation.
Object Draw also helps for drawing different mouth shapes in a series. For instance, in anatomy the
upper teeth don’t move because they’re attached to the skull. The bottom teeth move with the jaw.
The lips move over the top of both of them. This positioning is pretty clear, but sometimes when
drawing individual images straight ahead, you may lose track of the exact position of the upper row
of teeth. They may be close, but when jumping around between frames as you will using the mouth
comp lip-synching method, any small difference in the upper teeth will look like they’re jittering
around (usually). Having both sets of teeth in their own objects as you draw makes the creation of
the standard mouth shapes very quick. You can, of course, have them on their own layers if you’re
working within a symbol too. There are many ways to accomplish the same or similar things,
and it helps to familiarize yourself with as many as you can. But Object Draw, specifically, is often
overlooked and should be given special attention.
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FINAL WORDS
Solid Drawing
This principle reminds us to keep improving. Even if you’re a fantastic illustrator already, there’s
always something else to learn. Drawing is the basis to classic animation, and because of that there
are many people who start out animating today without much of an appreciation for this ability and
what it can do for their animation. If you break any of the “rules” within these principles, it should be
a conscious choice not an inability to follow through. While this book aims to bring the principles into
the program and make it accessible for beginners as well, the subsections implied in certain principles
are not something that can be explored deeply without creating the world’s largest published work.
For Solid Drawing, you should be improving your draftsmanship (drawing skills). The “crash course”
I gave earlier in this chapter is about the specific attributes that are most applicable to movement:
staying consistent, having interesting and telling poses, etc. To truly apply this principle into your
Chapter 10
work, however, you need to draw … a lot. It’s right there in the name.
Milt Kahl, one of Disney’s Nine Old Men, is known as one of the finest draftsmen to ever have been
in the animation profession. Shere Khan (The Jungle Book), Merlin (The Sword in the Stone), and
SOLID DRAWING
Pinocchio are all completely different designs with drastically differing movement requirements.
They also all hide very complicated solid drawing problems to solve, and were all animated either
fully or in part by Milt Kahl. Shere Khan demonstrates wonderful anatomy and a perfect blend of
menacing and charismatic facial features; however, the camouflage stripes are a challenge to keep
track of while animating. Merlin is an old man almost entirely hidden behind the biggest beard and
cloak imaginable, which makes posing him a challenge because you always have to be aware of what
is happening under all that covering. He also needs to morph into other creatures and objects and
still retain his “Merlin-ness,” but despite these challenges he has a brilliant silhouette. Pinocchio is
a walking, talking marionette, so you need to believe he’s made of wooden parts, not flesh and bone,
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but still be able to relate to him as a living creature. All of these design requirements are a part of
solid drawing, but so are the animation difficulties. In Chapter 12 “Appeal,” we will look at the “I’ve
Got No Strings” dance sequence in Pinocchio shot by shot. But if you own the movie and can play it
right now, I encourage you to watch that scene for not only a singular demonstration of the difficulties
present in the design and movement requirements of the character, but also the masterful execution
in fulfilling them through solid drawing. (Also, while you’re at it, see how many other principles you
can find at work—and keep an eye out for the “twinning” as well, and ask yourself “so why does that
work here?” Hint: remember that he’s made of wood.)
Milt Kahl also animated another tiger (Tigger) in The Many Adventures of Winnie the Pooh. Except this
time, notice how different the design and movements are. The features are the same, but the specifics
of the anatomy are different. The stripes are still there and still difficult to keep track of, but the way
they’re laid out on the body makes it easier for the animator to track than if they were more real
(just as with Shere Khan). If you step frame by frame through the scene where Tigger wakes Pooh,
you’ll see just how solid the solid drawing is. You can believe that he (and Pooh for that matter) exist
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Don’t be distraught in thinking that this is going to be difficult to do because you’re right. It comes
easier for some. It’s one of the perks of talent, but almost no one is excellent at something out of
the box. Animation is about progression: step by step, frame by frame, all on the way to creating
something that wasn’t there before. The 12 Principles of Animation are a way for us to get close
to a standard curriculum for learning this incredibly deep field. To say “draw better” might be an
oversimplification, but it’s hard to deny that it’s a part of being better in a field heavy in drawing.
What Animate CC does, however, is make it easier to keep a wonderful drawing as close to how
you drew it as possible while making subtle movements as well as always having an easy reference
for proportions on any new drawings. If a wolf’s eyes need to grow huge and burst out of his head
in excitement (via Exaggeration, next chapter’s principle) à la Red Hot Riding Hood by Tex Avery
(a master in exaggeration), you only need to draw and change the eyes and their immediate parts
affected like the surrounding eyebrow area; everything else can remain in the same proportion
or stretched slightly. Animate CC makes changes like this very easy and easier to go back to the
“normal” state when needed. This ability will be no more apparent than when applying momentary
exaggeration, which is the topic of the next chapter.
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SOLID DRAWING
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INTRODUCING
Exaggeration
The meaning of “exaggeration” is well
known. What this means in animation however, as with many
of the 12 Principles, is a bit more abstract and general. Many
people immediately think that this just means to exaggerate an
expression or movement, but it can and should be extended to
concepts, situations, settings, and just about every other area.
You shouldn’t exaggerate everything all the time, but rather
everything can be exaggerated for effect. Let’s try to understand
this concept a bit more without using the word exaggerate.
“Pushing” something is a common way for directors to ask
for this principle to be applied, and appropriately so. Where
a simple smile might work, pushing for more of a smile could
work better. The perspective on an environment might convey
depth well, but pushing that effect further would make the
depth more obvious. Sometimes it’s like your scene is teetering
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on the edge of a bungee-jump but too scared to really get into
it—it’s just standing on the edge of something interesting and
exciting. In that case, your scene might just need a little … push.
