A Complete Beginner's Intro to 3D in Adobe After Effects 2026 | Hongshu Guo | Skillshare

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A Complete Beginner's Intro to 3D in Adobe After Effects 2026

teacher avatar Hongshu Guo, Motion Designer

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      2:38

    • 2.

      Assignments

      1:35

    • 3.

      Navigate in 3D Space

      8:38

    • 4.

      Create Depth with Extrusion

      7:12

    • 5.

      Camera Simplified

      7:33

    • 6.

      Lighting Setup

      6:11

    • 7.

      Make Your Object the Hero

      5:22

    • 8.

      Reflective Material

      4:09

    • 9.

      Background with Life

      6:29

    • 10.

      RGB to Greyscale Colouring

      6:37

    • 11.

      Apply High Density Colours

      10:10

    • 12.

      Scene 2 Setup Workflow

      7:58

    • 13.

      Perfect Camera Control

      9:45

    • 14.

      Camera Animation

      6:19

    • 15.

      Create Sense of Space

      4:11

    • 16.

      Apply Creative Looks

      8:47

    • 17.

      Final Touch Up with Effects

      6:55

    • 18.

      2D Scene 1 Overview

      4:08

    • 19.

      Star Burst Transition

      12:43

    • 20.

      Logo Reveal

      7:46

    • 21.

      Congrats!

      0:53

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About This Class

3D in After Effects doesn’t have to be complicated.

In this beginner-friendly class, you’ll learn how to work confidently in 3D inside After Effects—from the ground up—using a clear, practical, and example-driven approach.

We’ll cover the essential foundations of 3D, including:

  • navigate and understand 3D space

  • create and extrude 3D text and shapes

  • set up cinematic cameras and smooth camera movement

  • design cinematic materials and realistic surfaces

  • build simple 3D environments with depth and mood

  • light your scene for contrast and atmosphere

  • control colour, depth, and visual focus

  • polish scenes and make it cinematic and complete

Instead of copying presets, you’ll learn how to think in 3D, so you can build your own scenes, customize your style, and apply the workflow to future projects.

By the end of the class, you’ll create a 10–15 second cinematic 3D animation—perfect for a demo reel ending, logo animation, or portfolio piece.

This class is ideal for:

  • beginners new to 3D in After Effects

  • motion designers and graphic designers

  • hobbyists looking to level up their skills

If you want to go from zero to confident in After Effects 3D—and create something you’re proud to share—this class is for you.

Meet Your Teacher

Teacher Profile Image

Hongshu Guo

Motion Designer

Top Teacher

Hey! My name is Hongshu Guo. I am a Motion Graphics instructor with 40K students online. I help beginner animators master After Effects animation through online courses. Thanks for checking out my profile. Please take a look at my courses below and hope to see you in my classes.

Watch more free After Effects tutorials on my Youtube Channel: www.youtube.com/@motioncircles

