Transcripts
1. 1 Class Introduction 3D Fake 3D Anim: Ready to add real depth,
dynamic camera movement, and powerful TD style admission to your after effects projects. Welcome to Advanced
GDdmission in After effect. Master Real and fake D motion. Another exciting class, my complete Skillshare
after effect series. Hi, I'm Mule, and in this class, I'll be guiding
you through one of the most exciting areas of motion design inside
after effects, creating admissions
that feel dimensional, cinematic, and
visually engaging. This class, we'll
start by exploring the three D workspace
in after effects, so you understand how
three layers work and how to move objects
through real depth. Then we'll look at lights and how you can completely
transform the mood, realism, and visual
quality of your admission. From there, we'll
work with cameras, learning how to create depth, perspective, and
movement that makes your scenes feel more immersive. You'll also learn
how to work with three D models directly
inside after effects, giving you more critic
possibilities for building modern professional admissions.
But we won't stop there. We'll also dive into
fake admission. Powerful motion design technique that allows you to create the initial of tre D
using two delayers, clever movement,
perspective tricks, effects, and
animision techniques. This is especially useful when
you want your work to feel dimensional without building a fully
complex treaty scene. Throughout the class
we bring everything together through
practical projects. We'll create a fit D admission. Product slide admission and cartoon network style
hD logo admission. These projects will help you understand not just the tools, but how to combine them
creatively to produce polished or fully
worthy motion graphics. This class is part of a wider after effect learning journey. So if you've been
following this series, you'll see how the admission
principles, effects, transitions, logo admission and motion design techniques
from previous classes all connect here. By the end of this
class, you'll be more confident working with
three D layers, light, cameras, TD models, and fake TD techniques
inside after effects. So get your project files ready, open up after effect, and let's start
creating motion with real depth energy
and dimension. Oh
2. 2 Class Project1 3D Fake 3D Anim: In this class, you'll complete three class projects
designed to help you practice both week three D and fake TD admission techniques
in after effects. The first project is
Class Project one, fake three D admission, which you'll complete
in Video eight. In this project, you'll
create a FikTDAdmission using two D layers and
admission techniques that creates the
illusion of depth. This project will help
you understand how to use movement, perspective, layering and timing to make flat artwork feel more
dimensional and dynamic. Second project is
Class Project two, product slide admission, which you will complete
in video nine. For this project, you
create a product slide and mission using
tre techniques, motion design
principles, effects, and other creative
methods covered across this after effect series. This is a great project because it shows you how to combine multiple skills into one polished commercial
style admission, the kind of design you might
use for product promos, social media arts,
portfolio pieces or brand presentations. Third project is
Class Project three, Cartoon Network three
D logo admission, which you will
complete in video ten. Here we'll create a bold and playful three D logo admission inspired by the
cartoon network style. You will practice using
depth, motion, timing, and visual energy to bring a logo style design to life in a fun and
professional way. Together, these three
projects will help you move beyond simply
understanding the tools. You learn how to
actually use TD and fattD techniques to create admissions that
feel more exciting, more polished, and more
visually powerful. Complete each project, feel free to experiment
with your own colors, timing, logo, images,
products, or design elements. The goal is not just
to follow along, but to understand
the work through well enough to make it your own. Once you're done, I
highly recommend you upload your project to the
class project section. Sharing your work is a great
way to track your progress, receive feedback, and inspire other students in the class. So take your time, follow
the lessons carefully, and most importantly, enjoy
the creative process.
3. 3 Getting started with 3D & the 3D workspace: Hey, there, we all come back. In this video, we're
going to start looking at three D in after effects. And you may notice
that my interface has changed just a bit. Things are more darker here
and it just changed a bit, and that's because I
updated my after effect to 2025 and you don't have to worry about updating
at this point. I just did that and it
coincided with this recording. So you don't have to worry.
A features are the same. Okay, just a few
update here and there. You don't have to worry.