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“The amount you utilize exaggeration and in what ways will depend on
whether you’re going for a more realistic or caricatured style.”
Early Daffy Duck is a wonderful representation of exaggeration by premise at work. Take the short To
Duck or Not to Duck (1943) as an example. Directed by Chuck Jones, it’s no secret now that there will
be some heavy exaggeration going on. Every single moment in this short is oozing with exaggerated
expressions, poses, situations, premises, puns, actions, and so on. After listing off all the weapons and
assets that Elmer Fudd has to kill him, simultaneously swiping them all away including his clothes,
Daffy says, “What protection have I got? A bulletproof vest I suppose!” He opens his feathery plumage
to show that he’s actually wearing a bulletproof vest, and then shyly closes his mock feather/clothing,
“How did that get there?” This reaction is all after an excellent sequence of maniacal laughing at the
idea of Elmer the hunter being a “sportsman,” which also featured exaggerated poses and opposing
action lines. These sequences lead directly into the completely ridiculous premise of Daffy dragging
Elmer into a fair fight (since he’s such a “sportsman,” says Daffy) in a boxing ring surrounded by ducks.
The joke is that the hunter has all the advantages,
so what might that look like the other way around
in a common sport? As unfunny as it is to explain
a joke, seeing the difference in the makeup of the
two scenarios and how they handle exaggeration in
their own way (one realistic fantasy, Cinderella, and
the other a pure caricature, To Duck or Not to Duck)
shows that Exaggeration is not just a “make funny
drawings” principle, but one which has many uses
Image 11.1
through a wide array of situations.
In this chapter, we’re going to be pushing the work that was explored in our real-world examples.
Exaggeration is a flourish, some extra frou-frou on a scene but, like with Secondary Action, when
it’s done right it will be hard for the viewer to imagine it any other way. If something hits, make it
hit harder. If it has overlapping action, overlap more. When showing a character under pressure,
you can go ahead and just turn him or her into a pressure cooker whistle-screaming. Exploring
options and seeing how much you can push a shot is really the only way to know for sure how far
is too far—or how far is Goldilocks-perfect. Walt Disney wanted realistic animation, but it was the
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EXERCISES Exaggeration
In this chapter, we’re going to be examining a couple of the real-world exercises from chapters past
and seeing how we can push the principles’ use further and utilize Exaggeration better. Notice the
use of the word “better.” Unless you’re tracing frames of footage from real life (called “rotoscoping”),
you’re almost always exaggerating the motion in some way. As mentioned, though Walt Disney
wanted the animation his company made to have the sense of being real, he also was pushing for
a more heightened version of it when needed. Behold, exhibit A to Z (because nothing else needs to
be said): Mickey’s Trailer. Every inch of that short is exaggerated, from the premises to the actions.
And it gets progressively pushed further and further as the short continues through its run-time of
8 tight minutes. And that was in 1938, the very, very beginning of Disney’s “golden age.”
The two previous real-world exercises we’ll be working with are the “chewing” scene from Chapter 3
“Squash and Stretch,” and “Pitching a Bomb” from Chapter 4 “Anticipation.” First we’ll look at
“chewing” and how we can improve it.
Chapter 11
EXAGGERATION
Image EC11.0 The visual beats will still be the same between the original (top) and exaggerated
(bottom) versions of this real-world exercise.
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308
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finished, go ahead and finish
the sequence by cleaning
up the frame-by-frame
animation of the mouth. Do
this the same way you did
EXAGGERATION
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12. Repeat the previous step for the last of the layers above the blank pupil layers (the nose and
eyebrow layer keyframes) and then delete all of the pasted in layers from step 9.
13. You have now replaced the existing starting pose for the chew cycle with the new
exaggerated one. Since the final keyframe in this sequence is the same pose, highlight one
frame from every layer between the first and second keyframes and drag that forward on the
timeline to replace the final keyframe
with these. Image EC11.13
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swallow symbol. Don’t forget to paste in
the cleanup keyframes from the poses
needed into the swallow symbol—it
starts with the first cleanup pose of EXAGGERATION
the chew cycle and ends with the first
cleanup pose in the main “head” symbol
from the beginning.
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17. The last thing we’ll do is exaggerate the final settle into position
by extending the timeline out a few frames (such as to frame 86
like I did), inserting a keyframe there on the head layer, lowering
the head and stretching it at the previous keyframe (frame 81),
and finishing it up with a classic tween between these last two
keyframes with an “S” curve. Image EC11.17 Image EC11.17
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Chapter 11
Sometimes drawing it over yourself is the only real way you can fully understand and appreciate
how a technique was accomplished. It’s all part of learning. Monkey see, monkey do. Open the “ch4-
real_world-pitcher.fla” (or latest version number) and Save As “ch11-real_world-exaggerated_pitcher.”
1. Just as in the previous exercise (exaggerating chewing), we want to rough out the new
EXAGGERATION
parameters of the scene. We should still have the rough layers that were provided for you
to create the scene in the first place so hide everything except for the folder with the rough
layers. (Note: if you don’t still have a rough animation folder in your latest file because you
deleted it to clean up the timeline, open one of the earlier versions of the base file (“ch4-real_
world-pitcher”), and copy/paste the layers to our new file for this chapter (“ch11-real_world-
exaggerated_pitcher”).)
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3. Scroll ahead to the point where the pitcher starts his windup
sequence (should be frame 161) and create a wick length there
to represent how much had been burned away. This will help you
keep the wick burning consistent when we get to the secondary
action of the toss. You should now highlight the preceding three
keyframes on the “wick burning” layer and Clear Keyframe since
Image EB11.2
those were indicating the timing of the old wick-burning rough.