Join the Motion Circles exclusive community on motioncircles.com

See full profile

Level: All Levels

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Transcripts

1. Intro: Hey, this is Hongshu from Moti Circles. In this class, I'm going to show you how to get started with three D in After Effects from the ground app. This is a practical project based class designed to take you from zero to constantly working in three D inside After Effects even if you never touched three D before. This is a project that we'll be working on step by step so you understand how it works and why it works. We'll start with the fundamentals. We'll start with how to navigate three D space in After Effects, how to set up lights and cameras, how to operate cameras and add animation, how to create depth in the scene, how to work with materials and colors, how to polish everything to give it a creative look. Every lesson is taught through real examples and each one builds naturally on the last one. As the class progresses, you will move beyond just setting things up and start thinking more intentionally in three D. You will learn how to build simple environments that feel deep and dimensional, how to use lights and camera to guide attention, and how to control color, contrast, and materials to create mood and atmosphere. Instead of scenes feeling flat or random, your work will start to feel focused, cinematic, and more complete because every choice supports the final result. By the end of this class, you will create a cinematic 15 second three D animation, something you can use as a demo reel ending your personal logo review animation or a customizable portfolio piece. More importantly, you will walk away with a repeatable workflow and a clear three D mindset you can apply to your own projects, not just one simple animation. A lot of people think three D and After Effects is hard or overwhelming, and that's usually because it's not taught in a practical way. This class, everything is explained inside a real project so you understand how each element, camera, light, material, and color works together. Instead of copy presets, you will learn how to think and make decisions in three D so you can solve problems and build your own scenes with confidence. A basic knowledge of After Effects is recommended before taking this class. We will not be covering After Effects fundamentals. Instead, we'll jump into the three D aspect of the program right away from the start. If you're a motion designer, graphic designer, or hobbyist who wants to feel comfortable creating cinematic three D work in After Effects, this class is built for you. Simple, intuitive, practical. I can't wait to see you in class. 2. Assignments: Welcome to the class. Let's talk about the class assignment. In this class, your assignment is simple but powerful. You're going to create your own short three D animation in After Effects using the techniques we built throughout the classes. This class is designed to be followed step by step, so I recommend watching the lessons in order. Each lesson introduces one core idea like three D space, cameras, lights, materials, colors, and animation, and every concept builds on the last one. As you go through the class, I encourage you to pause, try things, and experiment. You don't need to copy my scene exactly. Think of my project as a framework, not a template. You can customize your text, your logos, your extrusion depth, your shapes, camera movement, lighting styles, and especially your colors and mood. If you want something bold and graphic, go for it. If you prefer something soft, minimal or cinematic, that works too. The goal isn't to recreate my animation. It is to use the same thinking process to build something that feels like yours. By the end of the class, you should have a 15 second three D animation that shows clear depths and space, intentional lighting, controlled camera movement, and thoughtful color choices. When you're done, upload your final animation or a preview frame to the class project section. You can also share screenshots or working progress. Those are always welcome. Remember, this is about learning how to work confidently in three D, not about perfection. Follow the process, make it your own, and most importantly, enjoy the learning. I can't wait to see you in class. 3. Navigate in 3D Space: Welcome to this lesson. In this one, we're going to show you how to navigate in three D space inside After Effects. First of all, let's open After Effects. And in order for us to have the same layouts, we can go to Windows and then go to workspace, and then we can choose the standard layouts, which is going to be the default layout when you are first opening After Effects. And once I choose standard, this is what it looks like. But another thing I need to do is I need to also reset standard to save layout so that I can push it back to the default layout. And this is the layout that we have. Just so we have the same panels on this program. Now, what we need to do is create a composition, hit on new composition, and then we can just call this one main cup. Is 1920 by 108025 frames per second. And let's do around ten second. I just want to show you how we navigate inside the three D space in After Effects. And first, let's create a text, in this case, we can create just call this 13d and then make it bigger. Can center it like so, and then we can go to character, change the font, we can change it to pop ins, maybe make it bold so that we have a bolder font in three D space. And then we can center the anchor points, hold down command and then triple click on the Pen hint to center the anchor point. And now we can also center this text in the composition. So we go to line and then we go to center this. Now, let me just make this even bigger. This is going to be my two D view here. Everything is two D. So in order to turn on three D, we need to turn on the three D feature of this composition. When we are making the composition, when we're making the new comp, if we go to Command K, this is our composition setting. We need to go to three D render and then make sure it's set to Cinema 40. There's also classic three and advanced three D inside this render. But in this lesson, in this whole class, we're going to focus on Cinema 40, which is the most advanced three D setting inside After Effects. So we need to choose Cinema 41st, click on K, and then this layer, we need to turn on this three D icon here to make sure this layer is turned into three D. So we're going to click on this icon. If you don't have the icon, make sure you click on this button, the left corner button here to show all these different features on this layer so that you can access the three D button here. Click on three D, and now we have an axis, and we can see over here, it says the render is set to Cinema four D and then we're in the active camera view, and then we have one view here. Everything we need to do to get started in order to turn one layer into three D. And now since we are turning this layer into three D, we can actually let's go to the drop down menu here on this layer. Since we turn it into three D, we have geometry options here, and then we have a material option. So in this case, we can actually extrude this layer to make it thicker. And in order to see that, we need another view over here. So over here on the corner of this preview panel, we can click on this one view and then change it to two view here. Once we change it to two view, and you can see we are adding one top view on this side of the preview panel. And then over here you can see this top view is selected. Once I click it, it's going to be highlighted in blue on the corners. It means that this view is selected. And I can also change this top view to another view over here by selecting either front view or the left view or the top view. So I'm selecting and changing this right panel preview, and I can also change and selecting and change this left panel view here. Now it's set to active camera view. So that's a default. I can also change this left view to either a left view or top view, any other view I want. But normally, I will just make sure it's going to be inside the active camera view. And this is a two view setup. We're going to be using the two view setup in the class throughout the classes. And just want to show you there's also a four view setup. So if you're working on more a densed three D, you can actually have four different views here, and then each one is going to be represented by a different angle, like this one is going to be the back and then this one front, this one is the right so that you can see all sides of your object. In one go. However, we're not making it too complicated. We're sticking with two view for now. And then we're sticking with top view on this right panel, active camera view on this left panel, that's good. And then what we can do is we can extrude the depth of this text here. If I change this number to be a bigger number here, you can see, I'm actually making this text thicker from the top view so that we have some thickness to the text. So that's how we navigate the views of the three D space. And another thing I want to show you before we get into the next class, which we're going to get started with the project right away is that we want to show you the navigation, which is the three different navigation orbits, N, and then dolly. So in order to orbit around our object, we need to hit C on the keyboard. It's actually this here. So the shortcut is C. If we hit C on the keyboard, we're going to have this icon that's on our cursor. And then if we click the left mouse button and then drag it so that we can actually just orbit around this text that we have, we can see the different sides of our objects. So right now, let me just go change the color to maybe a red color here. And then we're going to click on the path in the drop down, go to animate, choose a side, color RGB, and then we're going to change the color of the side to maybe a lighter red so that we have some separation between the front color and the side color. Right now, I'm still in the orbit tool, so I can just drag this one and orbit around this hero object. So that's how I orbit the object. However, this is only orbiting. We're not actually turning this object. We're actually just changing the camera view or the preview of this scene here instead of changing the object so that the object it's still staying still, but we are actually just moving around to see the different sides, right? You can see on the top of you my object is not moving. It's still staying still. So that's how we do it. And once we get to a weird camera angle here, we can actually go back to our view. So we just go to active camera and then reset default camera. So once we reset, it's going to go back to a front view active camera view. So that's how we reset after we orbit. And this is orbit. Once we hit C again, we can actually go to this pen view here. So pen is basically just moving left and right and up and down in the three D scene here. So we're actually just seeing the things move up and down and left and right. Very simple, straightforward to understand and same thing, we're not moving the object. The object is staying still. We're only moving the view here. And once we do that, the camera is going to be moved, so we need to reset the default camera to go back to the original view point here. And then the last one is going to be the dolly forward zooming in and out. So this is a dolly if we hit C, we're going to toggle between the three here. I'm just hitting a C here. Once I have the Dow tool here, I'm going to just click the cursor, mouse button to go in and out zooming in and zooming out of my object. So that's how we navigate inside the three D space. And once we are actually navigating inside this three D space with orbiting, so you can see this axis is changing, right? That means we are actually just changing the camera view of the object instead of changing the object itself. So that's the three tools that we can use to navigate within the three D space. That's about everything to get started. In the next lesson, we're going to start on the project right away to start building the scenes. I'll see you in the next lesson. 4. Create Depth with Extrusion: Let's just create a new composition, 1920 by 1080. We'll do 30 frames per second. Over here, in the three D render. We're going to use Cinema 40 today. Cinema 40 is a robust software. It's kind of, like, as big as there'll be After Effects, but it's from a different company. And they integrate this three D software so that you're able to get true three D in After Effects. And I'll show you what I mean what I mean by true three D. So we're going to do okay, choose Cinema 40, all these options. You don't need to worry about it. We have Cinema 40 turned on, and then let's go draw a circle here. I can just go onto the Elliptol and then let me double click on this. I don't need this full color, so I'll just delete the full color. I'll change the stroke to a red stroke. And you can see for what I'm changing to red, I'm changing to completely red 255 RGB color. So the green and blue are all zero. So I'm changing it to a completely red channel 255. And then I'm going to go inside here, go to Ellipse School. I'll change the size over here to maybe 600 by 600. So I'll just get a perfect circle here. I'll lock the size here. And now we can go to add a three D layer here, just turn on the three D layer, new Sema 40 control skip tours. So now we have I think this is too thin. I want to change it to maybe 20. I think that works. So I'll change it to, let's do 15 pixels for the scroke size. And then once I turn on Sem 40 render, we actually have the other options here. We have geometric options, which is extrusion. Normally, within the classic three D, we actually don't have depths. So when you're thinking about three D, it's going to be X, Y, and Z, right? So X is horizontal axis, and then Y is vertical axis. And then Z is going to be the depth. You go inward. That's going to be the three D dimension, right? So that axis. But within the classic three D, we actually don't have real depth. It's a fake depth. So meaning if you want to, let's say, 1 second, let me change it to two views. And then for this one, I'm going to go to top view. So this is the top view of my circle. Right now, I don't have any depth. Everything is just one thin layer. So for Cinema four D, I want to add depth to this ring here, I can go inside here geometry options, and then I can go at extrusion. So extrusion meaning I can make it thicker like this. So in this case, if I make it, let's say, um 25. That's too thin. Maybe like this. I like it 75. I'm adding real depth to this ring so that if I go in here and then turn it, you can see I'm adding a thickness to this ring. However, within classic three D, we actually don't have all these real three D options. What we can do if we are in the classic three D, before we add Cinema 40 render, people used to just duplicate these layers. If you want to create something like this in classic three D, you would have to duplicate this layer, maybe, let's say, 75 times. Then each layer is going to be overlay on top of it. So you're going to use some kind of script to maybe push each layer, a couple of pixels backward in that axis. And then you need to have like 75 layers in order to form this fake depth, which is just formed by individual layers and multiple layers within that space. When you turn it, it almost feels like you have a thickness, but it's a fake thickness. So that's kind of the issue with the classic three D. They don't have real depth. Only Senna 40 has real depth, and this is all controlled by a setting. Whenever you want to make something thicker or you want real depths, let's say, not only can you do like a circle, you can also do like a triangle or square, whatever, you need to come to the SO 40 render and then go into this extrusion. We're using extrusion depth 75, and then we're seeing the top view here. So that's kind of what I have now. And then what I also want to add is I want to add a bevel. So if I'm zooming close, so right now, so I want to add a bevel, but then, first of all, I need to turn on the bevel. Bevel, it just basically the edge. So right now, it's a 90 degree edge. So basically, this thing, it's hard to see right now, but, like, I need to add some roundings my object. So if I go to this convex, and then I can add a bit of rounding, let's see if I make it big, like ten it's hard to see now, so I need to change the color. To change the color, I'll go to click on the Ellipse tool. You need to click on this ellipse here in order to add a color. And over here on the ad, I'll just add a side color. So over here, I can choose side and then go to color. So the side color, let's do a blue color. So right now