This workflow still works in at least
most older versions, especially the new treaDy maybe say 2024 version, 2023 version. Yeah, so you don't have to
worry about this update, okay or the fact that I updated. Yeah, so we're going
to be looking at tree D in after effects. And yeah, so just create
a new composition here. Now, in your new composition, let's just name this tree
D. First of all, So TD. Yeah. Now we have our
composition settings. We have the basic, we
have the advanced. Now if you come here,
you're going to see three D renderer. Okay? Now, this is the section
where you are able to select your three D renderer
for your three D, okay? And now under renderers, we can click here
to see that we have different rendering engines
here in after effect. We have the classic
Tre D, we have the advanced TD and we have
the Cinema four D T D. Okay? So all these renderers can be used for different purposes. Okay? So the classic
tree D is basically the default TD rendering
engine in after effect. It's been here for a long time. It's suitable for turning two D layers into three D and just rotating them
in three D space. It supports custom
cameras, depth of field. It supports lighting, supports basic shadows, supports effect, blending moods and layer styles and track mats and so
on and so forth, okay? So that's classic Tre
D. And I'm listing all these features
it supports because these other renders don't
support some of these features. Okay? Like, for example, we
have the Advanced TreaDy and this Advanced tre D is a new
renderer for after effect. It was just brought
in, I think in after effects 2023 or 2024. Okay? So it's quite
new renderer, and the features are being
updated or being added. So there are a lot of
things you can't do here, but there are lots of
really cool things you can still do here, okay? So with the advanced render, you get more
realistic renderings as compared to the
classic TreaD okay? It provides improved performance and enhanced TD capabilities, especially when compared to
the cinema for the renderer. So it performs faster
than this renderer. Okay. And these are some of the things that have been
enabled with this feature, with this renderer and
disabled with this render. We can see that
with this renderer, we can get effect, we can add effect, we
can add blending mode. We can add layer styles, track mats, masks, and
so on and so forth. And don't worry there is
always a walk around to all of these things, okay? But just note that you don't
get all of these for now. Okay, you don't get
all of these for now, but it supports extrusions, of texts, of ship layers. I support materials, more
realistic materials, okay? It supports
reflections, shininess, pecularity, crazy
realistic shadows, okay? It supports
environmental lights. And we're going
to look at all of these things, all
of these things. It's faster than
the cinnapy render. And the Sema fody render is basically a cinema
fody renderer. It's basically a link between after effects and cinema fody. Sima fody is a classic
the native TD software. So this bridges the gap between after effects
and cinema folding. It supports extrusions as well
of texts and shapes, okay? It supports reflections as well. It doesn't support
some kinds of light. It doesn't support
environmental light. It doesn't support
physically based renderings of tree D layers. It doesn't support effects, blended moods, layer styles,
and so on and so forth. So that's enough for the speech on the types
of cameras, right? Now, let's go in and see
how to actually use them. So I'm going to select
either of them. We're going to look at
all of them, actually. So let's start with the
classic. So just hit, okay? And you get your
new composition. And now I'm just going to select my text tool and type some text. So I'm going to
type three D. Yeah, and just align my paragraph to the middle and then align my text to the
center of my composition, make this bigger and control
old whom or command option whom to align or to bring our ankle points to
the middle of our text on our scale is up even further, maybe change my text font. Let's look for thick font. Let's see this guy, okay? Not bad, but I think I will
go with something else. So let's get the thick fonts. You mustn't be using the fonts
I am using or I will use. I want something to bold. I won't spend all day looking for a front I just
go with something. Let's just go with this.
Good. So make this bigger. My change my color. Yeah, and then now for me to turn my layer
to a tree D layer, all we need to do is click here to turn it
to a treat layer, and immediately, you
see the three gizmos, which we can use
to rotate and to manipulate our tree D
object in three D space. And if we open our properties
or layer properties, we can now see that under
our transform properties, we now have three properties. For skill, we have X Y, and Z, position X Y, and Z,
encode point X Y, and Z, no longer X and Y, as we will have it under
two D, as you can see here. So we have new options. We have new rotation
property for X and Y, and Z. Okay, we can zoom
in. We can rotate our ship or our text rather, and you can see that this
is just a flat GD text. Okay? There's a
flat three D text, no extrusion, and we don't have the ability to create
extrusions in here. Yeah, now let's look at some
of the options we get here. Now, with my selection tool selected and my three
D layer selected, we can see that right here, we have this guy, which is the universal, is the universal tool,
three D tool, which gives us the
ability to move our three D object and rescale
our three D object, okay? And also rotate our three
D objects all at once. Okay? And we then have
the move or the position, which gives us the
ability to only move the position of
our three D object. Next, we have the rotation,
sorry, the scale, which gives us the ability to scale our three D
object up or down. By using the gizmos, of course. Okay. And then we have
the rotation which gives us the ability to only
rotate our three D object. You can rotate our three D