Image EB11.3
4. Now we need to adjust the timing to account for the secondary action
we’re going to add in. Scroll back to the beginning, hit Enter on your
keyboard to start playing the rough animation, and after the baseball
is replaced with the bomb, look away. Visualize how much time is
needed to casually toss and catch the bomb behind his back and
wait for the wick to burn down a bit before you want the windup to
happen—then hit Enter again and note where you stopped it. I stopped
mine at frame 253 which leaves about 7 seconds for the bomb toss
and watching the wick burn. Adjust your timing for the rough Image EB11.3
animation layers only by inserting frames (F5) during that
waiting period span.
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7. Now let’s address the new payoff: the lightning strike. Because
this is an unexpected payoff we want this comedic beat to hit
before the original bomb-exploding one. I chose to have the
lightning strike about 0.5 seconds after the windup sequence
ends so drag the keyframe with the existing bomb explosion
image back to this new timing and delete the existing image.
Sketch in the lightning strike image. We’re going for standard
cartoon electrocution-style visuals. The lightning bolt will
appear instantly and our character will be a silhouette and
you’ll see his skeleton underneath. For the actual effect, we’ll
add a flicker during cleanup but for the rough, one image is
enough. Image EB11.7
9. To start the cleanup/fixes/alterations, move the existing cleanup frames forward during the
anticipation sequence the way you did in the rough. The only symbol with nested animation
is the hand, so make sure you change the Play Once frame number to match the new frames
(this goes for each keyframe of the hand symbol—remember there’s one layer in front of the
body and one behind).
10. The final anticipation cushioning tween as well as the pitcher-go-boom image keyframe (with
the smoke layer if you added that from step 45 in Chapter 4’s real-world exercise) need to be
brought back to match the new, quicker timing of the lightning strike payoff. The explosion
cleanup layer isn’t needed anymore and can be deleted.
11. What we need to address now is the wick. The main place to start would be the
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starting wick length so scroll to the first time we see it in the rough animation but
after the mystery arm leaves (so we don’t get confused about which symbol is which)
and double-click to enter the pitcher’s hand symbol and then the bomb symbol within
that. You should remember the setup from when we worked on it in Chapter 4. Clear
every keyframe except for the ones on the first frame for “bomb,” “spark,” and “wick.”
EXAGGERATION
Image EB11.11
Image EB11.11
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13. Unhide the “spark” layer and drag the instance to the bottom
tip of the wick, remembering to have it actually positioned on
the wick line (you’ll most likely need Snap to Objects toggled
on for this).
14. Extend the timeline for the “bomb” symbol out, at least to cover
the length of the timing we worked out back in step 4 (remember
that mine was about 7 seconds so I extended the timeline out to
frame 200).
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21. Now that the spark is basically moving directly upward, simply
move ahead to the frame with the ending keyframe in the spark
animation span, insert a keyframe on the mask layer, and drag
the bottom of the mask rectangle up to meet the spark position.
Create a shape tween between all the keyframes created in
the last three steps. Now when you lock both the “mask” and
“wick” layers you should see the spark traveling along the wick
line while the wick is disappearing as it’s being burned away …
just like we did in Chapter 4’s real-world exercise. Image EB11.20
22. If you go back to the main stage now you’ll see that when
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the mystery arm comes out, the wick is moving around
very stiffly before the hand-off. What we’re going to need
to do here is not anything you haven’t seen thus far so
this will be done quickly. First enter the “mystery_arm- EXAGGERATION
hand” symbol and scroll forward to the first place you
see the bomb appear in the hand, right-click the bomb,
Duplicate Symbol, and name it “bomb-no_wick.” Then
enter this new symbol and delete everything except for the
bomb layer (note that this part of the step isn’t shown in
the accompanying image because when you’re done you
shouldn’t see the wick or spark anymore). Image EB11.22 Image EB11.22
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26. With the easier changes out of the way, we need to address the secondary action of the
behind the back ball toss. First we’ll address the hand animation since it’s going to dictate the
bomb’s tween timing. To clean up the hand animation, go to each key in the rough animation
on the main timeline and enter the hand symbol from there to complete that image. Finish the
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Chapter 11
rapidly due to overlapping action, but the
rest will need to be animated frame by
frame using straight ahead action and the
Pencil Tool (Shift+Y). You can manually
move the spark instance around for those
EXAGGERATION
Notice how much more the anticipation of the moment reads with the alteration of the timing,
changing the punchline to being less straightforward and expected, and the extra secondary action.
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REAL-WORLD EXAMPLES
Exaggeration
Chapter 11
Example 2: Donald’s Snow Fight
About 1 minute into Disney’s animated short Donald’s Snow Fight (1942), Donald goes to get his
overcoat because it’s cold outside. What he comes back with is an absolutely huge fur coat that
EXAGGERATION
makes him look like a walking church bell. The animators even call out to that fact by having him
finish his rendition of “Jingle Bells” by swinging from a tree acting like a musical bell. The concept
is exaggerated. In movement, the coat actually makes him waddle more than he usually does—and
he’s a duck. Exaggeration. They actually draw attention to this absurdity with Huey, Dewey, and Louie
making fun of their uncle Donald and his ridiculously sized coat by building a similarly sized snowman
around a rock—which ultimately takes the coat out of the equation. The joke has run its course and
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CLOSER LOOK
Using Exaggeration or “Knowing When Not To Use
Chapter 11
Exaggeration”
In our chewing example, we had two very exaggerated moments where the form was pushed into EXAGGERATION
“wacky” territory: the bite and the swallow. These moments were accents of absurdity which helped
the viewer to digest the story point of the scene better and with more vibrancy. Had we gone farther
than that, the scene would’ve become more about the absurdities and less about what’s being done.