I have red in 255. I'll change it to zero. I'll do blue, so I'll do 255 on the blue. And you can see, we have a side color. It's on the outer side of the ring, and we've added a blue color. Now, I also keep clicking on this lip stool, and then I'm going to click on here, go to Bevel, and then I'm going to add color on the bevel. For the color bevel, I'm going to change it to green, so I'll do 2550. So it's zero, 255, zero, so I will click okay. And you can see now, we actually have some green edges that's blending this blue and red, and that's our bevel. So if I turn it, you can see my edge is kind of rounded now. If I turn it over here on the side and then just turn it like this, you can see my edge is not sharp anymore. So if I turn it off, if I turn off the bevel, I wouldn't have any bevel. And then if I zoom in, this case, we have a 90 degree angle, sharp turn from this red surface to this blue surface. And now, since I just want to add some bevel to make it more smoother, so in this case, I'll add a convex bevel. You can also test all these. So if I add this one here, it's probably just like pushing outward a bit more. Let me change the depths to smaller numbers, maybe three. So I think this is angular bevel and then concave bevel and then convex bevel. Normally, we just use convex, just like choose convex. This is the most common. I never use these two, but sometimes maybe you need it. So until you do, I don't want to, you know, overwhelm you. So now let's use convex, and then let's use bevel depth here, three pixels. I think this is good. I just want to have a kind of like a rounded corner turn for these little things here. This is the setup, basic setup for my ring here. 5. Camera Simplified: And now, I just want to call this one circle one. Let's duplicate this one here. Let me go to the front view. This is the front view. And then I want to duplicate two times. I want to make this one smaller. Let's say, go to scale property, change this one to maybe 65, and then this one to maybe even smaller number, I'll go to scale to 35. So now I can also add a null object to control the overall size. So I'll just add a null control. And then I'll pair the three rings. Another thing is over here, and you can see over here, my null is not right in the center of the three rings horizontally in the top view. So it's right now in the front view in the center, but then in the top you it's not in the center. So I either need to push this null back. Let's turn this null into three D, and then so the thickness is going to be 75. What is 75 value two, 37.5. Okay. So our thickness is 75. So I just divide it by two, and then 37.5 should be in the center. It seems like in the sample, that's good. So I'm just putting this null in the center, and then I'm going to paren this one to the null. So now I can use a null to control the size of these rings. And next thing, what I want to do is I want to add a camera. So we have the three rings here. I don't like this view that much, so I wanted to add a camera. So let's see, go to Layer New camera. And in terms of camera, there's a couple of things that we need to understand. It looks pretty complex. If you do photography, it will be easier for you. But if you don't do photography, I'll just quickly explain this thing to you. So you don't need to understand all these. All you need to understand is a focal length. So the focal lens, meaning 50 millimeter focal lens is basically similar to our eye. So right now, if I do a 50% 50 millimeter focal lens, this view should be similar to what I'm looking at right now because this is like an eyeball view. If I do a 50 millimeter camera, let's see. Okay. So now, if I go to the side view, left view, so if I zoom out this left side, you can see this camera right now, the focal range is 50 millimeter, and then we have a camera over here. And then the camera is in the front of this object and then it's basically shooting this object. And I can also move this camera in using the z axis and then change This is called point of interest. So everything that's in focus, you need a point of interest. So let's say I move this point of measures over here. So this is a 50 millimeter camera. So I want to show you what 50 50 millimeter looks like. It should look like, exactly the same as if we don't have a camera because this is like the most similar to a human eye, 50 millimeter human eye view. So if you don't have a camera, this is exactly what it looks like. But then, at the same time, in this case, I kind of want some exaggeration, a wide angle lens. So in that case, I need a smaller focal range. I want to change it to like this extreme 50 millimeter. So this is going to be a wide angle. Wide angle, meaning almost like if you do photography, if you shoot wide angle, you're going to get more things inside your view, but then it's going to be distortion. On the edges. So it's going to be stretching things outward to the four corner of the view. That's a wide angle. Mostly for wide angle, you shoot like landscape. You can get more landscape in your view, but you don't use wide angle to shoot people, right? It's going to distort the body or, like, the figure so that it doesn't look really well. So normally, when you're shooting people, it's probably within the 50 millimeter, 80 millimeter thing. And then the 200 millimeter is what you see those really long camera lens where you see sports stadium. Where they basically shoot all these athletes, like when someone's playing soccer or basketball, they want to take a picture of these people moving really fast and then really further away from the camera. So they need to use like a 200 millimeter. So this thing is going to be really far away. The camera is going to be really far away from the object. So in this case, I want to use a 15 millimeter. And then, in this case, 15 millimeter, I need to push this thing in, and then I just want to diret this point of view on this object so that we always have it in focus. I need to change this one to active camera view. So in this case, we have a 15 millimeter, and you can see we are actually distorting this view. We are using a white angle lens. And then if I just push it really far, this is what it looks like. But if I zoom in closer, you can see I'm able to see the inside of the ring because right now, I'm using a white angle lens, and it's kind of distorting everything, stretching everything out to the corner. And that's why I'm getting this distortion over here, whereas if you know what, I think I forgot to turn on the active camera view before when I was using the 50 millimeter. So let's go to 50 millimeter again. So you can see over here, if I use a 50 millimeter, if I just zoom in, I don't see much inside. This is kind of the eyeball view, exactly like how it should be. There's no exaggeration, no distortion. If I move the camera inward or outward, basically, we're just zooming out of these rings here. You see that? There's no distortion. That's not fine. I want some distortion, so I need to choose 15 millimeter. And then, in this case, if it's zooming closer, I'm actually getting more of a almost like a very suffocated, kind of, like, something is falling on my head kind of thing. So we're getting this distortion, getting this artistic treatment. So that's kind of the difference between these two camera. So I can also show you what happens if we add a 200 millimeter lens here. So if I turn off this one, turn on this one, and you can see this camera how far the camera is from our object. It's actually from here, all the way from here. And if I push this camera in you can actually see this, like, whole object becomes thinner. You're not able to see the inside, and also it becomes thinner. It's not even just, like, looking the same as the previous active camera view. So that's kind of the difference you need to remember. If you want to use a wide angle, it'll be exaggerating. It will be just distorting the image to make it more artistic. Depends on how you like it. And then if you want to use a 50 millimeter, it's going to be more resemble to what human eye sees. And then this one is just going to be so far away and then kind of like shrink everything down. Depends on the use case. Most of the time we're just using, 15, 35 or 50. So in this case, we're using 50 millimeter here. We have the left view here. I need to go fit the object here, so fit it. So if I miss the object in the view here, I drag it somewhere else, and then maybe it's too small, like I can see it. I'll just go here and then just fit it to view, right? So click on this one. It's going to go back to the default view here. 6. Lighting Setup: After I have this camera, I want to add some light. Right now, there's no light in the scene here. So let's go to Layers New light. For the lights, we have four different lights. We have the ambient light. If we add ambient light, let's go see at an ambient light. Let me make this ambient. Right now, the intensity is what 100%, and the color is white. We can actually make this one really big, like 2000. Let's see. If you see the difference, if I turn it off. See this difference here on this view here, the active camera view. So if I turn on this light here, Everything is kind of, like, become white and blown out a little bit, almost overexposed. So ambient light is very simple to understand. You just add a light, and then there's no light source. It's just ambient. Like it's everywhere. If you have a white ambient light, it's basically make the scene overall brighter. We can also change the color. Let see if I change it to a red ambient, it's too much. It's like 2000, so we're actually overblown the whole scene to a red color. That's not what I want. So if I change it to zero, it's gonna be completely dark because there's gonna be no light in the scene. Let me change to 20. So if I change it to 20, you can see here you can see a little bit light, but it's red. So that's actually not what I want. I want to use still see the original color of my composition, and then this is how it looks if I have, 20% light and then 30%. You can explore more on your own, but that's just the embolt. Basically, there's no direction. It's going to be light in the entire scene everywhere. So we're not using this actually. We're using parallel light. So I'm going to show you the parallel light here. So parallel light here is basically like you said, it's parallel. Basically, it's shooting in one direction. The light is going to one direction, and it's only going in that direction. So over here, I want to change my parallel light to 2000 intensity, and this is going to be my parallel light. Click Okay. And for this one, I want this light to shoot from top to bottom. So you can see right now my light is over here on the left hand side over here. It's over here. This is my light. Before we were using the ambient light. Ambient doesn't have a light source. So you're not able to get or change the ambient light. It's going to be just almost like giving your entire scene rider like a brighter color. And now we have a parallel light. Parallel light is basically we can change this light and we can move this light to the top. I want this light to shoot from the top. So I'm going to drag this light here. Put it here on the top here. And then this is the direction. So I want the direction to shoot down here. So I want it to go down like this. And then I'm going to move it over a little bit. So I still want to see a little bit of color over there. So I don't want it to go completely, like, straight down, almost like because if I let it go straight down, the top ring here is going to cover a lot of my lights. So I kind of want to get this shadow and light feel. Like, the top portion is shadow, and then the bottom portion is light. So I want to maybe just slightly change the angle a little bit, you see that. I'm taking this angle, so this light is coming from the top forward position to, like, almost trim down, and then a little bit, like, going to the back. So that's what I have one parallel light. And this is, like, really bright. It's 2000 intensity parallel. And now I want to add another light. I also want to add another parallel light. In this case, we're only using parallel light, so we can choose the direction of the light, and we're using three lights to light up the scene here. So, in this case, I'm using another parallel light. I'll change it down to 1,000% intensity, make it a bit less intense. Click Okay. And this one, I wanted to shoot from forward front to the back. So over here, I wanted to shoot from here to here. So adding a little bit of details here, I'm shooting from front to back. And on the left view, you can see, it's actually just shooting from here to the back and my lights over here. Let me see the top view here. And you can also see the top view. My light is just beside my camera and it's shooting to the back side of the ring. So we have a little bit of different colors showing up on the top here because before we had this all in shadow, right? Because the previous light is all coming down and then the top portion is completely in shadow. So we want to bring back some of the color over here. So we want to add one more light over here in the front. And let me go back to the left view here. So I have one light going from the top to down, one light going from right to left. And then let me see I want to add one more light to go from the back to the front. So I'm going to move this like here to the back and then dig this point this is where the light is going here. So I want to add it maybe a different angle. Like, this is not set. This is just, like, however you want to shoot it. It's going to give you a completely different results, however you want to angle those lights here. So, you can explore this yourself however you want. But this is kind of the way we want to set this up. We have, like three lights shooting from three different places. And then, um reason I want to put it in the front and back is, I want to see the color that's going inside the ring because we're using wide angle lens, and then we want to be able to see the inside of the ring so that we can get some light interaction. Mostly, parallel light is pretty useful. It can just give you a light source going in one direction, so it's pretty good. And you can also change the color if you want, but in this case, we're not changing the color 7. Make Your Object the Hero: And now, another thing I want to do is because we have the light now, and I want some interaction between these three rings. So first of all, I want to add a little bit of animation on these three rings. Let's go to rotation. R on rotation. I only want to animate the Y rotation, so I'll go to add a keyframe on the Y rotation. So Y rotation would be just going like this. This is a Y rotation. So I'm only animating the Y rotation. And I just realized the anchor point right now is not in the center of my ring here because right now, I see if I rotate this here. We are actually having this anchor point in the front surface of this ring. I kind of want to rotate it from the center of the ring. So I need to go to my anchor point. This is kind of the only time I need to change my anchor point. So 37.5 our thickness is 75, so we need to divide 75 by two. So we're going to move this ring forward a little bit, so we have the anchor point in the front, and I need to duplicate this number in the Z axis so that all my rings are in the center and then my anchor point are in the center of the ring so that when I'm rotating, I'm going to go to R for rotation. Everything is rotating based on the center anchor point, so I'm not moving this one to a weird tion. So that's good. I just don't want to do, like, a very simple rotation. So for this one, I'll just rotate it a positive one round, and then this middle one, I'll do a negative one round. First one, I want to do a positive one round. A second one, I'll do a negative one round, and then the last one, I'll do another negative. So I'll do so they're rotating in different directions. Let's see how the animation looks. And then they're going to go back to a full rotation, right? So this is what it looks like here. So they're rotating. I think the outside ring might be too big. Let me see if I can make it a little bit smaller. Like, 85 maybe? Yeah, I think that might look better. So this is just random, right? So now I see it looks a little bit too big, so I just want to change the scale. And after we have a rotation going on, we also want to not have these rings rotate all in the same orientation because right now they're rotating based on the Y axis, right, because we're rotating on the Y rotation. So they're rotating based on the Y axis, and then they're rotating horizontally, left or right, but they're rotating based on the y axis. And now I want to change the rotation so that they're not rotating