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Master Independent Animation and Color Expression

2D Animator, JDGE




Class Details


  • Basic~Advanced
  • Total 59 videos
  • Japanese
  • English, Traditional Chinese [Auto]
  • Class materials included



[Dictionary]2danimator,jdge_JP Details

Curriculum
Curriculum

In-Depth Look

1st Release (Ch. 1 - Ch. 23) : 2025. 9. 8 18:00 (UTC-8) 2nd Release (Ch. 24 - Ch. 40) : 2025. 10. 16 18:00 (UTC-8) 3rd Release (Ch. 41 - Ch. 59) : 2025. 11. 17 18:00 (UTC-8) **Class release dates and content are subject to change without prior notice.
  • SECTION 01
    Introduction
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    • 01. Introduction and Course Overview- Self-introduction - Career and overview of work involved - Goals of this course / About the assignment project

  • SECTION 02
    Setting Up CLIP STUDIO PAINT EX
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    • 02. Setting Up CLIP STUDIO PAINT EX – Part 1- Explanation of functions necessary for animation production

    • 03. Setting Up CLIP STUDIO PAINT EX – Part 2- Creation and operation of animation cells

  • SECTION 03
    Ball Animation
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    • 04. Animation Functions Explained Using a Ball- Detailed explanation of functions while drawing a ball (circle) - Adjusting motion on the timeline - Onion skin and light table - Explanation of FPS and smoothness

    • 05. Smooth Movement and Timing Using a Ball- About easing and trajectories - Learning the shape of a “ghost” using a ball

    • 06. Key Frames and In-between Concepts- About key frames and in-between frames (interpolation) / difference from sketching loosely - Various ball animations

    • 07. Trying Out Various Movements- Various ball animations

  • SECTION 04
    Character Warm-up Exercises
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    • 08. How to Draw Basic Body Forms- Rough proportions of female and male figures - Center of gravity, hips, and ribcage - Stylized expression and three-dimensionality

    • 09. Facial Proportions- Face size and head size / differentiating male and female faces - Ratios within the face and impression - Expression changes and deformation

    • 10. Drawing Clothes- How wrinkles form - Using photo references - Wrinkles and texture

  • SECTION 05
    Character Animation Examples
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    • 11. How to Animate Blinking and Mouth Movements- Concept of cell separation - Tips for flickering eyes and mouths (“Naka me” and “Naka kuchi”)

    • 12. Understanding Motion Paths- Discussion on motion trajectory and order

    • 13. Character Animation Example 01- Swaying head/body movements

    • 14. Character Animation Example 02- Hair movement

    • 15. Character Animation Example 03- Walking and running

  • SECTION 06
    The Charm of Short Animations
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    • 16. Definition of Short Animations- Definition of short animation - About “viewing calories” (viewer’s attention and energy)

    • 17. Creating Surprising and Engaging Short Animations- Creating “punchlines” through everyday actions and “oddities” - Keep the work’s title to “one word” - Refining detailed acting

    • 18. What to Do When You’re Stuck- Accumulating notes - ‘If’ thinking method for everyday actions

  • SECTION 07
    Characters, Perspective, and Backgrounds
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    • 19. How to Draw Character Body Forms- Drawing the character’s basic body (skeleton) - Perspective-aware basic body drawing - Drawing the body from various angles

    • 20. Drawing Bust-Up and Full-Body Poses- Drawing bust-up and full-body for next steps

    • 21. Calculating Perspective from Body Forms- Perspective lines and eye level passing through the body - Concept of “side view” and “number of heads tall”

    • 22. Understanding Background and Object Dimensions- Knowing size sense of backgrounds and props compared to the body

    • 23. Drawing Backgrounds Based on Body Forms- Drawing background based on calculated perspective and side view

    • 24. Drawing Backgrounds Based on Body Forms (Bird’s Eye & Worm’s Eye Views)- Using the basic body for bird’s-eye and low-angle views - Following previous methods while demonstrating challenges - Points to be careful of in bird’s-eye and low-angle views

    • 25. Advanced Background Thinking- Discussion of focal length, vanishing points, and fisheye - Mixing one-point and two-point perspective

  • SECTION 08
    Color Expression and Composition
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    • 26. Guiding the Viewer’s Eye and Color Planes – Part 1- Brightness-independent color light and shade - Color schemes and impressions

    • 27. Guiding the Viewer’s Eye and Color Planes – Part 2- Graphic design thinking for directing gaze using color areas - Lighting as “lies and boldness” - “Color areas (silhouettes)” more important than perspective and drawing - Feeling like “sticking stickers” and composition

    • 28. Color Expression and Color Range – Part 1- Impression and inherent color - Color zones (tones)

    • 29. Color Expression and Color Range – Part 2- Theory of RGB relativity between gray and highly saturated colors - Can skin color be expressed using only blue?

