From the course: 2D Animation: Tips and Tricks
Dos and don'ts
- [Instructor] Some do's and don'ts, and these are kind of high level do's and don'ts, they're not like do squash and stretch and there's nothing like that. These are more high level overview kind of things to watch out for. This one sounds kind of contradictory, don't be too technical, but do plan. So let me explain. At one point in my career, I got so wound up by worry that I had a block and I was so self conscious about my drawing that I would freeze up. A coworker gave me this book by Shamus Culhane and he talked about his discovery. He had the same problem. He worked on "Snow White and the Seven Dwarves", the Disney movie and somebody gave him this Nicolaides, this book, "The Natural Way to Draw" and it's all like loosen up, draw fast, don't be bogged down by the nuts and bolts. You can tie things down later. And that saved him. That got him to flow and suddenly he was doing all the footage he had to do. So I thought, I'm nothing to lose, so I'll try it and I tried it and it worked. So having said that, you don't want to go maybe too far down the extreme of never planning. So in the method that he described, you would keep working in the gesture drawing mode for as much as you can. When you're planning your scene, when you're in thumbnail mode or when you're working your key poses you don't go in with a cleanup. You don't come up with tie-downs. You're trying to keep your drawings loose gesture drawings and do them fast and don't allow the mechanics to overwhelm you. So you're in a more fluid state of creation, let's say. So these are some examples of the kind of things. So, you know, you're not taking more than 30 seconds to a minute to do a drawing. That said you still need to plan. So what I try to do is to combine the best of both. So I do these elaborate thumbnails, if you've seen any of my courses, I always thumbnail everything. I think a lot of the books kind of underplay the importance of thumbnails so I tried to make up for that by going the other way. And in this case, I've tried to keep my thumbnails loose gesture drawings but planned. So you have that tension between the freedom of the gesture drawings and then the tight control planning off the thumbnail process. So another issue that's more technical really is about arcs. And when you work in puppet systems, and this is going to apply mostly to you, people who are using harmony or animate CC and it depends how you rig your puppets as well. Sometimes when you move a puppet rig, it'll look okay but maybe something doesn't quite feel right. And usually what that thing that's catching your eye or making you a bit off about it is the arcs. Let me show you how easy it is for these things to go wrong. So, and I've covered this in a previous movie, I'll just show very quickly again. Here, we have a simple puppet animation of the kind many people do. If you actually plot these arcs, they're all angular. They're not arcs at all. There's, some appear here but for the most part, they're just straight lines. And a lot of people don't notice because the thing moves so quick but the solution is, one solution is plot your arc, so you put a clean drawing over it and you put dots down or in this I've used these little symbols inside the hand to create these graphics that show me the different arc patterns, improve them. So in this case, I just made little guides for the body and the head to put everything on a proper arc path. So again, this is an emergent property that comes out of some puppet rigs. So solution, first identify the problem and make sure that you have the problem or you might not and pick a point of the character like the wrist and just plot that point throughout the entire range of animation and see what the arc path looks like. And applies the hand drawing. If you'd have a hand drawing, in this case I have a hand drawn walk cycle and this was done in harmony, but I put a clean layer over it, put a dot and then another dot and I plot in the wrist here of the right arm and the frame number and then I can see where the in-betweens are going to go. And I know the spacing and timing of the in-betweens. I can have the keys and in-betweens, and that is going to move beautifully. And you can pick the elbow, you can pick the wrist and you can see all of these different parts when you plot them and go, that's going to be a quality. No one's going to look at that and say the arcs feel weird. Another issue that the puppet people by which I mean, people who use harmony or animate CC will face is the problem of pushing puppets. I am as guilty of this as anybody. You take your flash puppets, your animated puppet your harmony puppet, and you just start moving it around. And before, you know it you have an animation done. The only problem with that is you're doing puppet animation, you're not really doing animation with a puppet, if that makes sense. So if you want to make a puppet do animation of the best quality that puppet can do you really want to draw. And again, you don't have to draw particularly well but the worst drawing will usually get you somewhere better than just puppet pushing. So in this case, I wanted to go from the standing pose into this crunch pose. So by creating this reference layer I was able to use that to guide my puppet into something that would look so much better. So again, that's the importance of, don't just blindly push the puppet do a quick sketch, at least for really good strong poses. Maybe you can't do it for every key pose in your scene, but you might find there's a couple of strong ones that would really help to emphasize the puppet animation. Huge problem today is camera moves that move too much. And this happens in live action CGI