Video summary
COURSE: Anyone Can Animate!
Main summary
Key takeaways
Main ideas / concepts conveyed
- Promote a beginner-friendly animation course (“Anyone Can Animate!”) that starts from scratch and gradually increases in complexity into more traditional, hand-drawn animation workflows.
- Use free/open-source tools (especially Krita) and encourage learners to check platform availability before paying.
- Teach animation fundamentals in a controlled, step-by-step way:
- Start with very simple motions (e.g., animating a single letter).
- Progress through timing control, in-between management, scene planning, layering, and drawing cleanup.
- Strongly critique common online tutorial advice, especially guidance involving:
- Drawing “through boxes”
- Overly complicated or “torture-like” exercises
- Poor or inconsistent fundamentals (e.g., waiting to practice until a future film; misaligned tool/technique guidance)
- Encourage learning through fun and “craic” (joy/enthusiasm) rather than frustration.
Methodologies / instructions (detailed)
Course tooling & setup
- Use Krita (free), available for Mac, PC, Linux, with hints at a tablet version.
- Check platform compatibility before investing.
- The teaching approach is grounded in traditional hand-drawn animation principles similar to major studio pipelines (e.g., Don Bluth / Disney-style).
Animation progression (overall structure)
- Start extremely simple:
- Animate a capital letter: “I”
- Use only:
- A small number of keyframes
- TWEENS
- Goal: get the object moving immediately.
- Build complexity in stages:
- Add intermediate frames in the next step/video.
- Adjust timing in a later step/video.
- Teach timeline manipulation:
- Scale the timeline
- Move drawings to affect frame rate / spacing
Timing & timeline control techniques
- Use hotkeys to navigate and control the timeline more easily (since manual navigation is a common sticking point).
- Color-code keyframe/point meaning to make the timeline readable:
- Gray = keyframes
- Green = bottom point
- Blue = top point
- Brown = even lower than the bottom point
- (and similar logic for additional points)
- Learn timing charts:
- Even if they look scary, they’re presented as essential “best friends.”
- Purpose:
- Draw keyframes first
- Postpone in-betweens to a second stage
- Gain precise control of intervals and timing
- Use timing charts to create:
- Multiple acceleration/deceleration patterns
- “Three different types” of accelerations/decelerations based on different timing schedules
Creating motion effects (already-drawn shaking)
- Re-expose already-made drawings to generate a shaking effect, inspired by classic Looney Tunes / Warner Brothers style.
Scene sketching and pre-visualization (planning)
- Before transferring to the final scene, do a full scene plan with sketching:
- Draw everything on one sheet of paper
- Plan the scene sequentially (beginning → end)
- Optionally use lined paper for guidance (horizontal lines)
- Add timing notes and small horizontal time graphs on the sketch:
- Indicate where intermediate phases should occur
- Pre-animate the concept mentally using sketches and spherical/organic shape thinking
- Avoid box-based construction:
- The speaker argues 99% of “boxes” is a mistake
- Encourages avoiding boxes and using more organic/structural forms instead
Transferring sketches to a full animation scene
- Take the sketch and:
- Add timing charts correctly
- Transfer into a real scene with frame-by-frame, key-by-key construction
- Use onion skin as a “light table”:
- Tweak elements
- Move pieces
- Check volumes and placement consistency
Layering workflow for details (example: character eye)
- Start simple with a ball character:
- ground line + dotted/sphere character + keyframes
- When adding detailed parts (like the eye):
- Use additional layers as needed
- In the learning example, keep everything in two layers so mistakes in one part (eye) don’t break the whole body
- Use a “light table” technique for:
- Eye blink timing
- Position/volume control
Drawing cleanup and color workflow (mask-based painting)
- In the finishing/painting stage:
- Ensure lines are clean enough to apply color
- Fix broken line gaps and detail issues
- Use a mask workflow:
- Create a small white mask for the character area
- Paint on the layer attached to that mask
- Advantage: faster painting than painting all colors on one flat layer
- Supports advanced-looking lighting effects:
- Gradients can be on separate layers
- Adjust opacity and blending modes
- Can create sharp or soft gradients (e.g., shadow under a cloak; soft top gradients)
Walking cycle section (movement + diagnostics)
- Includes a walking-cycle course/video:
- Uses “classic slides” from prior courses
- Example: stick man
- Walking video described as 19 minutes, covering the process start-to-finish
- Focuses on common mistakes and how to correct them:
- Incorrect foot position is highlighted as a major error source
- Mark and diagnose foot placement early to prevent cascading errors
- Introduces dot plotting / point tracking:
- Create a new layer
- Select a point (e.g., wrist)
- Place a dot for each frame by moving through frames
- Use the dot trail to check whether motion matches expected physics
- Example:
- Identify a point (e.g., “seventh point”) to adjust
- Fix a pendulum-like swing motion
- Detect errors like a joint being “too close” (e.g., “number 17”)
- Addresses motion-path smoothness:
- Prevent “jagged edges” / kinks in the motion trajectory
- Symptom: “not working” due to incorrect arcs/periodicity (speaker references missing “a period” and small kinks as likely causes)
Export/rendering
- Export final animation in:
- MP4
- PNG sequence (preferred because it is uncompressed)
- PNG sequences can be imported into professional editors:
- DaVinci Resolve
- Premiere
- Final Cut Pro
Additional learning path & follow-up courses
- Mentions follow-ups and platforms:
- Patreon and YouTube channel memberships
- Udemy
- Follow-up course on Tahoma 2D
- Positioning of the learning path:
- Build courses as a pipeline from beginner to more complex animation work
- Krita is presented as ideal for hand-drawn animation
- Tahoma 2D is introduced to cover sound/other limitations (described as similar to OpenToonz)
Lessons / attitudes emphasized
- Start simple and keep momentum—a dead end should motivate action, not stop progress.
- Use structured timing control rather than improvising intervals blindly.
- Plan first, then animate (sketch + timing charts + onion skin).
- Correct motion using diagnostics (dot plotting / trajectory checking).
- Learn fundamentals from professionals, not from “self-proclaimed” internet teachers who mix good and bad advice.
- Use fun as fuel—animation practice shouldn’t feel like torture.
Speakers / sources featured (as stated)
- Don Bluth (referenced as a studio/workplace; “his studio”)
- Disney
- Warner Brothers / Looney Tunes (for the shaking effect style)
- Krita (including krita.org referenced)
- Tahoma 2D
- OpenToonz (mentioned as similar to Tahoma 2D)
- Udemy
- Patreon
- YouTube (channel memberships mentioned)
- DaVinci Resolve, Premiere, Final Cut Pro
- r/arthelp (Reddit community mentioned)
- The instructor/creator (name not explicitly stated in subtitles), with course branding including:
- “Anyone Can Animate!”
- animewithdermott.com
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