    • 30. Color Expression and Color Range – Part 3- Why not use 100% pure white or black - Reflected light and subsurface scattering (SSS)

  • SECTION 09
    Actual Coloring Techniques
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    • 31. JDGE’s Coloring Techniques – Part 1- Painting method applying hard light - Inherent color adjustment - Ways of rendering and pros/cons

    • 32. JDGE’s Coloring Techniques – Part 2- Grisaille painting method using tone curves - Applying inherent color and its advantages/disadvantages

    • 33. Adjusting and Controlling Color Information- Using flare and para for aerial perspective - Diffusion effect and “removing” color - Skin tone adjustment

  • SECTION 10
    Camera Work
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    • 34. Camera Work in CLIP STUDIO PAINT – Part 1- Difference between PAN (camera panning) and FOLLOW

    • 35. Camera Work in CLIP STUDIO PAINT – Part 2- Camera work with subject changes and easing

    • 36. Camera Work in CLIP STUDIO PAINT – Part 3- Camera shake expression - Flicker effect

  • SECTION 11
    Project Work
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    • 37. Deciding on Concept and Layout- Deciding the concept of the assignment work - Deciding layout (see Sections 09 and 10 for reference)

    • 38. Color Roughs / Background Roughs- Color rough for layout (still image/background) (see Section 11)

    • 39. Motion Roughs- Motion rough using circles (see Section 08) - Motion rough from skeleton to clothes (see Section 08)

    • 40. Key Animation (Clean-Up)- Practice and explanation of key frames (line art and tracing lines)

    • 41. In-between Animation- How to do in-between frames

    • 42. Coloring- Bucket fill and useful coloring separation methods

    • 43. Background Finishing- Background painting and finishing based on color rough

    • 44. Shooting Process – Part 1- Adding camera work

    • 45. Shooting Process – Part 2- Effects like flare and para, color correction

    • 46. Completion and Export- Completion of the assignment work

  • SECTION 12
    Advanced Animation Techniques
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    • 47. Bust-Up Character Movements: Basic Body Forms- Waving hand motion

    • 48. Bust-Up Character Movements: Basic Body Forms- Up/down movement of head and shoulders

    • 49. Bust-Up Character Movements: Basic Body Forms- Turning around

    • 50. Bust-Up Character Movements: Hair Movement- Hair fluttering and awareness of “air ball” and S-curve trajectory

    • 51. Bust-Up Character Movements: Hair Movement- How to draw and think about fluttering front-to-back movements

    • 52. Bust-Up Character Movements: Hair Movement- Fluttering of clothes (hoods, capes), gust fluttering

    • 53. Bust-Up Character Movements: Clothing Movement- Hard texture clothing - Soft texture clothing - Traditional Japanese clothing (Wafuku)

    • 54. Full-Body Character Movements: Walking/Running- Loop animation of walking/running - Walking and running from front and diagonal views

    • 55. Full-Body Character Movements: Jumping- Relationship of center of gravity and hips in jumping, preparatory motion

    • 56. Full-Body Character Movements: Advanced Techniques 01- Center of gravity movement and motion sequence until sitting on a chair - Preparatory motions

    • 57. Full-Body Character Movements: Advanced Techniques 02- Throwing motion - Lifting heavy objects - Falling motion / swinging a stick, etc.

  • SECTION 13
    Submitting Your Work and Course Wrap-up
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    • 58. Tips for Submitting Your Work and Staying Productive- Overall adjustment after review - Reviewing concept before production - Comparing at thumbnail size - Works should, if possible, show “patterns” and be “rested” (put aside)

    • 59. Mindset for Creating Your Own Work- Finish and submit even if imperfect - Follow intuition and sense of discomfort - Balance between sense and theory

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