shows now, drives me nuts. So staging shots correctly is almost a lost art in some cases. So it's where should the camera go? What's the best camera angle to tell the character dynamics of a shot. And let me give you some examples. So the old hand drawn animation here, we obviously have pan scenes. Those were common enough, no harm there. We also had tracking shots where we would move into the characters, zoom in on them. And the kind of shot that I think is a little overdone now is these kind of orbit shots where we're moving around the character. They're not bad. I just think sometimes we move the camera to character relationship a little too much. This is a cheat one that I did to show how you might achieve an orbit in 2D. So I'm not saying don't do them, I'm saying use them only where they're going to really add something of value and not because they look cool. This is a good example of a correct camera placement because it shows the domineering boss, the brow beaten employee and moving the camera and the shot achieved nothing. It would actually distract from that. So there are other shots where the camera should move. This wouldn't be one of them. So try to avoid thinking on the screen or on the timeline and try to plan timing. And when I say plan timing, I mean on twos. So by thinking on the screen, I mean when you work in CGI or tune boomer, animate CC where you're trying to time the scene up by moving the key frame back and forth. Sometimes we do that but if that's what you're doing all the time then you're not really learning timing, you're just kind of guessing. And the beauty of planning your timing consciously by sitting down and thumb nailing a scene and working it out in advance, okay, it's an estimate, but it's an educated estimate. And every time you do that and then you apply it and see how accurate it is or isn't, you're learning something. Whereas I don't think you learn quite so much about timing when you're just moving key frames on the timeline. So when I say don't shoot for the moon and do have a realistic challenge the kind of thing I'm warning about is the kind of person who, and I've met them, who have very unrealistic ambitions and they're doomed to fail. And it's really sad because they end up just sabotaging themselves so please don't be this person. If you have an ambition to lift very heavy weight you start out with something that's a bit lighter that's still hard enough work. You graduate up to a challenge you can then meet. The goal I find is to have a task that's just slightly out of reach. You have to stretch for it and really work for it, but it's not impossible. It's an achievable goal. So you have these series of plateaus that you want to reach. So each one of these verticals, you can scale at some point. They're not impossible, but you could never for example, teleport from here to there. So you want to, again, set the challenges, set these goals that are definite plateaus above where you've been before. And this could be on the level of your work quality or even your work quantity. Final warning about burnout and about applying yourself properly. So one problem with burnout is, especially in animation you could, and this happened to me twice where you end up working ridiculous hours like 80 hours a week or more. And if you do it for long enough, at some point a part of your brain will go, I can't do this anymore. And your brain will simply stop giving you the energy that you need to do that work. So it's very easy to be in this trap when you're in your twenties. That's when it happened to me, twice. It's never going to happen to me again. I simply won't let it, I can't. So you want to preferably avoid ever having it happen to you at all, that would be the ideal. So try to feel when you're in that danger zone figure out some way to not be in that danger zone. That's all I can say, because you will end up worse off. It doesn't matter how much you want to work, your brain will simply not let you. That's a horrible feeling because part of you wants to work and the other part of you goes, I can't do it anymore. So that is probably the most important takeaway I would think from this movie. And one last detail, and here I'm going to disagree with Richard Williams who warns people against using headphones. There were times when you should use a headphone and times when you shouldn't. You shouldn't use a headphone if the stuff that you're working on is a very complex. If you're thumb nailing a complex action of a scene and it requires your complete attention, if there's some aspect of the work that has just too detailed, no, you shouldn't listen to music, you shouldn't listen to a podcast. But many aspects of our job are just ruthlessly repetitive and just numbing. I strongly recommend when you do those that you do listen to either your favorite podcast or music or radio or whatever, and then go back to take them off and stop if you have to concentrate again. That way you will go along with what's protecting your mind from that burnout scenario, that I described because it'll give your mind something else to deal with. Audio books are also a fantastic thing to do cause then you can listen to any number of books that way too. And you're getting something into your mind that's distracting you from the fact that you have to do maybe 120 in between drawings that are just not interesting. They're purely mechanical. They don't require you to be concentrating on them and get to a point with those where you can do them on autopilot. So the last thing you want to do is just to be doing that and nothing else. I think that would be very damaging. So in that respect, I would respectfully disagree with the advice which Williams gave in the "Animators Survival Kit".