object with our rotation too. Perfect. We can snap using this. And we have these three things
here, these three options. If you hover on it, first one, you're going to see
local axis mood. Now, this local axis mood, when you have it selected, the
properties of your layers, that the rotation, the scaling, and the orientation
and the positioning, right, the axis are aligned
to the layer itself. Okay? The axis of these properties are aligned to the layer itself. We have the next guy, which
is the world axis mood. If you select the
world axis mood, your axis will be aligned
to the composition, okay? That's the native axis
of the composition. Okay? Then we have
the view axis mode, which aligns the axis of our properties to the
view, which is the camera. Okay? Which is the default
camera in this case. Yeah, so that's what
we get with this. Now we have some
other properties or some other options
like these ones. These are the camera. So we
have this as orbit tool. We can use this to orbit around our three D
object like this, as you can see, freely. So if you select these two, you're going to
have three options. You're going to
have the free form, which allows you to orbit freely around your
three D object. Okay, as I'm doing right here, you also have the
horizontal constraint, which only gives you the ability to orbit horizontally
like I'm doing right now. Then we have the vertical
constraint which gives you the ability to
orbit only vertically. Only vertically. To
a couple of times, it gives you the
ability to orbit only vertically. Perfect. And then we have the pan to, which gives you the ability
to pan around your sin. So you are just panning
around your sin. You're not really moving
your tried object. Yeah, we're panning around your sin around your treD scin. Okay? And then we have
the Dolly towards Crusot which gives
you the ability to zoom in and zoom out of
your sin just like this. Okay? Perfect. Go back
to my selection to yeah. And then, let me just
make more room here. We make more room here,
you're going to see that we have more options. These are the options
you're used to. But we have this new option. We have this draft three D, which gives us a draft
version of our three D, which is easier to
work with, okay, because the draft, of course, contains or requires
less performance. But under this draft, we have our three D environment
also in Nebo, so you can see our
three D environment. You can just off this
by clicking here. So we can off the three D environment grid
by clicking here and and we have the
three D extended view. It is a three d extended view, which shows our composition in relation to our
three D environment. You can click here to close the three d extended view. Okay? Yeah, so that's where
you get with the draft. And now here you
get the renderers. Currently, we are using the
classic three D renderer. We have the advanced,
we have the Cinema four D. And we have the
rendering options. If you click here, you'll be able to select
rendering options. That's to edit the
rendering options. Let's say we have our
advanced three D selected. When we come to the
rendering options, we're going to see that
we have options for the render quality. Okay? The higher the quality, the
longer it takes to render, of course, then we have the
resolution of our shadows. The better the
higher the better. But, of course, the higher, the longer it takes to render. And then we have the
casting box box size. So that's the box size
of the shadow, okay? That's the kind of bonding
box of the shadow. So the bigger the bigger it is, the more our shadows
will be extended. Or the bigger it is, the more
objects in our scene will be kind of included in the
calculations of the shadows. Okay? So we can reduce this
or fit it to our scene. If we fit it to our scene
you're going to see that the box is just within
our scene, okay? So it means the shadows
will only be casted here. So anything outside here, you won't see any shadow. But of course, we are not
seeing shadows here because we've not added light and started repositioning
things to enable shadows. So but that's the camera
options for you if you right click and come to to switch viewer, view out rather, you're
going to see that we can switch between one
view and two views. So now we are seeing two
views, and we can click here, and you're going to see
this blue bonding boxes around our layout. And with this, we can
now select the camera. Now if I just make
more room here, you're going to see
that if we select this, we can click here to select the camera we want this to show, either left, the front, the top, or even
a custom camera. Okay? Just like this. We can click here to
go back to this view. You can disable our three
D draft if you want. We can select the view we
want. Is it the default view? Is it the third
custom view we want? We can also click here to select the number of views we want, the number of views we
want in our viewpot we can click here can
have four views. We can look at
everything in T D, can manipulate this and we see them updating in real time. Okay? That's how to work in TD. And yeah, so these are
just what you need to know about basically,
or fundamentally. So just select this guy
take it to the default. And yeah, now I will just select my guy and make sure I have my T D or advanced three
D selected and open here. Now we get different
options when we depending on the
renderer we select. So for this advanced treaD
we have these options, we have the transform options. We have these geometry options and we have material options. But if I change this
to the classic treaty, we're not going to
have geometry options, as you can see here. So that's just for you to know. So under geometry now, we have what we call Bevo. So Bo we have BEVo and
we have extrusion. So if I just boost up
my extrusion depth, we're going to now
see that we are creating an extrusion
in real time. So we've extruded our
trea D this is now an actual tree D shape,
where it says bevel. I zoom in here and
just pan around and select a type of bevel bevel style.