We tempered our use of exaggeration in that example. But this is a rule made to be broken. Tex
Avery, and the aforementioned Chuck Jones, made a habit of shattering it at every turn. It became a
style for Tex to have the wild expressions, pushed poses, and heightened timing. It can be overused
if the exaggeration is without purpose, and truth be told, that’s very easy to do. All of Goofy’s actions
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FINAL WORDS
Exaggeration
As straightforward as it sounds, Exaggeration is a heady concept, and it’s very easy to do poorly. It’s
not enough to simply make something bigger, sillier, or more pronounced; it has to be done the right
way to get an effect that won’t overshadow the rest of what’s being done. On top of that, proper use
is more about knowing what effect it will have on the presentation of whatever idea you’re going
for and what type of exaggeration is needed: premise, movement, design, etc. Mostly everyone
exaggerates naturally. Exaggeration is a pretty intuitive concept but its inclusion in the 12 Principles
was important to make sure the animator always kept it in mind throughout their work. It really is
in a place apart from the rest, however, because it’s simultaneously trying to push you past where
you normally might go and trying to remind you not to go too far but without necessarily telling
you what either of those two things mean. You just have to discover them for yourself with careful
consideration of what exactly it is you’re doing. Keep the concept in mind and push your work until
it goes too far. It’s really the only way you can know if you’ve gone far enough.
“Keep the concept in mind and push your work until it goes too far. It’s
really the only way you can know if you’ve gone far enough.”
Watch animated films, shorts, and series that you
love and respect. Analyze them and work them over
in your mind. Step through frame by frame and see
what your idols have created and how. Explore your
own concepts of what is funny, dramatic, thrilling, or
whatever sense you want to go for and keep pushing
them into new areas. Having a style, after all, doesn’t
mean that your work needs to remain stagnant. The
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next, and last, principle is Appeal. Where Exaggeration
was about pushing things forward, Appeal is kind of
about making sure they stay together when you do.
We will be looking at more examples of it at work Image 11.8 Norm & Cory by Andrew Kaiko
and discussing its meaning and how we can bring it (youtube.com/andrewkful).
EXAGGERATION
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REAL-WORLD EXAMPLES
Appeal
Few things are as important as a character’s introduction to the audience. In film, novels, comic
books, and TV, memorable introductions stand out almost more than any other facet of storytelling.
The first time you see Darth Vader he’s walking, leading a boarding party, choking a rebel, with an
immediately intimidating design (the helmet, the breathing sound, the deep voice, the all-black attire
with cape against his simply armored and contrasting white colored soldiers). The way he walks in
is so purposeful and determined; at first sight you know this guy is not going to stop until he gets
what he’s after. You know what he’s all about from his first lines, and that’s all you need to know to
want to see more. What is he going to do?
Conversely, Willy Wonka’s entrance is much different. The clothes he’s wearing, the audience’s
collective apnea at his sight convinces us that this is a momentous occasion, and finally the reveal that
he has just played with that mysterious perception to pull a prank on the very people who’ve come
to see him all say that this guy is quirky and you’re never quite going to know where he’s coming
from. There’s so much depth in his character from the outset, so many places the storytellers could
go from there, and that makes you want to see more of him.
You can continue to analyze other great live-action introductions even when they’re not technically
the first time a character is seen. Throughout the opening escapade, Indiana Jones (from Raiders of
the Lost Ark) is set up as a smart and physically capable adventurer with a goal of preserving artifacts
in museums for academic (and monetary) purposes, and it gives us two of the most recognizable
moments in film: measuring the sand and fleeing the boulder.
Technically the second time he’s seen in the film, Bela Lugosi’s turn as Dracula (1931) is full of mysterious
and charming flare as he regally walks down a dark, imperial staircase holding a single candle saying,
“I am Dracula … I bid you welcome.” Then he shows his strange love for the wolves’ howling, calling Chapter 12
them “children of the night” and walking back up the stairs for our hapless guest to only then realize
that Dracula has walked through a wall of spider webs and left them untouched. Creepy.
These are all examples of great introductions and masterful use of Appeal in setting, action, and
APPEAL
character design (costumes, makeup, posture, etc.) but all in live-action film. Observation is paramount
in any art, and this skill is especially applicable to animation. Because we’re creating illustrated
characters who act as though they’re in a 3D world, analyzing how the charismatic and magnetic
depictions of characters in live-action are achieved and the actors and directors who made them
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Image 12.2
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1. The mouse—an unanthropomorphized mouse emerges from a cave and starts scurrying
around. The timing of the mouse’s quick movements and long breaks for cleaning or sniffing
are used to create anticipation until …
2. The capture—Scar’s paw slams down on top of the mouse (squash and stretch). There’s a pause
of a little over 1 second (anticipation) before it picks the little creature up slowly. There’s a very
gentle slow-in to this move and overlapping action in the paw having to straighten out before
following the rest of the leg (or “arm” in this semi-anthropomorphized example).
3. The first words—these are very telling. “Life’s not fair, is it?” He’s toying with his meal,
seemingly empathizing, but the contradiction between Scar’s comparably enormous size
compared to the mouse just feels like he’s picking on the little guy. The arm is even raised up
high so that he doesn’t have to lower his head in order to talk to it (staging) and there’s a good
sense of volume in the “fingers” of his paw and dimension in his face as his head turns (solid
drawing and secondary action). The facial expression is priceless as his eyes are barely open
at first but it then turns to a kind of fake concern. The mouse this whole time and throughout
the rest of the scene is swinging back and forth (arcs, timing, and slow in/out) and struggling
to get away, which is another example of secondary action.
4. “I will never be king”—he says “I” twice, and with two different expressions. In the first, he’s
still messing with the little mouse. But the second expression is like he’s annoyed at the
thought, like he’s heard these words said to him a hundred times. It’s his “yea, I know … I get
it, thanks” expression, looking away from his poor meal for a second. So when Scar turns back
to the mouse to finish with “will never be king,” he pulls off a mocking, head-rocking motion
which pays tribute to a similar move made famous by Milt Kahl. It’s a kind of “nanny nanny
boo boo” or “blah blah blah” maneuver. With this little sequence, he’s demonstrating that it’s
pretty common knowledge that he’ll never be king, he wants it, and that frustration is going to
be released on the mouse. This whole part is oozing with secondary action on Scar himself—
wonderful acting.
