Tutorial on how to use photoshop to make pictures of Pikachu

Source: Internet
Author: User
I would like to give you a detailed analysis of the photoshop software and share with you the tutorial on how to make pica-Qiu images.
Tutorial sharing:
Section 1: Introduction to ps animation
Before learning how to create an animation, we need to familiarize ourselves with the timeline, a function of making an animation in ps. Select "timeline" in the "window", and this window will appear.

 

Timeline window

 

You can also choose the default work area-dynamic, dynamic work area is the layout of the work area that is more convenient for creating animations in ps.

 

After the timeline window appears, we can start to create an animation and click "create frame animation"

 

The timeline enables the frame animation mode, as shown in the following figure.

 

If you click the button in the lower left corner, you can switch to timeline mode. Timeline Mode can be seen as a simple version of AE, which can be used to create complex points of animation. The frame animation mode is simpler and simpler. In this lesson, we mainly use frame animation mode. Later, we will discuss how to create the timeline mode, and click it to switch back.

 

We can see that the frame animation mode has only one frame by default. What do frames mean? We make animations in frames, we can regard each frame as a static image. For example, if we watch an animated cartoon with 20 frames per second, we can say that this animation is made up of 20 images per second.
The most standard animation is 24 frames per second. When early technology was not so advanced, it took 24 pictures a second to make an animation, such as Disney and Pixar, which are well-known animation companies, their animations are all at this frame rate, so our viewing experience is very good and smooth. Because scientific research proves that a person's eyes can capture up to 24 images within one second, it is most smooth and reasonable to watch at this frame rate. However, if we make a simple GIF animation, we can only make a few frames.

 

By default, there is only one frame in the animation mode. A frame cannot constitute an animation, so we need to add a new number of frames to make it dynamic.
Click the Create button to create an animation frame. The number of frames added to the window is displayed.

 

Drag the animation frame to the recycle bin to delete it.

 

Next we will create several images of different colors and try to create an animation.

 

Animation frames correspond to the layers in the layers. These animation frames can also be dragged and moved.

 

Press the play button to play the video. A small animation is formed and you can click stop. The shortcut key of the play button is the space key.

 

The buttons next to the play button select the first frame from left to right, the last frame and the next frame respectively.

 

If you find that the animation is played too fast or too slow, you can click the number of seconds to change the playback time of each frame. You can also press shift to select multiple frames to change. Click "others" to enter any desired number of seconds.

 

During playback, the default playback status is only one time. We can adjust it to "forever". The loop playback mode shows the effect.

 

Some operations such as copying, pasting, and deleting a single frame can be found in the triangle button on the right side of the window. You can try these operations. If you are not satisfied with the animation, you can also choose to delete the animation.

 

In this way, we have mastered the basic operations for making animations in frame animation mode.
Next, let's take a look at how to output GIF animations. In the file, select the shortcut key "storage as the web format": the mac computer is com + option + shift + s, the PC is ctrl + alt + shift + s. Select the GIF mode, and select the maximum number of color identifiers (256), which is the highest definition and then stored.

 

Section 2: Let Pikachu move and output as an expression
After learning the basic principles and tools of animation production in ps, we can start to make a pickup of QQ bounce sensation. Here we use four frames to form a GIF animation, it can achieve a basic smooth feeling, of course, it can also increase the number of frames, making the effect more smooth and difficult. Although we already understand the production principle, a smooth and real animation actually exists based on the mechanical principle. The completion of an action is composed of preparation, preparation, and buffering. Take people running as an example. When we are running, we usually place a good posture. The next action is not to rush out directly, but to prepare the body to press your knees or lean down, this time will be very short, and then pop up. When it is stopped, there will also be a buffer, and the buffer is also a very short effect, in addition, the quality of an object or the speed of an object may vary. If you have learned physics, it is not difficult to understand it, all creatures and non-creatures follow this theory. Therefore, if we want to create real animation effects and simulate the real animation principle, we must not take away the basic role of mechanics.

 

However, when we do animation, we generally boast exaggerated and dramatic content. Just like the cartoon "cat and mouse", there are a lot of exaggerated techniques beyond common sense, which is also the charm of animation.

 

 

The simple little GIF we made is based on the basic animation principle. In this case, we made a Q bullet with a strong sense of Pikachu, similar to a rubber ball, then we can imagine the texture of the rubber ball bounce, first bounce and then contract back, such a simple action. (The following figure shows a small ball bounce reference)

 

Because we are doing simple in-situ bounce, the action is very simple. Next we can try it, because we have split up the bones during Pikachu and it is much easier to do the animation.

 

Here we need four animation frames, which are the default positions -- stretch up -- regression -- compress the four animations down.
To facilitate the adjustment of the skeleton, organize the layers, name the names, and copy the other three groups.

 

Adjust the combination layer to call up the four states respectively. Because the default and regression statuses are similar, you can copy them directly. When adjusting, pay attention to the Force effect. When stretching up, the whole body will become thin due to stretching. When compressing down, the body will expand to both sides, if you want to boast more results, you can boast more obvious effects. The ears, tails, and eyes will also follow the changes, so that they can be more vivid and authentic. To achieve more real results, you can also increase the finer frame number adjustment.

 

Note that these groups are overlapping in ps to ensure that the Pikachu bounce is not misplaced and the center of gravity and position remain unchanged.

 

Next, the animation frames in the timeline window correspond to the layers and adjust the appropriate frame rate in seconds.

 

Play the video to see the effect. If the effect is not satisfactory, you can continue to adjust it. After the adjustment, you can output the animation according to the GIF output method we teach in section 1.
This GIF animation is complete, and we can also use this method to make simple small expressions for some chat software. Next, let's make our own small animations ~ (& Prime ;? & Omega ;? ') Begin
All right, the above information is the detailed tutorial for the photoshop software users to let the Pickachu pictures start and make steps to parse and share all the content, you can see the software users here. I believe that the production process is very clear, so all users will follow the tutorial above to make their three-dimensional Pikachu dynamic.

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