based on the Y axis, rotating a bit more differently. So over here, in terms of orientation for the first ring, which is the outside, I want to just change this orientation a little bit. You can see on the side view here, like how when I'm changing the Z axis orientation is moving my ring like this. I just want to get something like looks cool. So let's say if I change this to 65 and then if I modify this to basically, when they rotate, I want them to form, like, a ring shape, almost like three rings, almost like they're going through each other, something like that. So I need to tweak my animation over here. So this is the first ring. I like the rotation it has. So the second ring, I'll just do like, something like this. This might be a good rotation. So I mean, good orientation so that when they are rotating, they're kind of using a different axis, and then it's looking a bit different. So this one, I'll just do maybe like this. So I'm just trying to change the orientation randomly on the axis over here. Let's see how that works. So this is the orientation that I changed. So at the beginning, it would be, okay, I need to set zero. So this is the beginning. Everything is straight, facing camera, and then if I go forward in time, they start to rotate, and then this thing is going to rotate like this, and then um crossing each other, do some random rotation like that. I think that's okay. Looking pretty cool. So if I play it, this is how it looks. Crossing basically, we're only animating in the white rotation, and then we're changing the orientation of each ring so that they kind of rotate differently. Now, I have the ring rotation. I can also add a camera movement, so I'll go to P for position, and then I want the camera to be inside the ring. First, I'll just pull the camera out like this while it's rotating. So at the beginning, I want it to be just completely inside over here, and then at the end, I want the camera to come out like this. So this is my camera, just moving, zooming out. And let's see the animation here. Okay, that's how I like it. 8. Reflective Material: Since we have the light and the camera. What I want to do is I want to add some interaction between these materials. So I want some light interaction. So I'll go to this camera one. I mean, circle one, go down. There's a material option. So there's a geometry option which we use to extrude the shape to make it thicker. And then there's a material option. So I'll go down to material option, and I'll turn on cast shadow. So basically, it's going to be able to based on where the light is, it will cast shadow onto another object within the same setting. So I'll turn on that cast shadow. And then over here, the most important thing over here, there's some specular intensity, specular shyness, and then there's a reflection intensity. So basically, I need to add some reflection. I want to add some reflection. I want to make it more of a smooth, shiny surface so that when my light is coming through, there's going to be light interaction between these shaped shadow and light and, like, forms. So let me turn this reflection intensity to 50%. I'm going to change the specular shyness to 85%. So you can see, if I change it to 85%, there's a slight change in the material. Not much going on. I might need to exaggerate this a bit more. So you can see there's like a shadow over here that's casting on this ring here. You see this ring is blocking the light, and then that's why we have this shadow area and then the light area. So I might need to exaggerate. Let me change this to 100%. So I'm changing specular shyness to 100%, making it more shiny. And then I'm changing so metal is already set to 100%. Specular intensity, I'm going to change it to five. And then the diffuse I'll change it to a 15, trying to change these settings so that we can get some interaction between these shapes while it's moving. You see that? Like one is moving this way here. So diffuse, if we change it up, Like, you can see, if we change it to 15, we have more concentrated shadow and highlights, but then if we move, bigger, it just blow out everything. So in this case, we need to make it around like, let's say, 10%. My way of doing this is basically kind of, like, thinking about, Okay, if I want to make it shiny, more like a glass mirror texture, I can tone this really up or if I don't want it to be like a mirror, more like a metal thing, I can tone it down maybe 50%. And then reflection, how much reflection I wanted. I don't know. Maybe let's say, if I want 100% reflection. It's just making everything too dark. I can keep it 50. So keep the shadow and the highlight area still there, but then have some degree of shadow, or these, like, reflections going on. So I'm keeping a 50% and then keeping this diffuse to 10%. Specular intensity change to 100% for now. Shyness maybe changes 75. So that's kind of what I like. If I play this, you can see there's a lot more details to these rings. And once we add the color, it's going to show up on the color side. It's going to make it more interesting because we have interaction between these rings based on the light that's coming through in different directions. So that's kind of the material option that we need to do before we color this. So right now you see over here, we have some shadow highlights and then one is going away. You can see all these details. So that's the material option that I want to show you before we do the color. And in that case, after we add the material, we finish everything inside this composition. So this is exactly what I need for this composition. 9. Background with Life: Okay, so this is what we have here and it's rotating. And then we need to create a pre composition. So now we have the setup, and remember we did the material setup as well. So underneath over here, inside the material option, we play around with the diffuse, so change it down to 10%. Once we add the color, it's going to show better because it's going to have a mirror effect. So essentially, for Cinema 40 render, we get these two different options, geometry option and material option. So these are the two options we have. And like we already covered previous lesson, we have the camera pulling out. We have the parallel light coming from three different direction. This control now, right now, I'm not using it, so I can just delete this one. Yeah, we're not using this now. That's okay. And now I want to precompose this. Let's go to select everything, and then Command Shift C, precompose this, one, two, we can call this one ring animation, and then click on. Now, we have this ring animation. So if I play this, you can see, this is what we have. So now we can just think of it as a two D layer, and then we can just color this based on the two D layer. And first of all, I want to add a background. So let's add a background. I'll just do a gradient background. So let's go composition, go add a solid layer. I'm creating a background, so I want to stick with my solid layer. I'll call this one background one. Click Okay. It's going to create a solid layer, same size as my composition. So I'll drag it down over here. So I'll go to my Effects and Presets, search for gradient RAM. And for this one, swapped color, we can do like a radio RAM, drag this bottom black color to the left so that we get, like, lesser black. So we just get almost like a glow light that's going from the top. Remember, we had this top light as our main light in the composition. So I kind of want to create similar lighting. Based on the ring animation that we had. So we had, like, one parallel light just coming from the top. So I kind of want to resemble that. So we have the radio gradient ramp, which means the white is coming from here, and then the black is coming from here. So it's got like a radio gradients. I'll just strike this one so that we get more gray area instead of the black area. And then I'm going to duplicate this. So, same thing. But now I want to create a lighter blue to a darker blue color. So I'm going to click on this white color, change it to a lighter blue, maybe like this, and then change the black to a darker blue. That's good. Just some random blue color. And now I kind of want to change this one to a linear gradient. Let's try linear gradient. Let me solo this. For this one, I want to come from top to bottom. Like this. So my blue color is a linear gradient coming from top to bottom. And my black and white color is a radio gradient coming from the top, almost like a sun glowing on the middle over here on the top, and then it's glowing some lights. And then the whole area is kind of bright. The further it goes, the darker it gets. So I'm going to use background one to do an overlay on the background two. So I'll change it to overlay. Background one, overlay, blending moti overlay. We're gonna use a lot of overlay. Effects. Basically, make the darker color darker. And then if you see here for the overlay, working the same as the overlay blending mode in Photoshop as well, right? So if we turn off the ring here, so we have white color all the way to different shades of gray and then to the black. And now, if I add in the blue color from the top, blending that with the gradients, we're going to get much smoother gradients. And then the white is still white, black is still black. But then in between, we get more separation. There's like different shades of blue color in between. So just kind of create this blending gradient color as a background. That's looking pretty subtle, pretty nice. And almost like we have a sun that's glowing on the top, and then the area is over here, the end is kind of black. This is a very, I would say, common way of doing background. If you don't know how to do a background, like, you can just always go to this way to do a background. So this is not just like some kind of random way to create. This is almost like whenever you need a background, you can create it this way. So it's kind of like a common practice. Basically, you can change color to anything, but then we always want to overlay a black and white underneath. They also change up, like how this light source is coming in this background. Like, right now, the light source is coming from here. So if I on a drag here, it means that my light source is coming from the right. And then if I just change it to overlay the first layer on top, it means that I have a light sources coming this way. I can create a pretty good looking gradient as well. And now I feel like the white color over here is too much. So now I can go inside this layer here and then maybe drag the starting lights area up so that I get more of the gray color instead of the white color. And now if I just overlay this blue on top, it's going to create this diagonal grading color. It's looking pretty nice. I can also drag this black here. So it's going to kind of give you more subtle gradient instead of just having one layer of gradient, which is pretty flat. If you just create a gradient like this with the blue, like, one color blue and one color darker blue, like too dark, that's just, like, really flat. There's no light schwartz. There's no environment. I feel like it's just basically a plain background that's kind of, like, doesn't have any life to it, right? So once we overlay on top of a black and white gradients, it's going to give you some light. It's going to give you some light source. So that's why we're using two layers to create background. And now I just want the white to be over here on the top, and then the black I'll just do over here so that we have almost like a light coming down over here. 10. RGB to Greyscale Colouring: Okay, cool. Let me just put in my ring animation. Now, here's a heavy lift part. We need to color this ring here. So we want to color this. Right now, it's in RGB. This is called RGB coloring, RGB coloring. So meaning your object should only have three colors. Your object should only have RGB. In this case, the way we want to color this based on the RGB color is because we can actually separate each color by using the set mat effect. So set MD effect is the same as track mat. So basically, if I go at some let me see here. Let me add a solid layer, and then we're going to choose this one to call it side, and then we're going to add in so basically, we're going to use three layers, color this into greyscale. First, we need to color into greyscale, and then we're going to do a color overlay on top of greyscale. First, the first logic is we need to use black and white to switch the RGB into black and white. And then after we have the greyscale, we'll use color overlay to color the black and white. And that's how the logic works. So, just remember, from RGB to greyscale, from greyscale to color. So we're going to create three different solid layer to represent three area, the RGB area. So we have the side, which is going to be the red color, and I think the side is red, right? Yeah, the side is red, and then the outside is going to be the blue. So we're going to have side. We're gonna have one side one outside and then one beble. So let's do the side first. We just create a solid layer, and then we add in a gradient, gradient rem. Let me turn it on. So I'm thinking in terms of greyscale, in terms of greyscale, we want to also separate the three different area more so that for this one, there's two a gradient. Let me swap it. So from white to black, and then for the black, I'm going to use, like, a gray here instead of black. So basically, over here, I'm going to use a mid tone color. So, let's say, for this one, I'm going to rename this one to side maton. Mi tone just means that we're not having any highlight or shadow. Basically, everything goes from, like, a lighter gray to a darker gray. So this is kind of the mid tone that I'm having. And in this case, after I have this gradient ramp, I'm going to use the set mates. So only two effects, nothing complicated, only two effects, the gradient ram and semat. So now I'm using set mat effects, and then over here, we can actually take a mat from a channel. So we have the RGB channel, which is a red, green, and blue channel. So remember the ring is red. So we're taking the mat from the red channel, and then we're going to use effects and masks over here, and then we're taking the red channel from the ring animation. So what happens is that we're coloring this red ring here to a gradient color over here. See that? It's covering. It's taking that mats. It's using this almost like a track mat where you can use one layer as a track mat for another layer, and then it's going to basically fill in the color for the mat layer, wherever it's visible. In this case, wherever it is visible in red, if I turn it off, sorry. Turn this one off. Wherever is visible in red in the animation over here, you see over here, it's basically going to fill it with this gradient color. Now, let me create another one. I'll just go new solid. So this one, I'm going to name it outside. And then this one I want to do like a full range. So highlight to shadow because this is the most prominent area. Outside is the blue color. We have the most blue color. So I want the blue color to go full range from highlight to shadow. It's going to cover all the colors from the pure white to pure black, so that later on when we do the color overlay, we're going to get more range. But for the side, we're doing mid tone, so we're not going to have as much of a range. So just want to have some separation between these three different layers so that we have more contrast. So basically, this one, I'm going to go from highlight to shadow, so I'll go to gradient ram again. And then for this one, I'll swap it, go from pure white over here. I'll just do like almost like a diagonal. I think it doesn't matter that much, but I want to do like this so that we have pure white here, pure black here, everything in between is gray. So we have full range here for the outside, and then we're going to use a set mat effect. Call this one. So we need to choose a layer that we are taking the mat from. So the layer is called the ring animation. We're taking this layer, and we're using the effects and mask. And right now you can see it's set to Alpha channel. Alpha channel just means that everything that's visible is going to take that shape from that layer, which is a ring layer, but we're not using Alpha channel. We're using the blue channel. So let's go here, change the blue channel. So now you can see, I have a greyscale blue channel here. And remember, we added some material. So since we have the material, you can see some of these blue see throughs from the greyscale, which is totally fine because we want those see throughs. When we add color, there's going to be color interacting with the material. So this is kind of like what we have here. So we have the outside highlight shadow side meton and then we're