1 00:00:00,000 --> 00:00:05,430 Hey, let's keep on a roll with last week's themes! Children, treasure, dragons, dying. 2 00:00:05,430 --> 00:00:08,809 Yeah. Woo death! Woo! 3 00:00:08,809 --> 00:00:13,480 Welcome back to Scribble Kibble, your weekly source of animation tidbits. Yes, whether 4 00:00:13,480 --> 00:00:17,430 you're learning about animation or you want to watch animations or you want to listen 5 00:00:17,430 --> 00:00:23,619 to the smooth saucy sidle of my silly voice, grab a snack or a drink, sit down and enjoy. 6 00:00:23,619 --> 00:00:28,730 Or listen on your headphones while doing an intense workout. You decide! 7 00:00:28,730 --> 00:00:33,899 So the theme of today's animation is very similar to last week's Reversal of the Heart, 8 00:00:33,899 --> 00:00:40,040 but this animation is rougher in terms of the artwork. It's called Unicorn's Fortune. 9 00:00:40,040 --> 00:00:44,450 And it's your fortune to decide whether or not you want to watch it before I explain 10 00:00:44,450 --> 00:00:48,010 it. Here's the link. 11 00:00:48,010 --> 00:00:52,739 It's funny how mad everyone gets at the ending. How could the unicorn choose the crown over 12 00:00:52,739 --> 00:00:58,710 its family! Bad! Bad unicorn! But this is a classic story of choice and consequence. 13 00:00:58,710 --> 00:01:03,910 The choices we make and the results they will have – it's not always so obvious until 14 00:01:03,910 --> 00:01:05,530 it's too late. 15 00:01:05,530 --> 00:01:11,290 So guess what! This is animated in GIMP, which is a free drawing program. Now, even though 16 00:01:11,290 --> 00:01:16,479 this is a finished animation, the interesting thing is it's still pretty rough. While these 17 00:01:16,479 --> 00:01:20,530 gray lines may look like shading, they are actually the construction lines for the final 18 00:01:20,530 --> 00:01:25,259 artwork. You see stuff like this when an animator is planning the motion of something so that 19 00:01:25,259 --> 00:01:30,540 it looks natural when the final black line is put down. Usually the construction lines 20 00:01:30,540 --> 00:01:35,549 are made up of circles and straight lines. Like a skeleton the animator can follow. When 21 00:01:35,549 --> 00:01:40,409 the final lines are done, the animator deletes the construction lines. For some reason this 22 00:01:40,409 --> 00:01:44,869 time they chose to leave them in. So we get to look at them and see how it works. 23 00:01:44,869 --> 00:01:49,720 There are some noticeable time saving measures in the animation too, like – sliding a still 24 00:01:49,720 --> 00:01:54,720 image from one spot to the next, copying the same head for this walk cycle instead of drawing 25 00:01:54,720 --> 00:01:59,860 a new one each time, and animating mostly in black and white. When your project has 26 00:01:59,860 --> 00:02:05,380 a deadline but includes things like animating an Eastern style dragon flying, you have to 27 00:02:05,380 --> 00:02:08,179 figure out what you can do to save time elsewhere. 28 00:02:08,179 --> 00:02:12,150 If you take a look at Unicorn's Fortune and some of the animator's other videos, it's 29 00:02:12,150 --> 00:02:17,780 pretty clear they are very good at building and using anatomy. So even though the unicorns 30 00:02:17,780 --> 00:02:21,510 and the dragon are moving all over the place through different angles and perspectives, 31 00:02:21,510 --> 00:02:27,590 their skeletal structure stays consistent. This is called staying on model. It's something 32 00:02:27,590 --> 00:02:31,269 I'm terrible at, so don't look at my art to get better at it. Every time I draw something 33 00:02:31,269 --> 00:02:35,209 its legs are longer or shorter than they were the last time, or something is just different. 34 00:02:35,209 --> 00:02:40,129 Oh! Making a character reference sheet, or a 3D object you can turn around in your hand 35 00:02:40,129 --> 00:02:44,690 for seeing what it looks like at different angles will help you stay on model. And drawing 36 00:02:44,690 --> 00:02:48,950 rough construction lines. That'll help you too. It's just ways to make sure your character 37 00:02:48,950 --> 00:02:53,780 looks the same and has the same patterns and markings and muscles from whichever way you 38 00:02:53,780 --> 00:02:56,080 look at it and no matter how it's moving. 39 00:02:56,080 --> 00:03:02,370 The animator of Unicorn's Fortune has a slew of mini animation tutorials. I've put the 40 00:03:02,370 --> 00:03:08,430 playlist and a few of the most useful-slash-interesting ones below. In terms of animation their strongest 41 00:03:08,430 --> 00:03:14,159 points are character flow and anatomy, so if those are your weak spots take a look. 42 00:03:14,159 --> 00:03:25,340 Thanks for watching. Tune in next week for more Scribble Kibble!