I'm going to show you how to animate using a Sprite.
Feel completely new to a surprise as recommend watching this video first, which will take
you through all the things you need to know to be able to watch this video. This video
won't be teaching animation techniques, this one will simply be teaching how to use aseprite
stools for animation in the first video, we finally defeated Don the Crazy Doughnut shop
Manager Guy. If you got through that video you've been promoted to head doughnut maker,
but I don't just want to make and sell Donuts, I want a donut army.
And you're going to help me do it.
So here we are in our Air Sprite file we have our canvas set up here which is 32 pixels
by 32 pixels in size. We have a donut on one layer in our background on the other layer.
Here's a neat little trick straight off the bat if you hold alt and click on the eyeball,
it will only show the contents of that layer. This is super important if you have a whole
bunch of layers like I do in this file, just to isolate something and work on that layer
when I'm animating. I like to put the layers panel on the bottom. You should remember from
the last video you can do that by just clicking here.
And clicking bottom.
What?
A lot more space for animation frames. The way animation works is actually really simple.
All that's happening is individual pictures are getting played in sequence, so if this
is an image of number one, we have an image of #2 and an image of #3. We play that it'll
just go 123123. That's how automation works. So adding a new frame to our document, all
you have to do is right click here and click new frame.
Alt, NO down here in the bottom right to this little plus button to delete frames. You can
just highlight them and click delete highlight right click undo delete or highlight and Alt
See so if I had some frames into the timeline here with salt N you might notice that these
two timelines look different. And why is that? Well, it has to do with this button which
we ignored in the last tutorial. This means discontinuous or continuous. So the doughnut
right now is discontinuous. Each frame is an individual entity.
If I click here on frame one and add in a red splodge and then go to frame.
Two, the red Splodge is no longer there. Let me just delete the red splodge whereas the
background is continuous. So if I draw a red splodge on the background layer that's going
to be present throughout every single frame that is continuous, you can even have a combination
of discontinuous and continuous. So let's say I do want these two to be continuous,
I'll just take this copy it.
And paste it there. Now we have some continuous frames amongst discontinuous frames. It's
usually best to keep things that aren't changing on continuous because that means you don't
have to keep redrawing or copy and pasting frames, so the background never changes in
this. So I'm just going to keep it like this for your first challenge. What I want you
to do is add in a new frame, making sure the donut is on discontinuous and the background
is on continuous. Pretty simple. Let's see how you do.
So I've just injected all the doughnuts with this questionable life giving serum thing.
Now we gotta help them come to life. We have two frames now and on the second donut frame
I'm just going to make it wiggle a little bit. I'll do this by using the tools that
I already know from the last tutorial. Take the lasso tool. Take this side down and just
Brit take this side up, bringing up areas as I go along. If you want to see what that
looks like, you can just go down to the timeline options here and press play or shortcut enter.
Kind of wiggling, you can flip back and forth between the frames as you're working on it
with the left and right arrow keys. I'll help you make more subtle changes as you go along.
Let me just fix this up a bit. The preview window is useful because it's independent
of the canvas, so if I click the play button, it's going to keep playing while the canvas
isn't, so I can see all the time and maybe eyeball what tweaks need to be made. If you
right click the buttons, you can change the speed.
Of the playback. So Times 3 super fast by Britain Donuts or no .25.
Super slow.
Moreover, Wiggly wiggle you know she did the same here by right clicking the timeline playbook.
It's wiggling just a little bit too fast for my liking. So what you can do is change the
properties of an individual frame. If we right click on one of our frames, click frame properties
or pee, this little box pops up tells us which frame number were on, and also gives us the
duration in milliseconds, which we can change. So if I change this 2000, pretty sure that's
a second. This frame will play it for a second in this frame, will play it for 150 milliseconds,
which is no .15 seconds, so we should see.
Ahold of this and then this.
Have a look. Hold, wiggle, wiggle.
We go just a bit of a hold and then one really important feature in aseprite animations is
you can tag your animations if I highlight these two frames, right-click new tag, so
let's give it a name, I'll call it wiggle and it'll go from frame one. To frame two
you can change the colour of the tag. I guess I'll just do it red and assign an animation
direction forward just means that it will play forward from left to right. Reverse means
that will play backwards from right to left. Ping pong means it will continuously.
Play it back and forth.
Like we're going to keep it on forward, we've now got our little.
Tagged animation area. Old wiggle. So for the second challenge, what I want you to do
is make a little donut wiggle animation just like this. Just the frame properties until
it feels nice and I want you to add a little wiggle tag to the animation.
That
We need to run through a couple more useful features of the animation tools while adding
some new frames. You notice that the tag adds on to the new frames. We gotta make sure we
fix that and change it from the 1st frame to the 2nd frame. You can copy and paste frames
on top of each other, so I'll take this 1st frame, copy it and paste.
Then
We got some empty frames to work with, so if I wanted to draw a doughnut here I could
just copy over this and then paste it and then we can just start editing it. But if
I want to see what it looked like in the last position, this is where onion skinning comes
in and it is super useful. So this little button here it turns on onion skinning. You
can't say anything right now, but that's because the background is in the way we turn off the
background. We can see the previous frame if we put another drawing here like a big
green blob.
Something and went back to this frame. We could also see the future frames. Onion scanning
allows you to see frames in the past and frames in the future, and you can change which frames
you can see by dragging the little handles down here. It's a little bit fiddly, but if
we drag this end away from this frame, we no longer see the future. And if we drag this
frame away from this frame, we no longer see the past. This is really useful when doing
animation to make sure everything lines up as it should, as we can see it doesn't work
right now with the background on, but you can just mess with the same.
Please click on this little button like we've seen before. Little settings will open behind
this bright. This works only for transparent layers, so if we put it in front of this Brighton
now see all of our onionskin frames but they are on top of our frame so I don't really
like that. I usually just keep it on behind and turn the background off. You can change
the tint of the onion skin frames with this button. You can change the opacity, a lot
of sense here. I tend to just keep it on the default and mess with it if I need to, but
that brings us to our next challenge. I want you to animate the donut and bring it to life.
Anything creative that you can think of.
To make this donut into a little minion, try and use all of the tools that I've shown you
so far.
Let's go through with an example of how I might do it. I'm going to take this base doughnut
frame and paste it over. I'm just going to squash it down with the transform tools. I'm
going to change the pivot point of the transform tool. The bottom and justice squash it down,
but I can't see what it looked like before, so let me turn on some onion skinning frames
so settings should be behind Sprite. And let's turn the background layer off. Make sure I've
dragged that handle out so I can see the previous frame. I might even skip back a bit. Make
this a little bit more extreme.
You'll find that animation is a lot of tweaking and going back and forth. Don't worry bout
it, this is just how it goes as I can see where the sprinklers are going so this spring.
Is missing, so let's put this up there.
It's out of tag to this animation and call it the alive it's squashing down I'm gonna
have it pop up into the air so let me take this frame so I don't have to draw it out
again and paste it here and then let's just move it into a high position when it's in
the air I'm going to draw in some little legs.
I can see from the little preview window that the sprinkle when it squashes down looks a
bit weird. Let me just try this kind of want the purple area in the middle to squash out
a bit more constantly going back and forth, tweaking it out. He's in the air and he's
got his legs out, so in the next frame if we add the frame I'm going to bring him down
and he's going to land, but his legs are going to be fully stretched out.
Kind of doesn't look like his land and so on. This frame without another frame man was
dragged the whole doughnut down a bit. Maybe legs can sort of bending a bit at another
frame and then just add this one to their should land just like that. Who who think
it might be better if instead of going to straight leg to bend to straight leg we just
go from bend to straight leg. So I'll delete this straight like frame here. Lot of tweaking
lot of playing it out, discussions down and then he jumps up, his legs come popping out.
Hit the floor and then bounces back to his normal position. What if you had eyes pop
his eyes open a bit?
As far as going up allowed the next day in.
More does not look like.
Wing ring it's kind of silly, but I like it. Let's mess with the timings a bit. I want
the squash to last just a little bit longer, so 150 milliseconds. Let's change that to
2:50 must frame. I'll change that about 2000 so it lasts long and then.
Wiggle wiggle into boom. We can even add in an idle animation. So let's move that into
11 out of new tag. Call this Idol really quickly move this head down. Bing bong. Change the
frame properties and let's put this at like 300 now has a little idle animation so we
have the wiggle.
Swiggle, and he's wriggling and boom pops up his eyes pop out and he has the little
idle animation if we go to the playback button and do play all frames, ignore the tags. We
can see all of that in sequence. It's not incredible, but that's how you animate in
a spray.
Text boy animation. All you have to do is go to file and export and save it as a GIF
or Jif. However, you say that so let's call this.
Dot gift file.
And this will save it as an animation. I put the resize onto about 800% so I can show people
you can select the frames that you're going to export as animation, so you could just
export the wiggle or the alive or the Idol, whichever one you wanted. But I'm just going
to do all of the frames and all of the visible layers, so if I export that set the animation
loop, yes please. And if we open the.
While we have our little GIF animation, pretty cool if you want to export all of the frames
as layers like PNG, all you have to do is change it to PNG files that will export every
single frame as a PNG, so you can put it into some external video editor or something. Those
settings are really useful if we look at a file where I have a whole bunch of different
characters and layers. Look at all these layers and let's say I just wanted to export this
attack animation that he does Bing, Bing, Bing. I could just go to file export.
On frames.
An attack there are a lot of super useful settings there for exporting your animations,
so you have no excuse not to send me them on discord and social media. Congratulations
for getting this for and learning how to use a Sprite and the animation tools. Why don't
you try and make it walk? Or if you want to improve your animations, checkout the twelve
principles of animation. Thanks, fortune and I'll see you in the next video.