missing just the bevel, right? So we're doing the same thing. Go to solid and call this one bevel. It doesn't matter what the color is for this solid because we're adding a gradient greyscale. So we're doing a greyscale over here. Call this one. This one is gonna be the highlight only. Let's just do a gradient. RAM. And then in this case, I'm just using I'm going to swap color. I always want the white to be on top. And then this is a highlight, I just want to change this darker black to, like, a lighter gray so that we only have white to lighter gray like this. Pretty subtle. Like this. So we have this, and then we'll go to add a set Mad effect. Book. And then I'm going to change it to the ring animation, change it to Effects and mask, and then change Alpha channel to green channel. So now I have this edge that's highlighted. Think about it as almost like an edge. You always want the edge to be highlighted, and then the edge is going to be the highlight all white. So this is kind of what I have here. It's in greyscale now. And that's exactly what I. 11. Apply High Density Colours: No, we need to add some color. So the way we add color is, first of all, we need to duplicate this ring animation. We need to use color overlay to add color on the gradient. So in terms of color overlay, we need actually still this ring animation shape. We need this layer because we need to take the shape to apply overlay on top of this itself. So we need to duplicate this one and then move it all the way up and call this one overlay. So now I have this overlay. And for the overlay, I want to add some color. So I don't need this original RGB color anymore. So I need to actually based on highlight and shadow and me tone, I need to color this. So let me go to my Effects and precess. I need to search for effect called CC toner. Add it on. So by default, it's going to be a tritone. So it's going to have a highlight me tone and shadow. And then right now, it's coloring my highlight to white. It's coloring my me tone to this, like, brown, and then it's coloring my shadow to black. So this is what I get. It doesn't look well because I don't like these colors. It's too dark. So I need to use Penton. So Penton is going to give me five colors. Instead of three, Triton is going to be three. I need Penton. Penton is five colors. So I want to modify these colors so that they look better. I just want to keep it, more like a blue and pink color. So I actually put together this color composition here. We have this. You can actually randomly pick color, but this is the one that I choose and it's working pretty well right now. So I'm using the highlights as it pink color, and then the brights I want it to be the bright blue. Lighter blue, and then midtone uses midtone blue. And then dark tone uses dark tone blue. And then shadow uses, almost like a beige. I can turn off this color for now, but I have this CC toner already. Everything is set to its own color. I'm going to change it to overlay mode. So I'm going to overlay, so it's going to see through. But then this is the first overlay I have. So I'm using this shape, adding a CC toner, because if I don't add the CC toner, it's going to still show the RGB color. So that's not what I want. I want to use a CC toner, see through some of these very washed out color, and then I'm using overlay. And then we're going to add some layer styles over here. We can add a grading overlay. So we're going to use another overlay on top of this overlay. We're going to use grading overlay, and then click on the overlay. We're adding the layer styles, right? So let me turn on the color for the gradient overlay, I'm going to just add gradients. I'm going to use this gradient over here from maybe just like orange color to this dark blue color, so we have some pink color in between. So this is going to be my overlay. I'm covering the whole thing, so I need to change the blending mode to overlay. And now I have some color seen through now. You can see after I add in the overlay, if I turn off the color over here, it's already showing me pretty good looking color right now. So let's play this. Yeah, I think it's okay. After the overlay, I also want to add some shadows, inner shadows and some inner glows. For this case, I don't need able inbox because it's already in three D. So now, let me just use an inner shadow. So you can see there's a black shadow over there. Go inside over here. I want to change the shadow color to this, like, more of a pink color. I want the color to be more of a pink, so overall style is more exaggerated. So it's more stylized. And then I want to make the size bigger. So you see if I make it bigger. And then I change the distance here. So you can see these purple pink color peeking out as, like, a shadow over there. So I can probably turn up the opacity to 100% and it's adding like a pink shadow covering. Like if I tone the size down, this is what it looks like. If I change the distance, this is the shadow that's coming from the top. You see that? I can also change the angle if I want. But for now, I think this is okay, maybe like this. So this is my shadow. Distance is okay. Just change the size so that it's blending into the ring, right? So we have this shadow going on. See if I make it like a bit darker. Yeah, darker is too dark. Maybe I like somewhere around here better. You can also use other colors like a yellow or it's just going to be more colors in the scene. I think it might not look good. I think the pink is looking better. Just keep it the pink color like this. That's good. So over here, let me see if I change the blending mode. Either like overlay, I think overlay, make it more like a glow instead of shadow. So I'll just stick to multiply. Then once I have the inner shadow, I'll just add one more thing, which is the inner glow. I'll just go inner glow and then go inside here. So for the glow, if I turn off the eye icon, very small glow that's on the edge right now, so I can make it bigger. So let's go to the size and make the glow bigger. That's too big. So maybe just change it to what I don't like is I don't like the glow on these edges over here. So depends on your preference. Let me just add a small number, like 25 or something and then keep it like that. So that's kind of how I set up the ring here. And now I need to add one more overlay to add more color to this ring. So one more overlay. Over here, I need rectangle tool. So this is going to be the final overlay. And the color I want to use is this blue to yellow to pink. It's kind of my theme here. So I got the color from my color composition. So this is the color of the final overlay, from pink to yellow to dark blue. So I have this, and then I just stated to overlay. So now, if I turn it off, this is what it looks like. Still doesn't have much details. And, it's got all these reflections, which is looking pretty cool, but it's pretty still pretty flat. It doesn't have too much life to it. So once I add the final overlay, this is what it looks like. It's got a lot more life to it, just, like, kind of coloring the overall scene and it's interacting with the background, interacting with the foreground, interacting with the rings here. Might be too saturated. I can tone it down if I want. Maybe like 65% or something. Or just keep going to add to final adjustment. So this is the color I like. I can depends on the preference. I can tune it up to, like, 100%. It's looking pretty well, or I can tone it down. And then one more thing I want to add is I want to add an adjustment layer here. So I can delete the color composition for the adjustment layer. I call this one light rays. So we're going to go to Effects and precess and search for CCl ray, add it on. So what happens is for this light ray is if I drag this light ray here. So right here. Whenever it covers by the ring, you can see there's a light rays shooting out. Almost like a back lit light source where it's being covered by the ring, there's some kind of light source coming in like the shooting out. So I want to put it in the center so that when my ring interact the center, it's going to shoot out some rays here. So I'm going to maybe change some of the setting, keep modifying and see what I like. So I think that's okay. So when the ring is interacting the center over there, you see that we're having some light rays shooting from the center. See that? It's giving some more life to it. So that's looking pretty cool. That's one thing I want to add. So it's light rays, giving you like a back light effects and giving you a light rays. So that's a CC light ray effect. And then I'm going to do, like, the CC light burst. So it's another one. So I'm going to add the CC light burst effect. And small almost like a motion blur, where right now, the intensity is 100%. So if I play the animation, everything is blurred out. It's pretty intense. I want to tone it down maybe to 20. No. And the ray lens is too much. So it's a 50. Change it to ten or 20. Just give it like a small number here. So we have some kind of motion blur going on. So that's a City light burst. If you do, turn it all the way up, it's almost like a motion blur that's kind of blurring out from the center and it's bursting out lights. And I just keep a small percentage. I can see the light rays going on. Whenever this light rays is going to help with converting the light rays to, like, burst and giving you some, like, motion blur, more action in the scene here. We got a bunch of overlay, right? We have this ring animation overlay using the CC toner Penton, and then inside, we added a layer style grading overlay using this grading color. You can actually modify if you want. It's going to give you, like, different results. The screen looks pretty nice. So I don't want it to be in the same color tone, so I need to make sure the two color wet are in two different colors. So if you modify it to green and yellow, I think this looks pretty cool as well. So it depends on the color you want. And then we're having these lights and shadows and just, like, reflections going on based on the material option from inside the ring. 12. Scene 2 Setup Workflow: This is the composition we'll be working on today. So we have a similar setup, but there are three ring on one corner of the composition. And then we have some other special effects that's added. In terms of the setup, this one is a bit different. Change the camera angle for this shot and then kind of work with the camera more than the previous shot to get kind of, like, similar composition like this one. But the shading techniques are the same. So we use the same workflow to work on this one. You can see there's a camera kind of like panning in the space. So this is the animation that we're trying to get. So let's go ahead and create the composition from scratch. Let's go create a composition, and then the call this one main com. And this one we 1920 by 1080, and then frame rate, let's still stick it to 32nd. Duration can be ten. We need to go to three D render. Make sure it's set to send a four render. Click Okay. And now we need to create three rings. And in this case, since we want to create these rings facing on the side, if we look at the example, the rings are actually just facing on the side. So this is kind of the final look. This is the look that I'm trying to get. So I need to think about the logic of how we can get it faster to this ring here. And you can see it's actually facing on the side. So I think in this case, the best way for me is to create the rings in the side view so that in the front view is actually the side. In the active camera view is actually the side view. So, I'll demonstrate so that you understand it better. First, let's create a ring here. Let's just draw a perfect circle holding down option and shift. So we have the circle here. Let's delete the fill. I'm going to click on the fill, click on this none, and then go, Okay, I need to put the anchor point in the center of the ring. So I'll go to my position, anchor point tool, click the center, click reposition. Now it's in the center. I also need to make this ring in the center of the composition. So I need to go to the align tool. And then make sure it's aligning to composition, hit the align vertically, horizontally and vertically. Now, I have this ring just completely aligning in the center with the anchor point in the center. That's great. And then I'll go to my selection tool. Now, I need to turn this one into three D. Let's call this one maybe ring one. I'll turn this one to three D. And then I need to go direct my panel over here. I need to go to myTview. It's all the way to the side here, so I need to direct this one really to the right to access this two view here. I have two view. And now you can see in my active camera view, I have this ring actually facing front, right? So that's the active camera view right now. And then on the left view, the ring is actually facing on the side. So first of all, let me just add in some extrusion. I'll add in the beble here, convex, 0.3 here, and then extrusion, I'll just do 50, so we have some depth to this ring here. And in this case, I actually want these rings be a side view in this active camera view because at the end, I want the rings kind of like facing on the side on this right corner, top corner. So it's really simple. All I need to do is just rotate this, right? And before we do that, I also want to change the anchor point to the center of the extrusion here. So you can see the anchor point right now is on the side of this extrusion. I need to go to my anchor point setting, hit A on the keyboard. And then over here, in this setting, I need to change it to 25. My extrusion is 50. So once I change it to 25, I should have, did I put 50, 50 extrusion? So once I put 25 on the position of the anchor point, I should have the anchor point in the center. And now, all I need to do is to rotate this 190 degrees so that the side view is facing front. So let me go to the rotation here. And then so I'll just change the orientation of the Y orientation to make sure my ring is orientating towards us, right? So I'll give it a 90 degree angle. That's good. So this is exactly what I want. I want this ring to face on the side in the active camera view, so that when I duplicate more rings, all the other two rings, I mean, altogether three rings are facing on the side. I just want them to face on the side because the final composition that I want have the rings facing on the side, so that we're building it on the left view kind of like a different logic than the last example we're building in the front view and then using the left view to kind of, like, assist us, right? To position some of the lighting and some of the camera positions. Now, we're building it inside the left view because the left view, we can see almost like a front view right now. So that's kind of the logic change over there. Now, I'm just adding RGB color to this ring here. So let's go into content. Make sure we're clicking on this ellipse here. If you don't click on the ellipse, it's going to give you an error and you cannot add the color. So I'll go to the ad here and then I'll add a side color here. Let's go to color. So for the side color, I'll just go to add a green. So 255 or using RGB to color it. So everything should be just pure green, pure blue, and pure red, right? So 255 pure green, click on. You can see the side is changed to green. That's good. And then keep clicking on this ellipse one add a bevel color. For the bevel, I'm going to change it to blue. So 255 on blue, and then change red to zero. Now we have a pure blue here. Click on. Now you can see there's a bevel around in blue, and then the outside is the green color and the front side is actually the red color. So that's all we need. Now, I just need to duplicate this ring here. Command D, Command D, duplicate. I'll go to this front view, active camera view. I just need to drag this one out slightly, maybe over here. Or if you want to do more exactly, so let me pull out the position property. Remember the extrusion is 50, so I just need to pull this position out. Let me just drag this one to align it. Eyeball it. I'm just going to eyeball this. Doesn't have to be exact, right? Roughly like that, right? So I have three rings on top of each other. You can calculate if you want to make it more exact, but now I think this is okay. So let me just do it this way here. Three rings on top of each other. And now, I want to change the size of it. So all I need to do is to change this one smaller. I can actually just go a link in the scale property and then maybe change this one to 65 and change X and Y to 65 without touching the z so that my thickness extrusion is still the same. So now we can get it by using the scale property and then change it to 45% here, and then 45% here, so that we still keep that thickness going on, the thickness