03 Handout 2
03 Handout 2
2D ANIMATION FOUNDATIONS II
The time has come for us to finally go digital. After months of work in the drawing lab, we are now transitioning
to the multimedia computer lab to delve deeper into animation. At this stage, we have all the materials needed
to create a clean, comprehensive, and complete animation. With our hand-drawing skills honed, shifting to
digital is both technical and exciting. Therefore, without further ado, let us bring our hand-drawn characters
into the digital realm and ensure a smooth transition by exploring two animation styles.
Animation Styles
Before we dive deep into how to animate in OpenToonz, let us first explore the two different animation styles
that you can try: Drawn and Cutout Animation. What is the difference between the two? What is their
connection with keyframing and in-betweening? However, what is keyframing and in-betweening?
Keyframes are like the notes in a melody on a music sheet. Just as a melody has specific notes that define its
tune, a keyframe defines the main poses and movements in an animation sequence. If we are going to
differentiate Western and Eastern animation styles, there is a big difference between the two, as per
Mcpherson (2021).
Western Animation
The type of animation they usually create is characterized by fluid movement and focuses on fairy tales and
wholesome themes. They are also known for exaggerated antics and slapstick comedy that established a
humorous and often absurd style like the “Looney Tunes” series. In short, western animation is famous for:
1. Fluid Movement - They traditionally value smooth and continuous motion, achieved through a high
number of in-between frames.
2. Exaggeration and Humor – There is a tendency towards exaggerated expressions and movements,
particularly in comedy.
3. Character Designs – Over time, character designs have become simpler, as seen in series like “The
Simpsons” and “Family Guy.”
4. Technological Advances – Innovations in computer animation have allowed studios to push their
limits and combine smooth animation with unique visual styles and apply them to their films.
Eastern Animation
On the other hand, Eastern animation was influenced by Western animation, particularly in its early shorts.
However, due to cultural differences, they have come up with big developments, and these are the following:
1. Detailed Design – Anime designs aim for highly detailed and anatomically correct frames, creating
visually striking imagery rather than fluid movement like what Western Animation usually creates.
2. Cultural Depth – Themes in anime frequently delve into more complex and mature topics compared
to Western Animation.
3. Expression and Emotion - Anime uses exaggerated facial expressions and emotions, particularly in
limited animation sequences.
4. Digital Techniques – Advancements in digital techniques and computer animation have enhanced the
quality and movement of anime, making it more elaborate while retaining its distinctive aesthetic.
The future of animation is indeed promising as Western and Eastern animation continue to inspire and
influence each other, opening up a wealth of creative possibilities. Rather than competing, they complement
one another, allowing the other to blend styles and techniques seamlessly, as their ultimate goal is to create
visually appealing, innovative animations with compelling narratives that captivate audiences and leave lasting
impressions.
Drawn Animation
Drawn animation is considered traditional animation or hand-drawn animation. Each animation frame is
created by hands. Are you one of those individuals who are confused between keyframes in animation and in
video editing? Well, if you have a background in video editing, then understanding the idea of keyframes in
animation should be easier. In the early days of 2D Animation, you experienced hand-drawn production that
took plenty of your time to create your desired character design. Ideation, planning, and executing the final
look were all part of the process. However, now the character is already composed and ready to shift in the
digital platform you can save plenty of time as you will be working with digital keyframe animation.
Keyframe
According to Kench (2022), a screenwriter and filmmaker located in Los Angeles, California, a keyframe or key
frame defines the starting or ending point of any smooth transition. He considers keyframes as the most
significant frames of a shot that set the parameters for the other frames and indicate the changes that will
occur throughout the whole transition.
Furthermore, this was supported by what Adobe stated. For them, keyframes are considered markers that
establish the start and end points of an action, serving as anchor points in digital animation. For example, a
character walking is the task assigned to you. To animate the walk from one position to another, you have to
set the first keyframe on your animation timeline at the starting point and a new keyframe further along the
timeline at the landing point.