5. “And you …”—Scar lets the mouse out of his grip for a moment, and it starts trying to escape
by running across his paw. As he extends his fingers and rotates his paw; Scar is just showing
contempt and complete domination over his prey (more secondary action). The entire shot is
now in a close-up of this event, so you’re not even seeing Scar. You’re focusing on the mouse. Chapter 12
You, as the audience, are realizing that you sympathize more with the mouse in this moment
and the whole thing is staged well to show that the mouse, no matter how hard it tries, isn’t
getting out of this situation, which increases the anticipation.
APPEAL
6. Last words—“… shall never see the light of another day.” Scar says this line with glee, almost
giddy at the notion of what he’s going to do. There’s no respect, the fake empathy is now
openly admitted, and he really seems terrible. His head rotates with a very smooth slow in/
out to look back at the mouse, now back in his clutches and struggling to get away. Scar laughs
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7. “Adieu”—this word is said simply and softly with a slight head tilt. His mind is made up. He’s
done with this game, and now it’s time to eat. He opens his mouth, and the tongue rolls out
with great overlapping action. The dimension in his face and volume retained throughout,
including now seeing the cavernous, gaping jaws, demonstrate-excellent solid drawing and
subtle exaggeration (pushing the pose just a little further to accentuate the big, menacing jaws
that the mouse, who the audience has now imprinted themselves on, sees).
This entire scene happens in 30 seconds! The only principle that wasn’t called out was Straight
Ahead Action and Pose to Pose. The pose to pose method was almost certainly used for the acting
performance of Scar. It’s not just the best way to get that result, but it may be the only reliable way to
achieve acting that nuanced in an animated character. The animation for the mouse was most likely
done with straight ahead action, but the fact is that there’s no surefire way to know unless one were
to ask the animator, Andreas Deja. All tallied up, every principle is here. There are many more uses
of each principle in the sections, but they were just too numerous to list. For instance, squash and
stretch are applied to Scar’s face when he’s speaking. These slight contortions of his face beyond his
normal anatomy allow for more acting range and add to appeal. The length and thinness of his face
make it easier to form a triangular configuration, which is a subtle cue in design that this is the bad
guy. He even has a goatee to enhance this look. Compare him with his brother Mufasa, whose chin
is more square (design for power) and mane is fuller (symbol of health), and there’s no mistaking
who they want you to think is the villain.
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But due to this adjustment, Pinocchio was too easily fooled, so they repurposed a minor character
(a cricket), who originally is smashed under a hammer by Pinocchio himself and comes back as a
ghost, to be the deuteragonist (second most important character) and act as Pinocchio’s conscience.
Following in the way Milt approached the design of Pinocchio, Ward Kimball created this new cricket
character, now named Jiminy, in a similar way – more human/anthropomorphic features first and
flourishes second. However, even the serrated legs and antennae were left off the design because,
according to Ward, it looked disgusting and detracted from his appeal. Ward Kimball is quoted as
saying, “The only thing that makes him a cricket is because we call him one.” He was given gloves,
a cane, and a top hat to go with his mature role as guide in the film, and another iconic character
was born.
This team effort shows how the early Disney crew was still working out how they would achieve
appeal in its full theatrical form, and almost acts as an external representation of what you must
go through to develop your own character’s design and personality. We know, though, that there’s
another factor, movement aesthetic, which plays into the character’s appeal which will become more
apparent after we break down the scene. Pinocchio in the “I’ve Got No Strings” number was animated
by Frank Thomas, and the sequence director was Wilfred Jackson.
1. Standing in strings—we start with a long shot of Pinocchio alone on the stage after Stromboli’s
introduction, with a spotlight on him atop a large staircase (staging). This shot is the iconic Chapter 12
image of Pinocchio. His pose is a fantastic representation of his personality, completely
summing up his innocent attitude. He almost looks proud to be up there with his chest pointed
up slightly but also nervous with his chin tucked in (solid drawing). He looks around slowly at
the audience (timing and slow in/out) and starts to smile from the applause (secondary action).
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2. Pinocchio sings—with his new-found confidence, Pinocchio starts marching in place to the
beat of the music (timing) with a slow in and out applied to each up-and-down movement,
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like he’s bobbing. Notice the fantastic overlapping action of his hair tuft in the front and his
bowtie. Now supremely excited, he stretches back far while putting his hand on his chest and
belting out “I.” Notice the great staging of his pose to clearly see where the other arm is in his
silhouette.
3. “Got No Strings”—he marches down the stairs, ready to take on this musical number with
every fiber (wooden pun intended) of his being. The strings he leaves behind swing in arcs like
pendulums that have been disturbed. The march Pinocchio does down the stairs, including the
initial step, utilizes every single principle. Can you pick them all out?
4. “... to hold me dow-”—this part gets me every time. I can’t help but laugh. When he falls, there
is absolutely no anticipation. The absence of anticipation is still a use of the principle because
it’s only in the decision to remove any hint that it’s coming that makes Pinocchio’s trip so
funny to the audience. Not only do we not know it’s coming, neither does he! The expression
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5. The fall—the final moment that he launches up and falls nose-first into the hole has clear
use of arcs and slow in/out as well as anticipation in the fact that there is a small beat as
Pinocchio squashes at the bottom of the stairs before stretching up into the final motion. After
the impact, his feet nail down the humor of the scene with wonderful follow through. You
might miss the overlapping action, follow through, and squash and stretch of the hat on first
viewings, but it adds a lot to the scene whether you notice or not. If you look frame by frame,
you can also see that while his feet are still in the air, they bend (squash) and then extend
(stretch), which adds to the feeling of sudden impact.