of the extrusion. And we change it to 65. I didn't like this gap here, so I might want to change the second ring bigger. So you see this gap here is bigger than this gap here. So let's change it to 70 instead of 65. Okay, that's better. So we have more of an equally spaced gap here. That's how we create the three rings very easy, same as what we did last time. 13. Perfect Camera Control: Now, we just need to add some light. So same thing, go to new light. We're going to just go faster this time, since we already showed you how to do everything. We'll do Paralyt one. This one we could say maybe top to down. And then with intensity, we made it really big, so it's going to be 2000. You can see, once I add in this left panel here, it just everything is blown out and not blown out. It's really dark. So I need to change it to make sure we have it on the top here, and then I can direct this point to point down all the way down. So I only show half of the ring that's in light. And the other half, it's kind of in dark. So I also don't want it pointed, like, straight down. I want to give you some angle here. So let's try to keep it like this, something like that. If it doesn't work, we can change later. So now, number two lights, one could be the front to back, and then intensity we change it to 1,000. So this one is front to back. However, we're in the side view. So in this case, I need to go back to my front view, active camera view to make sure it's kind of going through the rings. So I need this one to go from front to back. So front is over here, this is front, and then back is over here. So we're going through this ring. And I also want to make sure this side view here is probably I need to have this one, the ring in the center so that it can go from front to back, going through the rings because this is a side view, or you can change this one to a top view. And this is the top view. You can see it's actually not going through it. So I need to make sure we're going through like this. This is the way it will go through, right? I don't want this side to be completely dark, so I want to modify the angle so that we have somewhat of a lighter shadow gradient feel to it. So this is, like, looking better. And now I'm using the top view and the front view to see it clearly that this light is going through the rings here in the center. So that's good. And now let me add the third light here. This one is going to be called back to front, and then 1,000 intensity over here. This one is going to be the back to fronts. And then even if I drag the back to front light in the active camera view from, you can still see on the top, it's not actually in the center. So I still need to make sure in the top, it's in the center as well, right? So something like this. Okay, and then I'm going to go back to my left view here. The lights, parallel lights. One is top to down, and then top to bottom. The other is front to back, and then the other one is back to front. So that's the three lights we added, same as last example we had. Next thing, I can either add a camera or I can add a material. So let's add a camera first. Cameras a little bit tricky this time. So let me show you here. This is the number one common way to do camera. A lot of people actually don't know this method, which makes the camera so hard to work with. So first of all, we add a camera. Same thing. We talked about camera, and then we talked about the focal length. For this case, I'm going to use a semi white angle, which is 35 millimeter. I don't want to have like 50 millimeter, which is kind of the same thing as human eye. So that's boring. I don't want the huge white angle. It's gonna give me too much extortion at the end of the day, so that's kind of, like, too much. I'll just keep it 35 millimeter. Still a wide angle, but not too much distortion. Click Okay. Now we have a camera. What I need to do is we need to use the camera without changing the position of the ring. I need to use a camera to push the ring to the corner. We normally just keep the hero object in the center of the frame. Thinking about when you're shooting a model, right? Thinking about when you're shooting like a famous model or someone, and then you have a studio setting, right? You don't ask the model to go like, you know, can you go over there on the right? It's just basically a setting, almost like a composition. And then in the center, there's good lighting. All the lightings are set, and then you have a model maybe trying different clothing in the center. And then the camera man is going to change his position everywhere in front of the model to get a good composition. So that's how we do camera. We're not asking the model to move. Model can give you different poses that move slightly, but it's we're not asking this ring to move to the corner. So no, the ring is going to stay in the center. We're going to change the camera to move the camera according to the composition that we want. But the problem is, when we're adjusting the camera, let's say if I want change the ring to the corner. I can make it closer. That's good. I can make it over here. And then let's say if we do change over here, and then rotation over here, like this. And then okay, we're just changing the camera on the flat angle here. So we also need to pull the position of the camera to show more of the front. So it's actually really hard to control the camera this way with the camera handle. Meaning, right now, if we really want to get a good picture of this model here, we actually need to move this camera so randomly in the space because the space is so wide, and then we need to make sure our point of interest is also always on this model on this hero object inside the three D space. So it's actually really hard to do it this way because at the end of the day, you're going to mess up with the camera because you are changing so many settings over here, and then you actually don't have an anchor. There is no anchor to the camera. Like, everything is random. So the rotation is random. The position is random. You're just kind of a remember in three D space, it's not like in one side of the view, it's not like what you see is what it is. Sometimes you change the left view, and then you see it might be facing the object correctly. But then when you're going to the top view, it's actually all messed up. So we're not able to work this way efficiently if you are only using this camera setting and then keep pointing the camera to the object this way by dragging the rotation and position randomly, it's not going to get what we want. So instead, what we do is, let me go reset here. So this is reset. I have the camera. Everything is zero, and then I can drag this one closer. Keep the point of view on the ring here. This is a point of view. We need the point of view because sometimes if we do the camera blur or something, if we don't have the point of view on the object, the object is going to be blurry. So it's almost like the depth of field that we have on camera. So the way we do this is we actually add a null object so let's go at a null object, and this is going to be called camera control. And then the null object, I need to make sure the null object is three D, and I need to make sure the null object is also in the center of my three rings. So I might want to push this null here to this middle ring here. So if I go to position property, I'll just push to the left to this middle ring here, roughly in this position here so that on the front view, this active camera view, I have this null object in the center of three rings. That's good. And then in the left view, I have the null object in the center of the ring. That's good. Now this is my camera control. So now all I need to do is to pair my camera to the camera control. I'm paring this camera to the camera control. And now I'm gonna be changing the setting on the camera control instead of the camera. So I'm pulling out the position property and orientation rotation here. So if I change the camera control, what's happening is I'm actually parting the point of interest of the camera to the center of the hero object. Meaning, wherever I move this null, the camera is always pointing towards my hero object. So before, if we change the camera setting here, position, rotation, whatever, position, rotation, orientation, whatever, we're actually changing from the camera handle side. So once we change the camera handle, randomly, sometimes we're going to lose the object. We're going to lose the focus. We're going to lose hero products because we're changing based on the handle of the camera. However, this case, because the null is inside the hero object, and then we're pairing the camera to the null. So in this case, we're actually changing the camera based on the null inside this hero, meaning we're actually wherever we go, we always have the camera facing the object. So if I change the rotation, you see the camera is always facing the object wherever we change. Whatever we do with rotation, position, orientation, wherever we go, are actually using this null object to control the point of interest of this camera so that the camera is always facing the object instead of losing the object if we are changing the camera from the handle. 14. Camera Animation: So once we get that, it's really easy now. We just need to move this null. So I just need to turn this. I now don't even need this two view here, I think. I'll just turn this one to one view, zoom in here, and then I just move the rotation here. Once I have the camera control, I can freely drag these rotations. I'm confident that my camera is always be facing my object, right? So I don't need to worry about losing my camera. So I need to drag this one here like this. I just need to get it to a good looking composition. In this case, I was actually using the camera control position to reposition this camera here. Even if you drag the camera control position to kind of, like, reposition the composition, the layout, I think that's okay. The only thing you need to understand is that once you start to drag this position, you are actually moving the null object away from the center of this ring here. You see that? So that might not be what you want. So the only difference is that if you dig this, the null is actually not within the center anymore. So if you want to modify it that way, you need to understand that. But as long as you understand that and keep it in mind, if it doesn't affect anything later on, I think it should be okay. So in this case, the only thing I want is to push this thing, the null over here. So now, if I track the position, it's not even moving, so I actually need to use that null because I'm moving the position of the camera, it's not pushing this object to the corner. It's only moving the camera angle here. See that? And then only the z axis, I can push it in closer here to get it closer. So I can push it in closer, but I still need this to drag it to the corner over here. Something like that. Okay, I just need to have a good looking composition like this. And then I can animate this white rotation to have this thing come in like this, maybe. Once they come in like this, add a rotation, and then let's go maybe 4 seconds. Keep rotating like this. So we have a rotation in three D space like this. Right? So when they come in, it's on the side, and you don't even need to worry about this camera where it is because it's always facing our object. All we are working is on this object, right? So we have the same go like this. I'm going to add some animation on the ring here. So now I have a camera animation that's turning the Y rotation like this. It's pretty cool. And now I'm going to go at scale property. I'm going to do position first. Let's go peeper position. This is the final position, so I needed to maybe come up after 20 frames. And then at the beginning, I wanted to go outside of the frame, which is X over here. So I'm going to push it all the way out like this. So I'm going to push all the way outside of the frame, and then I'm going to go easy ease it, do the same thing as we did before. We're going to go at easing in curve here. And then I'm going to cut maybe one, two, three, four, five frames, cut it there so that we are coming in in action, right? So I also want to do some rotation, I mean, scale animation. So I'll go to S for scale, and then I'm going to add a scale. I'm going to link this. So this is going to be the final scale, so I'll go forward maybe eight frames to be the final scale. And then at the beginning, let's try to make it change to zero, and then we're going to do an overshoot here. So this is going to be the final, and then I'll go and overshoot here. So the final is 45 70. I'll add an overshoot. This could be 50. This I'll go to 75, and this one is 100, so I'll go to 110. So we're adding an overshoot here, zero to overshoot to this position here. I'll go easy es, and then let's go dig the graph editor. Like this, add some EzA. That's good. And no, so I need to stagger these. I need this big one to come in first, and then after maybe one, two, three, four, five, one, two, three, four, five, After five frames, I'm going to have the other ring come up. Should I have the small ring to come up first? I don't know. Let's see. Okay. Okay, this might look better, but I don't like it to come from 100 I mean, zero to 100%. So I'm going to move these rings here, the scale property backward a little bit so that I only want that overshoot part. So I don't want it to scale from zero because I feel like the bounce is too much. So I'm moving this keyframe backwards so that I'm cutting the scale to come up from this size already. So once they come up, they're already big. They're not coming from zero. I just need small overshoot. Maybe it's not that visible anymore, so I might need to make the overshoot more visible, but I'll just push it back one more frames. Yeah, that looks better. That's okay. I'll just keep it like that. So we have the ring come up and then Rotate like that. Ooh. CompoRotate. Maybe it's too fast. I feel like the camera rotation is too fast. So I'm going to drag it to six second to make it slower. So we have this thing comes up and then rotate. And that completes the setup that we have. 15. Create Sense of Space: Next thing, I want to show you another effect that's really important whenever we use camera. So let's go at a solid layer. I need some effects called CC ball action. So we call this one CC ball action. Change it to baby gray color, and then I'm going to go to Effects and Presets search for CC ball action. So if I put it on, you see here, it basically generate a pattern here, almost like a wallpaper pattern. We can actually spread these balls out. They're actually just balls or circles in the space. If I drag the great setting, I'm going to make the balls bigger. I'm going to change to 20. And then change this one ball size to 20, make it smaller. And you see that, we have these balls here. And then I'm going to change the scatter to 1,000. To have a scatter around in space. I want some stars in the space. And now all of a sudden, you can see who has some stars going on. And I want to color this one to a white color. So I'm going to do a fill color effect. I'm going to change to white. So that's my CC ball action. So what I did is I need to turn it down three D as well. On three D? This effect, the best feature of this effect is that it's a three D effect. Meaning, if you have a camera moving in your scene, this effect is going to move with your camera. So if I turn this one on without showing anything, if I play this, Okay, we don't need to turn on the three D because once I turn on the three D, it's got an error here. We don't need to turn on three D, but it's got a three D feature. What it means is that if we have a camera movement in the scene here, the whole effect is going to move with the camera to create the three D space. And since we don't have any point of reference or reference points in the space, we actually don't know how big these rings are, and then when they come on, we actually don't know they are actually moving the space. It doesn't have a visual reference. So we are using the CC ball action to add some background as, like, stars in the back or, like, really far away so that we can create a space, a sense of space. It's moving with the camera. You see that slight movement with the camera, it's taking that movement from the camera without any keyframes on the CC ball action because it's three D effects. So once we have the CC ball action active, it's going to inherit the movement of camera and then adding a sense of space for our composition. And essentially, this is what we get. If you feel like it's too much, what we do is create a composition, combine everything. This one we call this one ring animation. And then I'm going to take this ball