WEBVTT
Kind: captions
Language: en

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Don’t Starve has a fantastic horror-inspired
art style, and in this tutorial I’m going

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to show you how to design and animate your
own 2D character in that style.

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We’re going to make a playable character,
but I will also give tips on what to do for

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original creatures.

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I have a version of this tutorial that is
easier to browse through on Amino: you’ll

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be able to tap the left or right side of your
screen to skip to the next important point.

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I started uploading to Amino because they
launched a Creator Program that pays you when

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followers watch your videos.

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Unlike YouTube, anyone can join, and it favors
short stuff less than 3 minutes.

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It’s like an animator’s dream.

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If you don’t have Amino, use the referral
link below to download the app, and then search

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for CrownePrince to follow me for new video
stories (or just use the second link below).

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If you sign up for the Amino Creator Program
to start making money use referral code ACP10

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to get $10 in your Amino account upon joining.

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Let’s start with sketching a character design.

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Don’t worry about the lineart style yet:
just focus on getting the shapes how you want

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them.

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Here are the design rules.

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Overly large head; every character has a unique
head shape.

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Eyes can be black dots, black lines, or white-filled.

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Shadows around eyes are common.

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Most characters have black hair, but color
is definitely allowed.

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Don’t forget ears, if visible.

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Rectangular body.

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Arms are sticks with top sleeve and meaty
hand.

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Legs are sticks with shoes.

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Some Don’t Starve characters break a style
rule or two, so if you need to for your design

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go ahead.

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Your design will also look more believable
if the character isn’t happy, though a crazed

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expression works pretty well too.

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“I’ve been harvesting Pokemon for 20 years
and I still can’t win a league.”

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Every major body part has a closed outline:
heads, legs, bodies, hands, and so on.

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For creature designs this is also true most
of the time, common exceptions being where

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arms join the body.

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The bigger a monster gets the more complicated
its body parts and more often you’ll have

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an incomplete outline for animation reasons.

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Overall, if you can keep a body part contained
in its own outline, it’ll make animation

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easier.

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That’s why muzzles usually have a closed
outline.

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Next step is to draw the pieces for your animation
rig.

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I’m using Toon Boom today, but you can use
any animation program with layers and tweens.

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Take your sketch and draw the outlines for
each piece.

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Very important: the face must get its own
layer so it can float around on the skull.

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In the end you’ll have pieces like this.

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To get the outline style, use a thin round
brush with no texture.

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Rather than draw the perfect thickness right
off the bat, take your thin brush and build

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up the line with one or two more strokes.

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As you do this, imperfections will happen
naturally.

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Leave all that in.

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You might want to clean it up a bit, but that
is how you get the style.

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You can put a game character piece on the
canvas to make sure your lines are the right

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thickness.

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Important outlines are thicker.

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Details are thinner and sketchier.

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If a character part has multiple different
colors, a black line usually separates the

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colors.

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Draw those in now.

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Next is coloring.

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To fill in any black areas, take your brush
and scribble over the area, then erase everything

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outside the outline.

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Your scribble should be straight lines that
follow the grain of the area.

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Make this a different color so you can actually
see to erase.

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Back fill the scribble with your color of
choice.

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Fill in your other parts with dull versions
of the original colors.

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Your end result should be like this.

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Not this.

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Normally for a white character you would use
pure white for the skin, but I’d like to

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get a bit of a darker skin tone, so I’m
going to try this.

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Set the control points for your pieces, duplicate
and flip the arm and leg.

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Your character is ready to animate!

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I’m going to show you how to animate an
idle cycle and a run cycle for this front

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perspective.

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What to pay attention to for the Don’t Starve
animation style: 1) The face often moves out

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of sync from the head, and sometimes on its
own for things like nods or head shakes.

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2) Make every animated action with as few
pieces as possible.

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There are a lot of sudden snaps from one piece
to another - no frame by frame drawn transitions.

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Animate movement with tweens, lots of squash
and stretch.

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For idle, create two keyframes.

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One at the top of the cycle, stretched up,
arms together.

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One at the bottom, squashed down, arms out.

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Do not move the legs.

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Repeat the first keyframe at the end of the
cycle.

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Apply ease in, ease out to the keyframes.

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Move the keyframes for the arms so they are
delayed.

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To make the delay loop you have to create
keyframes where the cycle ends, copy them.

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Then push back the keyframes on frame 1, and
paste the copied keyframe on frame 1.

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This is a really useful thing to know how
to do in any animation, really.

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Add some keyframes in the middle of the hands
and rotate them to make them swing.

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Delay the face a few frames.

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Delay hair, and add some squash and stretch
to it.

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Finished.

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To animate a run, start with the first keyframe
- I’m choosing to do the top of the run

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cycle.

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You will need to draw a front facing hand
and a bent leg.

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I also drew a U-shaped leg for the back pose.

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Pose your pieces in this general shape.

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Second keyframe: the contact position.

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The lead foot is just touching the ground.

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Body is traveling down.

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Next keyframe - the bottom of the run cycle,
bent knee.

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This happens right after the foot hits the
ground.

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The body is the most squashed and lowered
here.

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Fourth keyframe is when the leg is straight
up and down, pushing the body up again.

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Just by playing these four keyframes you should
see how the animation will look.

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Check to make sure things are flowing okay.

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Then, copy the animation for the left arm
and paste it to the end of the right arm.

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Do the same for the leg and all opposing limbs.

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Copy and paste the four frame cycle for the
body and head.

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This will give you the 8 base frames for a
run.

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Theoretically you can tween these and it’ll
be 16 frame run.

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However, the Don’t Starve run is very poppy,
so there are no inbetween frames between keys

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2,3,4 and 6,7,8.

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The feet only touch the ground for 2 frames
each side.

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All of the inbetweens are crammed between
8 and 2 and 4 and 6.

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To make your animation true to the mood add
a filter that yellows out the whites and vignette

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lighting to shadow the corners of the screen.

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You might be wondering: can you mod your character
into the game?

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Yes.

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However, it’s a hellish mess to figure out.

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It was faster for me to animate all of this
on my own.

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If you can get a mod to work, all of the animations
are done for you.

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But it takes many hours to mod unless you
reskin an existing character (even then it’s

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a lot of hours).

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That’s the end of this tutorial: the next
one is how to animate the Paper Mario style.

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My inspiration for these comes from your suggestions,
so comment below!

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You can get tutorials and animations early
by joining my Patreon.