6. Pinocchio’s stuck—right after the impact, there’s a subtle beat where he does nothing, which
adds to the anticipation. “Is he OK? Am I a terrible person for laughing?” you may be thinking.
He slowly brings his hands close to his chest in “push up” position. With some great attention
to varying slow in/out, it’s clearly shown that it’s harder for him to push up the farther
his head is lifted. The final pose is a great example of solid drawing and staging. You can
clearly see everything, you know where his body parts are in relation to each other and the
environment, and there is a real sense of depth. The actual expression is priceless. “Did I just
mess everything up? What do I do now?” he seems to be thinking.
7. The reaction—from here, after a quick comment by Jiminy from the peanut gallery, it’s
Stromboli’s show (animated by the excellent Bill Tytla). This villain is so boisterous and
emotional with large, expressive gestures that you might miss one of the finer moments in
Pinocchio’s acting. As Stromboli is freaking out, Pinocchio can be seen trying to push up a
couple times and get his nose unstuck. Stromboli then slams his hand down on the piece
of wood, popping Pinocchio’s nose out of the hole. There is a short beat where Pinocchio
recognizes that he’s not stuck anymore and smiles so innocently with his eyes still fixed
downward to the board. Stromboli actually has to pick him up and shake the living puppet
to communicate just how angry he is. That short moment where Pinocchio smiles and looks
genuinely happy that this little problem has been solved, not recognizing how much trouble
he could be in, is such an amazing moment. Stromboli’s anger is the primary point of the shot,
so Pinocchio’s acting could be considered the secondary action in the frame. The acting is so
real and strong that Pinocchio still has his moment of honesty and innocence around all of
Stromboli’s fury.
This entire scene happens in 25 seconds (including Jiminy’s shot). You could go shot by shot through Chapter 12
the entire musical number and see just how diverse the acting is to give appeal to the character; but
there are a couple things of note in particular that need to be pointed out to really drive the idea home.
When Pinocchio actually goes back to singing the number, he’s now already taken a tumble and been
APPEAL
chastised by Stromboli in front of the entire audience. Because he’s so naïve and innocent, however,
he’s able to go right back into performing, if a bit timidly. Frank Thomas wanted to animate the gestures
Pinocchio does to be a bit out of sync with the music so that it seems amateurish. The idea was that
he had never really practiced the song and dance number; he’s just been thrown into it and so is
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Milt Kahl’s vision is what improved Pinocchio’s design from the one
that Frank Thomas (and Ollie Johnston) were working on to what we
see today. But it was Frank’s vision of the “I’ve Got No Strings” song and
dance sequence which differed from Milt’s that ended up endearing the
character with that wonderful appeal we saw in the finished product.
Different animators approach acting and design in unique ways, and
ultimately it’s the vision of the director to merge all of these sequences
together into one. Wilfred Jackson might have been the sequence
director on this example, but Walt Disney was an extremely hands-on
feature director for the entirety of Pinocchio. That vision is what comes
through with the input of the animators charged with acting the scenes
and story points out on screen. Appeal is so much more than something
that looks nice. It’s the difference between a film you have on in the
background while you clean the living room and one that captures your
attention through each minute of the runtime.
There’s one more thing about this scene which should be pointed out.
As Pinocchio continues the song, he’s figuring out the dance steps as
he goes. There’s a fun leg-kicking motion that he uses to hop across
the stage. The first to stage right (the left of the screen, also known as
“house left”) has a lot of bounce to it with overlapping action and squash
and stretch. The second sequence of this leg-kick step to stage left has
almost no up-and-down motion on the part of his head—it looks like a
refined movement. He’s figured it out on the first sequence, and now
he’s got it down pat. This success can be seen in his expression. But
the most notable part is after that sequence, where his confidence is
growing and he experiments with more dance moves, Pinocchio swings
his lower leg (shin and foot) around in circles rotating around the joint at
his “knee.” If you look closely at the type of joint, this move is technically
impossible! If he were to try that in real life, his shin would knock up
against his upper leg and not be able to pass through. The only way
that the leg could make this spin is if it were offset—if the shin were Image 12.5 The
connected on the outer part of the upper leg. That isn’t how the leg “impossible” leg-swing
progression.
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CLOSER LOOK
Using Appeal Where “Every Principle Plays its Part”
Appeal is a dance among the other principles. They need to work together for a common cause. A hero
should be appealing, but so should the sidekick. Villains should be appealing. Environments, tertiary
characters, and even objects should demonstrate appeal. What happens if in Disney’s Sword in the
Stone (1963) you don’t like looking at the area where the actual sword sits in the stone? The entire
moment when Arthur grabs the sword and does what none before him could do becomes just a scene
where something happens, but you can’t … quite … remember what it was. Something with a knife,
maybe? The staging is important to set the scene, but solid drawing applies to environmental elements
as well, especially those which impact the story.
Those two together help the actor (the animated
Arthur) to build the requisite anticipation in the
scene by way of the other principles of design
and motion, all of which leads to an appealing
character in an appealing scene. It may seem like a
lot to keep in mind, but really it’s just about being
aware of what you want the audience to feel and
how to go about doing that. The 12 Principles of
Animation came from that motivation.
Image 12.6 Music video in a 1920s rubber-hose
There is no single, magic tool within Animate CC
animation style, My Flea Has Dogs by Mukpuddy
to help facilitate the application of this principle.
Animation (mukpuddy.com).
Analyzing animation videos frame by frame can
go a long way in helping you learn to create by way of deconstruction, but ultimately the buck stops
with you—the animator. After a while, the principles and their deeper meanings will become second
nature to you as well as how to apply them, but for now, as a quick reference guide, here are things
to keep in mind through each shot you animate: Chapter 12
• Slow In/Out—provides the presence and intensity of a cushion to the movement in the timing.