action, command X, cut it, and then I'm going to drop it in here and I'm going to precompose this one, call this one CC Ball action composition. I'm going to also copy the camera and the null object into the CC ball action. I need to copy these effects, make sure it's inside the CC ball action here. Okay, and then over here inside, I just need to make the camera move a little slowly. Like right now, the movement is taking up 6 seconds. I'm going to change it to 10 seconds so that my CC ball action is moving slower than the camera, so it gives you, like, a background feel. I'm going to put it underneath the ring animation here, and you can see, let's play the animation. We have two layers. One is ring animation, and the other one is a CC ball action, and we have two different sets of camera movement. The CC ball action inside the composition, the camera is moving a little bit slower, but it's the same exact moving path. So it's got the same rotation in the space, so it gives you the same parallax effect, and the ring is coming up over here, but the ring is having like a faster camera movement. It gives you this sense of space over here. And you can also add a fastboxblur effx. To blur out maybe so give you like two point blurs that I'm blurring out some of the stars further away from us, like that. And then once we add in some background, I can look pretty nice. 16. Apply Creative Looks: So let's keep going on this one. We have the stars in the back, and then we have the ring here. Now, we just need to create a background, right? So go to create a solid. Let's create a background. So this one could be background one, and then let's go at gradients RAM. This one, I'll put in the back. I want the light source come in from this corner here so that we have dark area on the left. So do still use radio gradients swap the color. So this could be the black. This is a black. So we have a fan shape over here, and then the light is coming from this side here. So that looks pretty cool. And now I'll just duplicate this one, change the first one to a lighter blue, and then change the second color to a darker blue and maybe slightly adjust the points here, and then I'll just do a overlay of the first background on top of the second one. So I think the colors still a bit washed out, so I'm going to change the blue, lighter blue to a more saturated light blue. And then drag this white point out more so that the white points to, you see, like if I put it here, it's be blown out. So I want to drag this white point out a bit more so that we have more color over here. And you can just tweak this one however you like, once we have the overlay set up. So I can dig this one out a bit more. I think that looks pretty good. I like that. And now we have the background. We have these. Now I need to set up my greyscale, right? So I need to go to another solid called this one. So the right is front. Front, I'll do I'll just do highlights then. I'm choosing highlights and shadows, I'm just thinking the area that shows up the most, I'll use full range, which is the green here. The green is showing up the most. So I want the green to be the most range, which is going to be from white to black with both high mid tone and shadow, full range. And then the red, I can probably do midtone, but I think the trick here is the angles. So you want to angle them differently so that they have some separation on each panel, each surface. So what I'm saying the angle, let's say if we want to do this red front highlight, I'll just go gradient ram and then I'll just do this is going to be from white to a lighter gray, and then I'll just go from here to here, right? And then I'll use set mat. Choose the ring animation, defects and masks, and then red channel. So this is the highlight that I'm talking about, mostly just like brighter, right? So this surface is brighter. And let's say if I duplicate this one, this one we call this one green could be side, and then I want to use full range for the green. So this could be the fo range, which means going to be from white to black. And then we're going to set it to the green channel here. So in this case, another thing I can do I swap the colors so that we have the black on the top and the white on the bottom so that we have a different angle than the previous y channel so that we have more contrast between these surfaces. You can see which one you like better, but for me, I can test it out with this one for now. So we have the darkness on the top and the lightness on the bottom. And then there's a lot of contrast between this red layer, red channel here and the green channel because this is, like, dark and this is pure white. A lot of contrast. For the bevel, I always want to do, like, a highlight because I want the edge to be highlighted sometimes. So for the blue, which is a bevel, I'll do highlights. So we have two highlights and one full range. It doesn't matter if you want to change this one to mid tone, you can do as well. It's probably going to give you different results. You can do some testing, but it's not really important. You can kind of, like, play around with it. For the bevel, I'll just do swap the color white to white. This one change to the blue channel. Yeah, I just want here to be more highlights. So I'll just do this one here. Now we have the greyscale, and they're going to duplicate the ring animation, move it on top over here, and then let's do a CC toner effects, and then we're going to change it to pentoF the color, I'll grab my color composition. Change the color hers. Even the toner color, you can change whatever you want. And now I just need to add a layer cele, which is the grading overlay. For the grading overlay, I'll change the color to sears. Same way as we added color last time. So we need to make sure we change the blending mode as well to overlay. We also need to make sure we change the blending mode of this layer to overlay. And then turn off this. That's right here. Now, I just want to add another inner shadow here. So I go to layer cell, inner shadow. For the inner shadow, I can choose like a pink color maybe. And then I can make the size bigger, distance bigger. Like that. Size bigger like that? Okay. That's good. And then if you want, let's see how the inner glow works. I'm not sure if it's going to work well. Okay, add a little bit. I think it's okay. Maybe 25%. Inner glow, some glow over there. So we have this one come out. And now we need another overlay on top of this with nothing selected. You just want to add a rectangle tool. And then this is going to be my color overlay. So I got this color. This is a new color. It's also from my color composition here, this one. So it's kind of a new color that I pick it out. This is a new color, and then I'm going to set it to overlay. Maybe too much. So I'm going to change the opacity down back to 75%. You can also double click on this gradient color to change the gradients to however you like. So if you feel like whoops. I feel like the pink might be too much. I'm going to move the pink back and then give you more orange. Blue is too much. Maybe add one more orange over here. Like if I add some orange, there's some orange toe over here looking pretty nice. This is white, orange, blue. What if I add more orange here? Yeah, you can, kind of choose those colors however you want. It's gonna give you some more variations. So this is after we have that, and it's gonna turn like that. I feel like the bevel might be too much. I mean, the bevel is too white. If I go to the layer style and the gradients, what if I change the gradient color over here? So this is the color that's most important. It's going to set the tone of your color overlay. So if I change it to this green, it's going to show some green over here. I can also add another color in between here. Maybe, that looks better. So that's a lot better. And that looks pretty cool. You see, three colors, there's a lot more color going on, a lot more reflection. So if you like the green tone, you can choose the green. Or if you like contrast the feel, we have, like, the purple to yellow to green. So that looks pretty cool as well. I think I like that better. So I'll keep it like that, giving me a lot of color over there, looking pretty nice. You know what? I forgot? I actually forgot to add material. This is even without the material. So by default, it's got a bit of material. So we can tone it down to 30, change the sinus to 50, reflection to maybe 50 to add a bit of reflection or the three rings. I'll duplicate the material option and paste it onto these two things. Let's see what happens outside. It just basically makes the rings more reflective. I think it's looking pretty nice now. 17. Final Touch Up with Effects: We can just add a couple more effects. Let's say, we add in the adjustment layer, and this one we can do the CC light rays. So this is going to be my light race here. It's going to kind of if I have the animation, like the center, add a keyframe at the beginning, and then once I come up, I'm going to have the center drop here. So have some kind of light shooting in like that. Maybe that's too slow. I'll have it complete for 1 second. And still some easing, so it goes well with the overall easing of that animation. It's too bright. I can change it down to 50. Yeah, something like that. So I'm also going to add the CC light burst. And then for this one, lens change it to four or five and keep the intensity to 100. That's pretty good. So this is before after maybe to ten, ten too much to eight. After have some motion blur going on. And now you see the problem. My stars in the back are taking the overlay color. So I don't want those stars to be colored. So I need to move my CC ball action to the top, so they're not underneath my adjustment layer or the color layer, overlay layer. So they're still in white color. So I want it to be white colored. Change it back to six, a little bit too blurry. And the center, I want it to be here. Move the center to here. So this point is the most crisp. It's the highest resolution everywhere else, there's gonna be light burst. I also don't like this line over here. So what I can do is I can actually animate this fil color effects. So if I go down, to the content to the rectangle, to the gradient fo, to the started endpoint. So I want it to come in the same time as this ring here. So at the beginning, I want this point to be over here. So I'm animating the started endpoint of this gradient. It's almost like it's going to come in the same time as this ring so that it's going to fill the ring with color. So I'll do some adjustment for the curves, give it an extreme easing curve coming in like this. It's going to be like this so that we don't have that line over there. So this is the full setup the ring and the camera move. And we have the overlay, everything we talked about last time, right? CC Library, CC labers. We add it in the ball action. Make sure it's on the top, so it's not colored. Finally, we can do lens flare, and then we can finish it up. So let's go to add adjustment layer, call this one lens layer. So we go to pull up the lens flare from Effects here. And this is a lens layer. It's got three different types. This is a default type. It looks like this. So I think we can use this one. It looks pretty cool. Another one is 35 millimeter prime less layer. It looks like this. Too big. Don't like it. 105. This is really subtle. It's got big and small, really long. So I like the first one better, the shape, better. And then I can blend with the original. Let's do a 50% blend, so it's more subtle. And we can animate the lens flare center. So let's go from the center over here so that my lens layers overs and then add a keyframe, hit you on the keyboard and everything comes down here. I'll have the lenslare drop down over here. So my lnslaer just got lifted to move over here. It's going to be from outside. Then coming in and then go up, almost, like, similar to this camera motion, come up and then it's going to stop over here. So we're going to cut to the next scene. And in this case, this is my lens flare. I like how it looks. You can also change the brightness. You can make it really bright. It's going to be blown out or just keep it like 100%. And another thing is, I don't like this lens flare to come in from this side. The source is over here. It's going to have a soft dot that's coming into my scene here. So all I need to do is to a mask. I'll just go to ellipse tool, and then I only want this side of the lens flare. So I'm cutting out the other side. I'm only showing this side here. So we don't see that source lens flare center that's coming in from the side. Right. And we have this lens flare that's coming home from here to here. Okay, that's looking pretty cool. And the original example, I also have a just a ball animation like these two balls. So I have these two layers coming in on this side here, I'm just going to copy this because this is just like a very simple path animation. So I have this circle coming in. I'm going to use this now to move the circle around here. And then once it goes here, it's going to shoot inside this ring here. So if I play the animation, this is what it looks like. Need to cut it here. So as if it's entering the I don't want it to overlay on top of that ring, so I want this ball to enter the ring. So the next frame is going to be cut like this. So we have this ball coming in. And then got sucked in. It's like a jump point. You have this spaceship coming in and then see this jumpoint and then go away. I don't like these two bigger dots in the front, kind of, like, distracting me from seeing this ball here. So that's all my ball action. I can probably make the size bigger. Just to cut out two balls over there, make the sides a bit bigger, like that. I think that's okay. So we only have one. Or another way, you can probably just adjust some of the settings in here, grid spacing, 21. Yeah. Maybe 21 grid spacing is going to get rid of that bigger circle. So we have this thing comes in, give it a rotation. So it's coming in this way here. And then it's gonna turn. It's gonna see if it's gonna get sucked in and then all of a sudden get sucked into the jump point of the universe. So this is the final animation we have. 18. 2D Scene 1 Overview: In this lesson, let's take a look at how we animated the first two D scene here. So let's first take a look at that and then we can put the three scenes together. Let me go to my scene one here, and this is the setup of my scene one. Basically, I have this animation here. I'm not going to go through the exact step by step in this case, because this is mostly two D. So we're transitioning from a two D environment in the scene one to a three D environment in scene two and scene three. So that's how the animation was set up. If I play this, you can see, this is a very simple and straightforward scene here. We only have a bunch of circles, a bunch of lines here. We're using trim paths to animate everything. So let me go through how I set this up. First, if I turn off all these layers here at the bottom, we just have a black background. Nothing is happening. And then we're going to turn on this animation here. Those are the two circles with patterns. So if I play this animation here, you can see, we basically have a bunch of patterns inside this composition, that's changing. Keep changing. Like that. And then if we go outside, we use a shape layer as a track mat so that my pattern is going inside this shape layer. And there's a little animation on that shape so that we have a bigger circle and a smaller circle like that. So that's my circle animation. And then if we go outside in the scene one here, I got these two circles with the pattern keep switching, floating up like that. Okay, so that's the circle setup, and then we have some lines here. So we have these lines going down like that. And then the way we animate the lines is we have this composition here with a bunch of lines, and then if we go inside the lines animation, so we animated the trim pass effect from start to finish. So this is trim path, and then we have this line animation with the trim pass effect. We have this start and end keyframe setup like this so that each composition has this line just going shooting like that. And then in the previous composition, we duplicate a bunch of these lines here, and there's some dots also animating, and this is how we set up the speed lines in the background. And then if we go back to the scene one, so we put everything together, we have a null object controlling the entire scene, so everything is going up first, and then the null object is rotating the whole scene to 90 degree angle on the side so that the circle is going to shoot to the right. And then at the same time, while the circle is shooting to the right, we have the glowing background that's happening. So from this here, we have this radiant ramp that's going from this blue color showing on the right hand side, and then almost like a light is peaking out so that the circle is traveling closer to the light. So the entire animation is going to be like this. No, move if you want to look closer, you can take this project file and take a closer look at the keyframes and how we set it up. I'm not going to go over the details because this is a three D class. This is entirely in two D. Also, if you don't like the setup, you can also create your own first scene as well. You can do anything. You can do anything to D, and then the circle is going to shoot to one direction, and then we're going to do a match cut to cut it to the second scene. So this is how we set up the first scene here. 19. Star Burst Transition: In this lesson, let's put the three scenes together. Let's go create a new composition. Call this one the final render. 