Contents
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Loosen the joints2m 30s
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Loosen the body6m 1s
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To twin or not to twin6m 6s
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Head articulation5m 14s
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Physics: Falling4m 33s
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Creating staggers6m 32s
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Cartoony male mouth shapes5m 29s
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Realistic male mouth shapes3m 32s
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Pose-to-pose wipes4m 31s
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Zipping off screen3m 58s
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Cartoony female mouth shapes6m 1s
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Realistic female mouth shapes3m 44s
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Bird beaks4m 57s
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Stylized mouth shapes2m 51s
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Elderly mouth shapes5m 17s
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Breakdown basics turns3m 8s
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Breakdown basics reactions6m 6s
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Breakdown intermediate5m 24s
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Breakdown advanced6m 56s
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Thumbnail basics4m 56s
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Thumbnail intermediate5m 20s
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Thumbnail advanced5m 27s
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Fabric creases4m 49s
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Drag basics4m 15s
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Capes: Basics4m 48s
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Capes: Intermediate4m 28s
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Capes: Advanced4m 39s
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Flags4m 18s
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Dresses8m 18s
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Flour sack4m 25s
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Pantomime4m 7s
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Pantomime advanced6m 16s
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Object design7m 46s
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Objects Moving5m 17s
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Hair Basics6m 53s
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Hair Intermediate4m 16s
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Hair Advanced9m 56s
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Ball bounce1m 15s
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Fast Bite3m 21s
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Wipes Blurs2m 30s
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Morphs2m 39s
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Change expression4m 1s
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Timing basic1m 46s
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Timing intermediate5m 2s
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Timing Advanced3m 55s
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Texture Basic2m 38s
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Texture - advanced4m 47s
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Technical9m 4s
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Traditional animation process8m 15s
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Torque2m 54s
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Realistic construction4m 18s
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Cartoony construction4m 51s
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Eyeballs - cartoony9m 42s
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Eyebrows - cartoony5m 37s
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Eyeblinks - cartoony4m 27s
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Pupils4m 35s
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Eyes - realistic4m 58s
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Center mass2m 42s
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Crowds3m 52s
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Overcoming fear4m 23s
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Overcoming mental blocks7m 51s
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Breakthroughs8m 14s
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Avoiding burnout6m 17s
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The mystery of appeal4m 3s
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The wheel of fortune6m 45s
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Relationships matter3m 41s
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Interpreting dreams6m 5s
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Animating tails4m 21s
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Cheating transforms4m 7s
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Model sheets5m 8s
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Moving Hold3m 31s
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Moving Hold Advanced4m 28s
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Jumping with a push4m 34s
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Push objects2m 26s
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Coughing3m 8s
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Snoring5m 56s
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Reaching2m 18s
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Old styles: 1920s rubber hose intro8m 17s
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Old styles: 1920s rubber hose scene7m 51s
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Old styles: 1920s rubber hose post6m 6s
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Loosen with a reversal4m 16s
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Opposing actions4m 16s
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Overlap4m 39s
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Follow through5m 52s
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Leading actions6m 6s
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Overlapping large characters5m 20s
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Drawings, frames, and exposures3m 20s
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From rough drawings to cleanup5m 54s
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Cell painting to DIP6m 41s
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Color model3m 48s
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Tremor4m 44s
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Shaky walk2m 54s
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Camera shots5m 24s
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Strobing3m 38s
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Aspect ratios9m 34s
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Looney Toons: Intro10m 48s
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Looney Toons: Technical8m 8s
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Looney Toons: Animation style8m 20s
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Looney Toons: Walks and runs5m 59s
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Looney Toons: Scene7m 8s
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Looney Toons: FX explosion5m 5s
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Bouncing ball6m 3s
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Opposing action: Basic3m 13s
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Opposing action: Intermediate3m 56s
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Opposing action: Advanced3m 17s
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Counterpose: Basic4m 11s
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Counterpose: Advanced5m 37s
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Overlap: Introduction2m 9s
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Overlap: Advanced3m 15s
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Perspective: Introduction4m 30s
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Perspective: Intermediate1m 54s
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Plotting arcs3m 3s
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Figure 8s5m 7s
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Types of shots4m 44s
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Camera moves4m 2s
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Shot transitions3m 54s
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Staging: Introduction5m 25s
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Staging: Advanced6m 35s
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Line of action3m 16s
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Breaking a single joint1m 58s
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Breaking joints in a walk cycle3m 13s
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Plotting arcs and timing in a walk3m 29s
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Exaggerating the face2m 19s
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Exaggerating the body1m 44s
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Exaggerating acting5m 19s
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Anticipate and overshoot the head3m 13s