Below is an example of a keyframe animation. To be able to create this, you will first need to create your two
extreme poses. This practice will provide you with a smooth transition. Then, the spice that will make your
product more appealing is the contact pose. See the example below.
Pose-to-Pose
If keyframing is the start and end point of a smooth animation transition, what is pose-to-pose? To end that
confusion, the pose-to-pose technique is the same as keyframing. This technique is considered to be the
planning phase of the extreme poses that the character has.
In the previous lesson on Pose, Bancroft explained the steps to create a good pose and highlighted factors to
avoid to achieve the best results. However, this technique is more complex and detailed as you must start
drawing the key poses from the beginning, end, and the important moments in between. This means once the
poses have been made, you have to add the breakdown of those poses to complete the overall look of the
animation. This particular technique is ideal for actions that need precise timing and structure. It aims to help
maintain a solid structure and consistent volume. See the example given below.
If you look closely, sketches 10, 8, 5, 3, and 1 represent the key poses, while the other sketches are the in-
between frames. To simplify, these five sketches were planned out deliberately. If you were to create all these
poses sequentially, it would be considered straight-ahead animation or tweening.
According to Rens (2017), pose-to-pose clearly communicates story points with strong acting poses. It is
structured and adaptable, making planning and modifying performances easier. However, the animator might
come to a point where sometimes the poses might look forced, too posey, or exaggerated.
In-Betweening or Tweening
Keyframing and In-betweening are two different subjects. However, a smooth and appealing animation awaits
when these two are combined. To achieve a smooth animation transition, you will have to create transitions
between extreme poses, and this is what we call “tweening” or in-betweening. Tweening can also be
considered as a ”Straight Ahead Action.”
As per Rens (2017), this particular method can sometimes cause issues with maintaining size, volume, and
proportions. It brings spontaneity and freshness to the animation. It is often used for fast, wild action scenes.
On the other hand, as per SuperPixel (n.d.), tweening helps transitions move smoothly by adding subtle visual
information, making the animation appear high-quality. It also enhances engagement, believability, and clarity
by filling in gaps with additional drawings. Although it is difficult, tweening is essential for achieving a clear
and smooth animation. See the example below:
This method allows the animator to adjust timing and movement spontaneously as each frame is drawn right
after the previous one. Animators using straight-ahead animation often work quickly and loosely, focusing on
the overall feel of the action. They visualize the movement’s pathway with action lines and immerse
themselves in motion, ensuring the character’s actions feel natural and believable. This total absorption in the
character’s movement helps convey weight, timing, and impact effectively.
To sum it up, straight-ahead action involves drawing each movement per frame sequentially, capturing a lively,
organic sense of movement. This method is well-suited to hand-drawn animation. On the other hand, pose-
to-pose animation involves planning key/extreme poses first. At most times, animators blend these techniques
together to achieve their creative vision effectively.
However, what is drawn animation? Drawn Animation is considered to be as traditional animation where each
frame is drawn using hands. By this time, you are expected to have your characters ready for animation and
to do that, you have to transfer them to the digital platform OpenToonz. So, how do we do that? Follow the
instructions below:
1. Import the Drawing/s – Start by dragging your JPEG or PNG sketches into OpenToonz.
2. Set the Keyframes – Sketch the start extreme pose, contact pose, and endpoint extreme pose.
3. Draw the Tweenings – Once done with setting the extreme poses, draw the following in-between
poses of the character and have this drawn per frame in one column.
4. Drawing Tools – Use the brush tool to trace your sketches. You may utilize the Geometric and Control
Point Editor tools for more complex forms. Once you have used these tools, you will see anchor points.
To add anchor points, hold CRTL and click where you want to place them within the created shape.
5. Animate – As you progress, try to play your animation from time to time to check your character’s
motion. If you see something is off, you may click the specific frame and change it immediately.
Cutout Animation
By now, you already know the first proposed animation style you can try in OpenToonz. Now, let us explore
the other one, which is Cutout Animation. Basically, Cutout Animation involves creating a character using
separate parts. For example, the head, body, arms, and legs. Instead of drawing new poses for each
movement, you move or rotate these parts to animate the character.
