2D Animation 101 Tutorial Create Animated Series For Youtubers 3 Mistakes to Avoid in Animation

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3 Mistakes to Avoid in Animation

There are three mistakes that animators make, and if you see them in videos from YouTube, then you know that the animator is a beginner, so don’t be hard on them. But be warned, people who make mistakes don’t know they’re doing them, and no one tells them, so, how will you know if you’re doing things right?

Action alone without anticipation or consequence

Taking the example of celebrities posting videos on YouTube, do you realize the problem has to do with the inappropriate placement of characters? That happens because there is no anticipation or follow-up

For example, a martial artist throws a punch during training. You can think of three key positions: fists clenched in a guard position, then “arm-off” extended, then back to the original position. What the supporter has in mind. A veteran observes the guard position, then the elbow going back to set up the punch (anticipation), then the arm extended (action), then the arm returning with the elbow up (back), and finally the character returns to the guard position. , breathing slowly. Do you see a natural flow happening around?

Approach every step by thinking about your expectations and the outcome. How did you prepare for that performance and what did you do after it?

cluttered timeline

Let’s face it, when you see a clock full of keyboards you are proud of yourself, because in front of you is all the hard work with millions of keyframes. Well, guess what? A cluttered timeline with too many keyframes can hurt your gameplay.

The problem is not the timing itself, think about it, if you need to make adjustments, you will go through hell and back, making small adjustments to every button. The biggest problem would be that periods of confusion often lead to unnatural movement: Jerky knees, shaking elbows or shaking of the head, to name a few.

Motion blur is generated when you correct the movement of a character by adding keyframes to change the rhythm. For example, if you have a character carrying a box, maybe you need the character to take a little longer to draw the arm, then move more quickly to pick up the box. You can use more keyframes (easy, but risky), or adjust the interpolation angles (harder but safer and more natural).

Interpolation curves are the answer to the natural flow of movement. The best moments are the ones with few key frames and lots of movement of the character. It takes time but it pays off, especially when you go back to make adjustments. For example, instead of trying to change 5 keyframes, you have to change one stop (one keyframe) and you’re done.

Keep this in mind at all times: A good click can defeat an army of keyframes.

Impulsive Animation, No References

The ropes are the best exercises of the mindless sport. “Yes! Finally, after all the preparation I can go for it alone and bring my character to life!” Sound familiar? I know how tempting it is to just go head over heels and start exercising, but the best way to approach it, is by having references.

What references do professional artists use when working on large projects? Short answer: Whatever you carry. It can be a leaf floating in the wind, a facial expression, a way of walking, anything, even small details.

If you check any behind the scenes of any animation you will see that the actors are often doing field work, like getting a camera to record nature, people walking or just recording themselves doing silly things.

The trick is that if you want to do it, references are the secret ingredient to get the perfect number of frames needed for anticipation, action and follow-up.

Try it, if you have an action in mind, download the reference first, and try to imitate it with your animation. Do you want a suggestion? Search on YouTube for “Animation References for ” and you will get what you need. Trust me, it will be worth it.

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