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Primary, secondary, and tertiary actions4m 10s
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Create personality with leading actions3m 14s
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Squashing the face for chewiness3m 8s
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Squashing bodies for animal runs2m 56s
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Reversing the line of action2m 15s
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A stretchy jump4m 33s
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Introduction to anticipation2m 46s
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Plotting character arcs3m 57s
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Leading actions on walks1m 29s
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Fast transitions2m 42s
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Breaking down a turn2m 47s
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Introduction to accents1m 30s
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Advanced stagger2m 59s
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Squash and stretch3m 36s
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Examples of counterpose1m 37s
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Straight-ahead animation3m 38s
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Pose-to-pose animation3m 53s
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Different accents3m 5s
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Correcting arcs and spacing6m 23s
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Frame rates and logistics6m 22s
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Wheeled robot3m 48s
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Animating walks on beats4m 12s
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Animating candles7m 53s
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Giant robot6m 41s
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Tails and reversed curves6m 2s
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Animating hair and clothing11m 9s
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Fixing hair and clothing5m 47s
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Plussing hair and clothing5m 3s
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Tripod walk6m 36s
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Dividing in thirds and fifths5m 39s
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Lighting a scene4m 10s
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The mushroom cloud6m 37s
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Ocean waves4m 32s
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Ocean waves: Advanced6m 3s
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Drawing budget3m 39s
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Sweatbox notes3m 11s
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Layout poses2m 20s
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Concise naming conventions7m 7s
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Cheating camera orbits2m 3s
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When to start a pan1m 39s
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Sixties TV intro and style3m 37s
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Sixties TV Structure7m 24s
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Sixties TV assembly8m 26s
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Sixties TV post-production3m 38s
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Cheating depth with color and tone8m 18s
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Cheating depth of field with blurs4m 53s
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Cheating depth with motion3m 11s
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Extreme walks3m 47s
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Acting with clothing and hair1m 11s
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Basic smoke poof3m 58s
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Advanced smoke poof4m 35s
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Animating a splash3m 58s
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Constructing animal snouts1m 16s
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Animating a dress3m 16s
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Fixing a dress animation2m 43s
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Animating puppet dialog2m 2s
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Planning side-scroller game animation9m 38s
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Creating the artwork and designs9m 28s
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Zero poses and idle animations5m 39s
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Walks and hookups3m 49s
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Jogs, runs, and hookups4m 44s
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Picking up objects2m 34s
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Jumping and crouching3m 20s
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Firing a weapon2m 32s
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Breaking an animation into pieces2m 49s
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Hit reacts1m 47s
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Dies3m 24s
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Flipping horizontally2m 42s
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Wins and levels up4m 15s
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Construction4m 41s
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Hands6m 34s
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Advanced hands4m 49s
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Texture in design3m 53s
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Straights and curves4m 3s
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Designing feet6m 50s
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Dimensional forms3m 25s
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Using color for story4m 13s
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Styles5m 28s
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Simple run4m 26s
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Weight and mass1m 55s
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Weight and mass in motion6m 55s
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The foundations of animation10m 51s
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Easy vs. hard scenes2m 11s
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ABC scenes4m 10s
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Puppets and gestures3m 57s
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Puppets and arcs3m 33s
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Boiling a line3m 16s
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Odd timing on twos5m 25s
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AA cycles4m 38s
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ABA cycles5m 1s
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Don't pop 1: Line and color2m 41s
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Don't pop 2: Lighting4m 40s
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Don't pop 3: Camera angle2m 43s
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Don't pop 4: Composition3m 38s
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Dos and don'ts11m 3s
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Making poses read3m 59s
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Making expressions read3m 31s
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Timing charts vs. tweening5m 36s
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Capes basic6m 15s
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Capes intermediate5m 56s
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Capes advanced2m 29s
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Hair basic2m 42s
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Hair intermediate2m 8s
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Hair advanced4m 5s
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Flags6m 8s
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Fine-tuning flags7m 4s
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Punchy dialog2m 8s
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1980s TV animation history3m 12s
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1980s TV animation techniques5m 10s
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1980s TV animation scene11m 57s
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1980s TV animation post production5m 53s
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Color vs. pencil test1m 42s
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Popping on and off screen2m 2s
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Foreshortening scene5m 43s
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Isometric game intro6m 45s
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Isometric game acting and dialog3m 46s
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Isometric game turning around2m 58s
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Isometric game walking5m 19s
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Bluth-style intro4m 59s
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Bluth-style design8m 15s
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