2D Character Animation Study Group
2D Character Animation Study Group
2D Character Animation Study Group
Q: What do I need?
A: All you need is something that you can draw and animate with - whether that’s Adobe
Photoshop, Toon Boom, FireAlpaca (free!), Microsoft Paint, or pencil and paper. Every session’s
exercise will be fairly open-ended and can be completed in different ways.
Q: This time doesn’t work out for me! / I have to miss a session! / etc.
A: You’re all good! If you wish to follow along our sessions asynchronously, exercises will be
listed on this google doc along with some recommended videos for further study. Feel free to dm
me (verance#9470) with any questions and concerns.
Table of Contents
Table of Contents
Fall 2020
Session 01: Character Turnaround (Oct. 17)
Exercise Explanation:
Example: (Dreamworks’ Road to Eldorado, turnaround model of Chel)
Videos for Further Study:
Session 02: Walk Cycle (Oct. 31)
Exercise Explanation:
Examples:
Videos for Further Study:
What else can I practice?
Session 03: Changing Expressions (Nov. 14)
Exercise Explanation:
Examples:
Videos for Further Study:
Spring 2021
Session 04: Modified Flour Sack Test (Feb. 13)
Exercise Explanation:
Turnaround models of characters are very useful tools for character designers, animators, and
comic artists. They not only act as a reference for animating characters by hand, but also can
be rigged and animated themselves.
Today’s exercise will be to draw and animate a 8 point character turnaround. (Hint: That will be 5
unique drawings!) Create horizontal and vertical lines as guides for your character’s proportions,
and use onion skinning and different layers to your advantage.
Exercise Explanation:
An important job of the character animator is to make sure that characters move
believably and feel alive. If you completed the turnaround model exercise from last session, you
probably noticed that your character felt more like a doll or frozen in time rather than a living,
breathing creature.
This session’s exercise will be to create a walk cycle for a character (side view). You will
probably want to create at least 8 frames. I recommend starting with keyframes, then moving on
to inbetweens, as opposed to animating straight ahead from one pose. Try creating arcs for the
movement of limbs, the body and the head.
While reusing drawings or parts of drawings to reduce workload still applies here - be
wary that it may make your character’s walk seem too stiff if you’re not careful. If you’re going
for a traditional animation feel, redrawing lines so that they slightly vary or jitter may be
desirable, as they make the character appear alive and breathing. On the other hand, if you
want a cleaner style or want to do rig/puppet animation, then you probably want to reuse parts
of your drawings.
Note: As you noticed from last session, there may be exceptions involving your character. For
example, you may have a character not intended to be viewed head on - and that’s okay! In
production, that would be a note added to the model sheet or the pitch bible. Rules may be
broken, but it’s important to learn them so that breaking them is an intentional choice on your
part rather than a mistake.
Examples:
Videos for Further Study:
Animating Walk Cycles, by Alan Becker (applicable to any program)
https://www.youtube.com/watch?v=2y6aVz0Acx0
Exercise Explanation:
Another way that animators can make characters act believably and connect with an
audience is through emotions and expressions. Expressions do not have to be limited to the
face - they can include other body language and how the character interacts with objects or their
space.
For this exercise, you are tasked with animating your character shifting between three
different emotions (this animation does not have to loop, but it would be fun to do that!). If your
character is more complicated in design, you can just use their head, and if they’re simpler, you
may want to use their whole body. For your process, you will probably want to decide on three
emotions (anger, boredom, nervous, excited, content, sad, curious, hungry, tired…), in what
order you want them to be, and then create a keyframe for the three emotions you chose. Then,
create breakdown frames, then in between frames.
While you’re drawing inbetweens, you will want to be imagining how you would switch
between those emotions. It’s helpful to have a small mirror or webcam to observe your own
face. Just like you saw with the walk cycle exercise, sometimes you and your acting are your
best reference. You will also want to begin considering timing with the number of frames.
Examples:
17 Animators Take on the Facial Expressions Challenge, by Animator Guild Community
https://youtu.be/C6C9xBxX7vU
If your character were a flour sack, how would you draw them? How is their “flour” (weight)
distributed - are they tall and thin, big and imposing, rounded and soft, heavier on the bottom?
How would you make this sack move and act like your character, without their facial expressions
or other defining features? Is your character shy - would their sack move with hesitation? Is your
character excited - would their sack be jumping around, perhaps a bit more than what would
seem physically possible?
After you’ve made your character’s sack, you’re gonna animate that sack. Ideas of actions
include: