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  • Hey. Today I wanted to show you the wonderous  world of animation. So what is animation?  

  • Well it's a good thing you asked. Animation  is the sequencing of imagery to produce the  

  • illusion of movement. Or, the less  pretentious way of putting it would  

  • bedrawing a bunch of pictures to  make something look like it moves”. 

  • Humans have got really good at thisWe use digital animation in our movies,  

  • tv shows and games to express creative  ideas and enhance our storytelling.

  • So how do we go from a static drawing into a fully  animated video or gif? Well the first step is to  

  • add frames to the artwork using your program  of choice. After we've modified these duplicate  

  • frames, we can display them back-to-back, each  for a certain period of time. We call the number  

  • of frames shown in one second the frame ratewhich leads me into my first major point: Timing.

  • Standard television is around 24 frames  a second. So one of the most common frame  

  • rates for animating pixel art is 12 frames  a second. Which, you'll notice, is half the  

  • speed of 24. People like to refer to animating  on every second frame as 'Animating on Twos'.  

  • For beginners, and even pros, I think 12 frames  a second is a fantastic choice, because the more  

  • frames you have means more work, but less frames  can be less smooth, and 12 frames a second walks  

  • that line perfectly. But how do we draw when  we want to make these adjustments to every  

  • frame across this 12 fps animation? Well here's  the simple concept: the number of pixels moved  

  • between frames determines the speed. Cause, you  know? Speed equals distance divided by time. Also  

  • be mindful of how long a frame will be displayedIt's usually shorter than you think because you'll  

  • spend longer looking at it while you draw. And  for us on 12 fps, it'll be a twelfth of a second.

  • I think it's time for Part 2, which I'm gonna call  

  • PlanningIt's one of those  things that no-one likes to do,  

  • but it really enables you to create much better  animations in half the time. Don't get me wrong,  

  • I never liked to plan out the movement for my  animations, until I realised how useful it was.

  • It's so easy to get lost trying to create  animations from a static sprite by shifting  

  • pieces around and playing with individual  pixels. But this often results in an awkward  

  • animation. Animation isn't about the lighting  or the character. Animation is about movement.  

  • We need to separate the aesthetic of  the static image from its movement  

  • and focus only on that movement. Once we have  the really nice foundation of good movement,  

  • we can begin to put the  'skin' back on the character.

  • Instead of investing time and energy into  polishing every frame as we go, the best way is  

  • to simplify the subject into its most primitive  shapes, and make these shapes move fluidly

  • For a humanoid character, that would bedifferent coloured shape for each limb. For fabric  

  • or cloth, create a chain of dots with delayed  reactions to the movement of the dots above. Each  

  • segment reacts like links in a chain, but once  you average out the movement with a curved line,  

  • it can be used for anything organic. So it's kind  of like drawing the skeleton of your character.

  • Sometimes, you want an object to jump or  fall. Probably one the most overused cliches  

  • of animation tutorials (besides the slime) is  the bouncing ball. They always show a curved  

  • parabola to demonstrate the path of the ball. I  never saw myself actually drawing this line for  

  • an animation, but it's just one of those planning  things that really helps improve the final product  

  • and, more importantly, ease the process. I would  100% recommend drawing a quick line for the path  

  • of your animation. Because then you only have to  think about the object's speed and not the path.

  • I think I've said enough about planning. Yes, it  can be a pain but it's a much better alternative  

  • to having to start a high-fidelity  animation all over again from scratch.

  • Here are some quick tips to improve  your actual animation and movement.  

  • Because I haven't really talked  about how to improve your motion yet.

  • For a weapon attack, a common mistake is to depict  every single frame. You can see as this axe is  

  • swung, there are five unique frames as it's held  at different angles. The point is, sometimes you  

  • want Impact. To make your movement nice and  crunchy, don't worry about drawing so many  

  • frames. Just do a couple. If something is moving  that fast, it won't be on-screen for very long.  

  • Of course, this can look choppy, so a remedy  for fewer frames is a technique called smearing.  

  • Smearing acts like motion blur does in real  footage by stretching the object into a blotch of  

  • colour that signifies direction. This shape tells  us both the speed and the direction the subject  

  • is moving. Like a lot of things, smearing is good  in moderation. Before a drastic movement, winding  

  • up or providing some anticipation frames can besuper nice touch. You can hold these frames for as  

  • long as you want. Something else that also sells  impact is secondary animation. Secondary animation  

  • is where things in your world react to the primary  movement. Think of it like cause and effect.  

  • If a heavy thing is dropped here, these  lighter things might jump up because of it.

  • Ooh, okay I want to talk to  you about easing in and out.  

  • If there's one thing to take away from this video  it would be easing in and out. To ease in and out,  

  • exponentially decrease the distance your sprite  moves for the start and end of its movement.  

  • This will make it accelerate and decelerateand therefore feel more lifelike.  

  • Like we said before, the commonl rule is that the  distance between frames will determine the speed,  

  • so the way you arrange these distances  will influence your object's acceleration.  

  • Compress your distances so it moves 1 orpixels at the start and 8 or 9 in the middle.

  • But what if you want to move something  slower than one pixel per frame

  • An advanced technique we can use allows us to  move half a pixel without actually breaking the  

  • bounds of the pixel grid! It's called sub-pixel  animation and it's useful to smooth out subtle  

  • animations or movements, like idle animations. But  how can we do it? We need to add more frames to  

  • the animation, and go to the pixel level, smearing  and smoothing individual pixel transitions. We're  

  • leaving traces of these small pixels to simulate  a blur effect, and the illusion of half-pixels.  

  • Consider it the anti-aliasing of animation. We  can also use the outline or shape of the subject  

  • to our advantage, editing its  form to improve smoothness.  

  • Here's the original sprite moving up and down one  pixel. And here's a zoomed in selection of just  

  • one of the sprite's pixels moving up and downIt's like a switch, isn't it? On, off, on, off.  

  • Expanding the number of frames used, value  can be used to transition between full  

  • colour and transparency for each pixelgiving the effect of smoother motion

  • Overshooting is when your subject goes just  that little bit too far with their movement.  

  • It can help to make your subject more animated  or lively. Nonetheless, a nice technique to  

  • have in your toolbox. And remember it can  be used for animating inanimate objects.

  • Another thing that I've seen beginners  do, and something that I've done myself,  

  • is to restrict a character's movement and to  not go very big with the swings and walks.  

  • Always go for over-exaggerated, bigger  movements. It takes time and planning,  

  • but it's much better than a walk cycle  with only a one-pixel shift in the legs.

  • And when designing your charactergive them features that will allow  

  • your eye to track the right  details to help with clarity.

  • Wow there's so much to learnSo much for me to learn too.  

  • Well hopefully you'll join me on my journey as  we learn how to become pixel art pros, together.

Hey. Today I wanted to show you the wonderous  world of animation. So what is animation?  

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