APPEAL
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• Staging—directs the eye to what you want the audience to pay attention to.
• Straight Ahead Action and Pose to Pose—two methods for animating which are spontaneous
and structured, respectively.
• Overlapping Action and Follow Through—add dimension through movement. When motions
on (or related to) a body happen at different rates, they overlap. Follow through is when a body
stops moving and other parts keep going.
• Secondary Action—is an independent action which helps to support the story point of the main
action.
• Solid Drawing—facilitates the illusion that the character, though simplified, exists in a 3D
world with volume and weight.
• Appeal—pulls all the other principles together in harmony to captivate the audience.
Think of your character as a living breathing creature; one with dreams, fears, desires, quirks, opinions,
and everything that fills out a personality. This will help you to block out the actions in a sequence
better and be more true to your character. Push the sketches a little further to see if that helps add
more feeling to the poses, and if it doesn’t that’s OK. You can always pull it right back. Make sure that
you’ve considered the staging of the poses and gestures to best demonstrate the action and use the
straight ahead and pose to pose methods to rough out what you have decided; during these decisions
is also when you’re nailing down the timing of the acting. Consider if anticipation might be needed
in broad strokes and try to reflect that idea in the timing, and if not, disregard. Keeping the other
movement principles in mind (Slow In/Out, Squash and Stretch, Arcs, and Overlapping Action and Follow
Through), continue roughing out the scene. If you
haven’t worked it into your sketches already and
before you go too much further, try to see if some
secondary action might improve the audience’s
ability to read the emotions or intentions on screen
better. Finish roughing out the animation and then
double check your arcs. Now look at what you’ve
done and determine which of Animate’s features
would best accomplish the scene you have in
front of you: which features can be symbols, and
which of those should be nested within another?
Clean up the images using solid drawing and then
symblify the character for animation. Finally,
using Animate’s set of tools, animate what you Image 12.7 Saving Christmas by Stephen Brooks
can through nested animation and tweens (limited (RubberOnion.com).
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You should always ask yourself, “Is this really something the character would do?” Another question
that would be good to add to some of your decisions is, “Am I taking this approach just because it’s
easier?” and follow that up with, “Could my approach be improved?” The reason these questions are
important is because when you have hundreds and thousands of images to sketch or at least account
for, it can become easy to fall into a workman’s groove, where it becomes more about getting it done
than getting it done right. Maintaining focus on the story point of whatever scene you’re working on
and the personality of the character you’re animating are steps 1 to 1000. After that are the technical
aspects of making the motion come out looking the best so that your character is acting and not just
committing a series of movements. It’s getting repeated again: Animate CC is a tool. It exists to aid
in your creation. And as with all tools, you have to know what you want to do first before you use
it. The principles are there to focus your attention on the most significant points in order to make
those important decisions. Appeal is the one principle whose consideration is a part of every step of
the process—which is why it’s both last in this list and, I believe, in Frank and Ollie’s original listing.
FINAL WORDS
Appeal
Animation, the way we’re doing it, is the
communication of simple and complicated
emotions, ideas, and actions by way of lines and
shapes. To accomplish this goal, it’s usually the
most direct attitudes that make the most readable
drawings. Delicate and nuanced images often
come across as ambiguous. These simplified
drawings make great conduits for pantomimed
Chapter 12
action and dialog, but as Dave Hand said sometime
in 1938, features like “the face begins to flatten
out when you get too close on it.” For Pinocchio,
avoiding that flattening meant that a lot of work
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340
Chapter 12
APPEAL
341
acceleration, effect of gravity on 23, 26, 28, checking 114; for a golf swing 157; interlude
117, 157, 214 109–10; pendulous 124; and pitching a bomb
acting: and rough animation 187–188; and 88; and plotting and checking 121–2; purpose
timing 13, 19, 46, 59, 176 105; real world examples 122–6; setting up
action, overlapping 331, 332 106–7; for a swing set 123; and the whip 220;
adjusting timing principle 213–14 and Wile E. Coyote 122
Adobe Animate 340 arms 222–7
Adobe Flash 94 Avery, Tex, 272
advance easing editor 81–2
Animate CC 272–3; and the burning wick 101; ball: drawing 3–4; making it move 5–6
real world examples 12–19; setting up 2–3; basketball bounce 29–32
symblification in 163; working with frames Battling McGook (fictional character) 321
in 312 Beauty and the Beast 54
animation 211–13; and the animator 194; bite 62–5
and appeal 327–9; blink 14; cleaning up bite and chew action: principles used for 60;
181–6; nested/nesting 107–9, 120; reality setting up 61; and squash and stretch 69–70
and 54; rough 168, 185; and staging 137–8; blink animation 14–16
technological innovation and 322–3; Blue Fairy 339
traditional 168–9; techniques 169; value of bouncing ball: and anticipation 74–5; and arcs
control and 122 106–7, 207; cleaning up of 206–7; complete
animation math 11–12 246–7; controlling the bounce 110–11;
anticipation, purpose of 86–8, 102 discussion about 204–5; finishing 145–9;
anticipation principle 173; and acting 59; and improving the movement 76–7; as a learning