1920 by 1080, we have maybe around 15 seconds. Click on. And now let's go into my asset folder. I'm going to drag my first scene into the composition. So this is my first scene here. It's starting from zero second right now, and this is going to go down like that. And then as a shoot to the right, when the speed is the fastest, I'm going to cut it to the second scene, maybe around here. So I'll drag in my second scene animation, which is second scene option one. For option two is basically another color variation that you can take a look and explore. But we're going to use Option one, which is the one that we did in the previous lesson. I'm going to just put it at this point here and then let's see if the speed and the transition match up. Up. I think it's a bit too late. Maybe it's gonna cut it around here. So I'll just cut it here. One. And then I'll change the resolution to third so we can render faster. Yeah, I think that match up pretty well in terms of speed and also the momentum. Done. So that's my second scene. And then as the circle goes into the jump point over here, I'll cut it to the third scene. At this point here, I'm going to go to scene three, option one here, and cut it here so that as soon as the circle goes into the jumpoint, we're going to cut to the third scene. But then I will probably cut maybe first two frames. So we're going to start at this frame. I'll option left square bracket, cut it here, and then move this back to this point here so that we can tie the two scenes closer together. Yeah, I think that looks pretty well. As soon as the dot is coming into the jumpoint, we're going to go to this scene here where the camera is pulling out from this rotating rings here. Let's play the animation. No, no. And then at the end, I actually want the whole thing resolved to either a logo or a line so that you can customize it yourself, right? So what we're gonna do is we're going to add a transition after the third thing here, and then we're going to resolve to a logo review. Let's do that. And then for the third scene, as you can see, what we're actually missing is we're missing a little bit of sense of space. We talk about sense of space in the previous lesson where we use CCD ball action. And I'm going to show you another way to add sense of space, and then we're going to introduce some speed tunnel to transition to the last logo review. So in order to do that, I need to first, create a new composition. Let me just create a new composition, call this one star transition, and then we're going to use around 10 seconds. Click Okay, and go back to the final render. What we actually need to do is we need to have the stars appearing in the third scene so that it can create a sense of space and also transition to the next scene. So we're going to use the same camera movement from the third scene. We're going to go inside the third scene, go inside the ring animation and copy this camera. If you see here, this is a camera movement that we have. The camera basically just pulls out so that we have this ring zooming out from the camera. So let's copy this camera movements. Command C and then go to start transition, pasted in the camera. If I go to the two of you, you can see we actually have this camera. I'm going to cut the first two frames because the camera is on the wrong side. But we have this camera pulling out like this in the top view here. So now we just go to Layers new solid. Let's create a star burst layer. Doesn't matter what color it is. We're going to use Effex called CC star burst. Add it on the solid layer, and then you can see we have a bunch of stars. But first, let's change it to white color, so it's easier to see. We're going to use the folk effect, change it to white. That's good. And then the stars are too much. So you need to make the grid spacing bigger, like this. Let's change it to 20. And then the sides of the star are too big. So we need to shrink it down. We can change it to 20 again. And then for the scatter, let's make the scatter bigger so that the stars are further apart. I'm using a setting around 300. And then if I play the animation, you can see we have the star coming into the scene. However, in this case, we actually want the star to go backward because our camera is pulling out. So in order to do that, I need to give a negative value to the speed. If I do negative one, you can see the star actually going away from us, from the camera. So that kind of match with the camera setting. So at the beginning, I want it to be really slow, really subtle. I'll create a negative 0.1 speed for the first part, make it really slow, really subtle. To match with the camera movement here. And then around maybe 2 seconds, I'll start to make it faster. So I'll add a keyframe on the stopwatch, hit you on the keyboard to show the keyframes, go forward to three frames, and then change it to negative five, not 0.5, negative five, so that we have a much bigger speed like this. The stars are going away like crazy, so this is where we're going to do the transition. And then in order to do the transition better, we also need some speed lines, right? So in that case, I'm going to add another effects on this layer, which is called echo. For the echo effects, if you take a look, if I change the echo number to maybe ten, we can actually create some speed lights like that. But this is not working because ten is not a good enough number. If we increase, we can actually connecting those dots so that all the lines are visible and we don't have any dots. So we're going to change the number of echos to 60, and then we're going to decrease the echo time to a much smaller number. That's two -0.01. And I think this is not even still not small enough. So I'm going to change it to really small number, 0.001 so that we can actually make the lines really connected without any circles. So at this setting, 0.001, and with 16 numbers of echos, we can see the lines are connected. Let me hit the stopwatch to add a keyframe on both properties. And at the beginning, I still want to keep it to one echo so that there's no echo at the beginning. And then after 2 seconds, there's some echoes and then all the stars are going away from us really fast. So this is going to be where the transitions get happening. So that's kind of my transition frame. I like that. I like the speed. We have this composition setup. Let's go back to my final render. Let's drop in my star transition here. So from 5 seconds, I'm gonna drop in the star. So we have the stars going away. And maybe because right now the stars are overlaying on top of the rings, which is something we don't want. So I'll copy this composition, actually cut it, command X, and then I'll drop it inside the scene three so that we can have the stars actually behind the ring. So I'm going to move the stars behind the ring so that we can still see the stars, but then the ring is covering on top of it. And in that case, in this case, I think two second transition is way too fast or way too early. So we need to actually transition maybe around here, four second where the rings are lending. So let me just go inside and then move the keyframes to around four second. That's good. I don't need this keyframe because we're not changing the value of the echo time. So let me go back here. So this is where the ring is lending, and then we're going to transition like that. It. And I also don't want it to transition after the ring lens, so I want to transition right before, so I might need to move this one a bit early here, right before four second here. That's where we're going to transition. And as we transition, I also want to modify the color of the background. There. So if I solo the last one, the last background, which is black and white, this is what it looks like. And then this is the overlaid blue color on top of it. So let me just go change the gradient ramp in this last background. I'm going to add a start of keyframe and then end ramp keyframe at this point here. As we transition, go forward. We're going to go drag this one out and then drag this one down so that everything is becoming a bit more white blown out like that. Let's see if that works better. Well, as if there's a light in the center that's glowing and then covering everything like that. So let me add the same keyframe onto my blue overlay layer here. So I'm gonna copy the key frame of the start and end ramp and then paste it in here. Let's see what it looks like now. What yeah, everything is blown out, and then we're going to also fade out the rings here. So let's go to this ring composition. Let's add some keyframes on the opacity. As the background is blowing out, we're going to change the opacity to zero so that we're actually fading out the rings here. Let me also copy the keyframe to these three coloring layers here. So almost as if there's a light that's coming into the scene that's blowing out everything and then making everything so bright like that. So that's gonna be arch transition. Yeah, I think that looks pretty cool. Let me go back to my final render and take a look at this part of the animation. As the speed line comes in, I think I want to have that light glowing animation to start early as soon as the speed line comes in. So around here, so I need to drag all these keyframes to here. And then the ones also in these three layers, I need to hit you on the keyboard, align them together so that they can start the transition a bit early. Yeah, I think I like that. It looks pretty cool. 20. Logo Reveal: Now, what we need to do is we can add some logos or text in the final scene here. So we can actually do two versions. One is a white version, and then we can do a black version. But before we do anything, let's try to do the black version first, right? So for the black version, I have let me go back to the scene that I already set up. I can copy these layers here. I have a sound track that I can copy. So I'm going to go paste in my soundtrack. I can show you what it sound later, but it's good to have some sound. You can also do your own sound. And then for the logo, I can just grab the logo, grab the text. I have a black solid color. So let me copy this black solid. Essentially, what we do is as we transition to this bright color, we actually use this black color to overlay on top of it so that everything is resolving to a black. I did. Scene over here after the transition of the speed light. So I'm going to copy this one. This is my end scene here. So this is same as the third scene. However, I just made it a black and white with the black and white effects and then change the contrast. So if I solo this scene here, this is what it looks like. Basically, it's the scene here. If I kill the effects, I'm using this inside ring composition as a starting point. But like this, the same way we animated scene three. And then I'm adding the black and white color. Black and white effects changed a little bit of setting to make it look better, and then I use brightness and contrast to change the contrast. And now we have this scene here, and then on top of it, we're adding a black solid just overlay on top of that so that we can transition if I just unsolo these two. As we transition, we're going to just fade on the last scene which is going to be black, like that. And then as we're fading on the black scene, I can also go back to my composion get my logo and the text over here so that I don't need to do the logo and text again. And then as the ring opens over here, we're going to show the text animation just fading on, nothing special. So maybe around here, I'll cut it to 13 seconds. We're going to resolve to this scene over here. Let me change the resolution to a quarter because it's rendering really slow right now because we have all these three things going on. But I want to show you what it looks like now after the transition. So this could be the end of your demo reel or you can use it to introduce your logo. You can change the text over here. Right now, I put thanks for watching demo reel 2026, and then the motion Circles logo. You can customize this scene however you want to fit your need. But right now, I'm just assuming we can use this as the end of the demo reel and just say, thanks for watching something like that. So another way we can do this is we can make a white color option, and then we can go to add a adjustment layer, and then just call this one invert color. So we can add a invert channel effects onto this adjustment layer over here. And then I'm just drag it all the way to the back. So right now, I think the end is going to work out okay because you can see the black end frame is becoming a pure white end frame. So this is how we also made the section cover, as you already know. So this is how it looks after we invert the color of the rings. We got a little bit of hint of the three D ring animation in the background in this, like, white and brighter gray color. And then we have the logo and the text in black. So that works out okay. The only thing is this transition right now is not working out. Let me go add a solid layer, change it to black here, and then I need to drop it underneath my sin thin composition, and then push it all the way here. So I need this scene to actually be dark when we are introducing the invert color because we're inverting it to white, and it needs to be completely dark at the beginning. So in that case, I need to actually do a fade in. From white to completely black. And while we are fading the color, I'm going to align this one better here, and then I'm going to change the opacity of the invert color 0-100% as well. So zero at the beginning, and then 100%, so that we're fading to a white color car here. And I think right now they're not tied very well, so I need to reposition these layers a bit more better. Actually just cut all these layers from this point on. So I'm going to cut the three layers, cut it, cut it, and cut it here, and then I can group everything over here. I'll just group the ends, call this one Command Shift C, call this one white and frames. And then from this point, I'll just fade in everything, go at a opacity over here, change it to zero to 100% so that we can fade in the end car like that, keep it white. So that's how we transition. Let's see if that works better. Yeah, I think that works okay. So we have this transition and then goes to the end card. So that's a white version. I'm going to show you what it looks like after I render it out. Let's go ahead and render it. Go to composition, add to Adobe Media Encoder Q, and it's going to open your media encoder. So over here, we can choose H 264, which is the MP four format. And there's also other format that you can choose. For now, we're going to stick with the issue 64. There's also a quick time version that you can do. So we'll stick to issue 64. And over here, we don't need to change anything. We just keep the same as is, high bitrate, match source, and then we can choose a folder where we want to export, save it, and then we can hit this play button. It's going to start render. And there you have it. That's how we render. Let's take a look at the final. 21. Congrats!: With that, you finish the class, so congratulations. If you follow along, you should now feel more confident working in three D inside After Effects and comfortable making creative decisions with cameras, lights, materials, and color. I hope this class showed you that three D doesn't have to be complicated. It just needs the right process and the way of thinking. If you enjoy the class, I'll be really appreciated if you could leave a short review. It will help this class to reach more students and let me know what worked well for you. I share more motion design tutorials, workflows, and creative breakdowns on my YouTube channel Motion Circles. You can also find more resources at motioncircles.com. Thanks again for taking the class and learning with me. Keep creating and I'll see you next time.