In OpenToonz, you can create links between different parts of a character model and set pivot points to
manage the animation better. For example, link the hand to an arm at the wrist and the arm to the body at
the shoulder. This way, moving the body will also move the arms and hands. Moving the arm will rotate it
around the shoulder, and the hand will follow. Moving the hand will rotate it around the wrist. Follow this
step-by-step process to practice cutout animation:
1. Place each part of your character – it can be a single drawing or an animated level – in a different
column or layer.
2. Use the Skeleton Tool to link each part and set pivot points.
3. Create keyframes for each part at different frames to animate the character.
The Skeleton tool in OpenToonz helps you create and animate a model by linking different assets together. It
replaces the need for both the Stage Schematic and Animate tools for these tasks. Any changes made with the
Skeleton tool will also be visible in the Stage Schematic. However, let us create the character assets.
1. Start a New Project – Open OpenToonz and create a new project and scene.
2. Create Vector Levels – In the XSheet/Timeline, right-click an empty cell. Choose “New Level” > “Vector
Level”. Name each level (i.e., head, right foot, left arm, etc.).
3. Draw Assets – Select the Brush Tool and ensure you are on the correct vector level. Draw your asset,
for example, the body, in the first column. Use the Control Point Editor Tool to adjust the lines.
4. Add more assets – Create additional vector levels for other parts. Draw each asset on its respective
level and column.
5. Manage Layers – Use the Layer Panel to reorder layers if needed. Preview the drawing in the Timeline
and make adjustments.
6. Save your Work – Save the scene and project for later use.
Now that you have created your character’s assets in OpenToonz, it is time to bring them to life through
animation. This is the most exciting part, as this is the time for you to see your character move and your story
come to life. Here’s the step-by-step process for the CutOut Animation.
1. Open the previous project – Open the project with your character assets.
2. Connect Assets – Go to the Stage Schematic room and ensure assets are connected properly by
following the red-to-blue pattern. Use the Skeleton Tool to check if the assets are properly connected
and adjust connections with the Animate Tool by selecting the “Position” mode.
3. Set Pivot Points – Select the Animate Tool, click the column of the specific asset, and adjust the pivot
point to the character’s joints. Do this for all assets.
4. Check and Adjust Rig – Use the Skeleton Tool to view bones. Choose “Animate” or “Inverse
Kinematics” mode to rotate assets, ensure natural movement, and adjust cone influence areas.
5. Animate the Character – Using the Skeleton Tool or the Animate Tool, animate the character as you
wish. Set keyframes for the start and end of the movement. Add intermediate keyframes for smooth
motion. Adjust timing and spacing for realism.
Fantastic work! Your careful attention to each step of the procedure was truly impressive. You will create even
more compelling stories and smooth animations with continued practice. It is highly encouraged that you
explore your own unique animation style and enjoy the creative process every step of the way.
References:
McPherson, M., & McPherson, M. (2021, August 9). Differences between Western and Eastern cartoon animation | Budapest Reporter.
Budapest Reporter. https://www.budapestreporter.com/differences-between-western-and-eastern-cartoon-animation/
Kench, S. (2023, September 25). What are Keyframes in Animation — Origins and Modern Uses. StudioBinder.
https://www.studiobinder.com/blog/what-are-keyframes-in-animation/
Keyframing animation | What is keyframing | Adobe. (n.d.). Www.adobe.com. Retrieved July 8, 2024, from
https://www.adobe.com/ph_en/creativecloud/video/discover/keyframing.html
Rens, L. (2017, June 14). Straight Ahead Action and Pose to Pose: The 12 Basic Principles of Animation |
Straight Ahead and Pose-to-Pose Principle | Toon Boom LEARN. (2020). Straight Ahead and Pose-To-Pose Principle | Toon Boom
LEARN. https://learn.toonboom.com/modules/animation-principles/topic/straight-ahead-and-pose-to-pose-principle