bite and chew action 60; and the bouncing exercise 255–6; and motion guides 117; and
ball 74; and the burning wick 100; creation of overlapping action 198–9; overlapping action
331; explanation 73–4; for a golf swing 157; on tail 206–7; and perspective 149–51; and
and the interlude 76, 78; and pitching a bomb pose to pose 176–9; and rough straight ahead
88–9, 89; purpose of 80–1; and readability 203–4; and secondary action 234–5; setting
101–2; and suspension of disbelief 54; and up 170, 234–5; skewing the stretch 111–12;
the whip 220 and the slowing in process 24; and the
appeal: and the 12 Principles of Animation 340; slowing out process 24; squash and stretch
and animation 327–9; real world examples 51–2; and staging 138–9; the story point of
329–37; use 329, 336–41; use of in Pinocchio 157; straight ahead action 170–2; time 2
332–7; use of in The Lion King 330–2 bounding box, enhanced 139
arcs 173; and the bouncing ball 106–7; Braveheart, and secondary action 257
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344
344
Index
frame rate 5 exaggeration in 324
frame-by-frame animation techniques 169 “I’ve Got No Strings” 336
frames: changing 56; pasting of 312
Free Transform Tool 18, 139 Jackson, Wilfred 333
Jaq (fictional character), use of exaggeration
Gable, Clark 262 306
Gaston (fictional character) 54 jaw layer 63
Gertie the Dinosaur 46 Jaws, use of exaggeration in 322
Giotto 320 Jean-Luc Picard (fictional character) 1
girl swinging symbols 129 Jiminy Cricket (fictional character) 332, 333;
golf swing: creating 159–62; interlude 162; and secondary action 262
principles used for 157–8; setting up 158–9 Johnston, Ollie 85, 332, 336; The Illusion of Life
graphic, as a symbol 7 54, 265, 340
Graphic Symbol 7, 111 Jones, Chuck 306; Rabbit Punch 321; and Wile
graphics tablet 170 E. Coyote (fictional character) 122
gravity and acceleration 23 The Jungle Book, use of staging in 156
Gus (fictional character), use of exaggeration
for 306 Kahl, Milt 333, 336
keyframe adjustment/keyframes 33–4
Hand, Dave 339 keys 190, 235–6
head and protruding features, shape tools for Kimball, Ward 333
273–5
head symbol 63 Ledger, Heath 257
heavy lifting action 35–6 LeFou (fictional character) 54
Hogarth (fictional character) 257 The Lion King, use of appeal in 330–2
hop-kick 192–3, 194 The Little Mermaid 328
horizon line 139, 151 The Lonesome Mouse 267
loop, creating the 65–7
illusion, preserving 152 Lugosi, Bela 329
The Illusion of Life (Thomas &Johnston) 54, 265,
340 Madam Mim (fictional character) 328
inbetweens 34 Madame Medusa (fictional character) 328
Indiana Jones (fictional character) 81, 329 mask, explanation of 238
Inigo Montoya (fictional character) 86 max height, decreasing 78–80
instance 7 McCay, Winsor 46
interlude 4; and anticipation 76, 78; and arcs Mickey’s Trailer, use of exaggeration in 322
109–10; the bite and 63–5; and the bouncing momentary displays 262–3
ball 76; and perspective 144 Moore, Fred 333
The Iron Giant, and secondary action 257; use of motion: copying 56; swinging 223
arcs and 122 motion guides 115–17
It Happened One Night 262, 263 movement and timing 19–21
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346
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Index
true acting 256 Pinocchio 333; and pitching a bomb 88; and
sequence, definition 121 story point 156–7; for toilet paper shoe 189
set ups 13–14 story point: and the bouncing ball 157; and
setting up: in heavy lifting 36–7; how to 2–3; staging 156–7
and the slowing in/slowing out process 24 straight ahead action 126, 167–8, 332; and the
shadow, how to create 152–6 bouncing ball 170–2; and cleaning up 182–5;
Shanti (fictional character), and staging 156 for a golf swing 158; in heavy lifting 36; and
shape and movement tools 2 movement 175–6; rough 203–4; and rough
shape hints 210–11 animation 174–5; setting the stage for 171–2;
shape tools 273–5; see also shape and setting up for 170; for toilet paper shoe 189
movement tools straight ahead rough animation 173
Shape Tweens 210–11 straight ahead work 228
silhouette test 162–3 stretch 53; copy frames 53; skewing 111–12;
The Simpsons, use of exaggeration in 324–5 steps in 53
Skynet 102 Stromboli (fictional character) 333
slow in/slow out principle 13, 23–4, 173, sun, motion of 115–17
213–14, 331; and bite and chew action 60; surprise, showing 191–2
discussion about 45–6; for a golf swing 157; suspension of disbelief, and squash and stretch
in heavy lifting 36; and motion 45–6; real 54
world examples of 35–44; and roll tapping swallowing action 67–9
fingers 258; for a swing set 122; and weight swing set: movement of 122–6; and
45–6; and the whip 220 overlapping action 123; roughing the whole
Snow White and the Seven Dwarfs 327 124–6; secondary action 123; setting up
solid drawing/draw 13, 18, 332; and bite and 123–4; and slow in/slow out 123
chew action 60; crash course in 267–70; switch, and pitching a bomb 90–2
design process for 271–2; exercises in 270–6; The Sword and the Stone 328
explanation of 266–7; in heavy lifting 36; symblification 62, 240, 263; in Animate CC
importance of 265; and pitching a bomb 88; 163; and overlapping action 218–20; uses of
and roll tapping fingers 259; for toilet paper 214–15
shoe 188 symblified cleanup 129–34
span, definition 121 symblified facial animation 262
Spielberg, Steven 322 symblifying method 207, 209–10
squash and stretch principle 49–51, 173; acting symbol, editing inside 8–9
55–6; animating a bouncing ball 51–2; in symbol types 4
animation 71; for arms 226–7; and bite and symbols 7
chew action 60, 69–70; in heavy lifting 36;
interlude 52; real world examples 59–60; Teenage Mutant Ninja Turtles 134
setting up 51–2; uses of 59–60; and the whip Thomas, Frank 332, 333, 335–6; The Illusion of
220 Life 54, 265, 340
stage, improving the 152–6 tiedown 168; character animation 126–7; using
staging principle 163–4; in animation 137–8; onion skin mode 228–30
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348
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