Let's say concave. We're going to see
that we now have a bevel detail around
the edge of our treat. If I increase the bevel depth, we're going to see that the
detail increases in size. So this is what a bevel is. For now, we have
just three types. We have the angular, we have the concave rather,
we have the convex. Okay? The convex kind
of smoothens the edge, and we can see it in tridi. Yeah, in other softwares, we have more types of bubbles
or more styles of bubble. Okay? So that's the
bubble for you, and we have the materials. Right now, we're not
even seen any shadow. Right now, it's using
the natural light or the natural environment
light of after effects to lighten up our scene. Okay? So the next thing
I would do now is just create a new solid. I'll make my solid white, heat okay, and heat okay. What I'll do then is just change my solid to three D layer, bring it below my
three D object, and I will use my X axis
and rotate my solid. I'll just make room here and use my properties panel right here
and make sure my rotation. Actually want to rotate it not dientation the rotation should be 90 on 90, let me just make this zero and let's look at the rotation. Yeah, the rotation should be
90 degrees on your X axis. Your rotation should be 90
degrees and let's see -90. Yeah, so -90 degrees. Now we can move
this object down. We can move this object down, can select the position to and just move
it down so that it becomes like a plane or background for three
D object to sit on. Yeah, and then we can take
the scale and just scale this make it big so that
it covers our scene. Yeah. Now we have a three
D object in our scene, and we have it sitting
on a background, right? Or a platform. Perfect. So now we
can't even see shadows casting for our
three D text object. So what we need to do is
actually create light. So I'll come to layer
new and then light. There are different
types of lights. And we're going to look
at the types of light. So I'm just going to select point light or spot
light you, okay? Now we can see that our
scene has been lighted, but we still don't have shadows casting on the ground, right? But the most important thing is our scene has
been lighted for now and we can move
our lights further. We can see our light here,
we can rotate our light. We can basically manipulate
our light just like a normal three D object, okay? And this light work also
for our sigma foggy render. So if I select my
sea fogy render, we're going to see
that this is it, okay? Looking good with the lights. Yeah, so go back to my Advanced CD and open
my light into my light. I will just select here an environmental light because I want to cast shadows
on my scene. So I've selected an
environmental light, and now it's serving
as the environmental light for my scene. And we have cast shadows
turned off. I just click here. You're going to see that
it's going to process a bit, and you should have shadows
now cast on our scene. Okay? We are not seeing shadows. So let's try to see
what the problem is. Let's look at the transform. We transform, we
can move around, we can move around or seeing. Sorry we can move
our light around. And still yet, I'm not
seeing my shadows. I just delete this light
and creates a new one. So file or lay out
new and then light, and I will just select an environmental light
from here and hit okay. Now, let's see if
the shadow casts. So click on shadows So my after effects ran into a problem and I couldn't
generate shadows. So I had to just restart the whole process and try
generating shadows again, and it worked the second time. Okay? So if you experience
the same problem, just try restarting and you should be able
to generate shadows. So you need to make sure cast shadows is turned on for your environmental
light, okay? Only the environmental
light is able to cast shadow for the advanced
three D render. So just take note of that. So we have the shadow intensity, we have the shadow darkness. These are very self explanatory. If you just zoom in now, you're going to see that
we're casting shadows here, but our shadow is noisy, right? Our shadows are noisy, and
that's a bit problematic. What we can do is come here
going to renderer options. And if we boost the
quality of our render, we're going to see
that gradually we eliminate our shadows, or the noise gets
eliminated gradually. But the problem is this
increases our render time. I hit we now, we're
going to see that we have less noise
in our shadows, but this increases render time. That's the only
problem with this. It increases render time. We could as well, increase
the smoothness of our shadows and that
will also serve well. So we just want to keep
our randow quality fairly low while working in the
three d space, maybe 25. So I think the default is 25. Can it okay? Yeah. So that's how to clear the
noise in our shadows. Yeah, so let's look at
some of the options we get with our three D objects to select your tre
object, open this up. And under your tree
D object, of course, we've looked at the
bevel and the extrusion. You can close the
geometry options. We open the material options, and the material options, we have cast shadows.
It's turned on. You can turn it off
to see the effect. It's going to not cast shadows on the object on the object, and also on the plane. So we can turn it off on
to cast our shadows back. We have accept shadows. We can turn this off, and we're going to see
that it's not going to accept shadows that's
on the object. Okay? So this one is
just for the object, can turn it on to
accept shadows back. Then we have accept light, which works just the same thing as shadows, the same
way as shadows. We have shadow color. You can change the shadow
color if you want. Could make this bit reddish. Here we can see that our
shadows are now a bit reddish, then we make this more dark. And then we have the ambient,
we have the diffuse. Okay? All these are light
settings or how much exposed our object is to light. We have the
specularity, intensity, or the specular intensity, which has to do
with the shininess. And basically, yeah,
the shininess and the reflection of our Object. So also with the
specular shininess, if you make this 100, we're going to see that
our object becomes very shiny and very reflective, okay? The metallic or the metal is the metallic
property of our object. It makes our object metal or act like metal, just
like you can see here. So we have our
metallic as 100 or metal is 100 or specular
shininess has 100, specular intensity has 100, and this is the
result we get, okay? This is completely amazing. Yeah, so that's what
we get with this. Maybe the shininess
could be 50 to reduce the intensity
of the effect. Yeah, so this is what we get
with the shininess at 50. You can see looking good. So these are the options you get with your materials or
for your materials. If we change rendr now, say for the rendr, we're going to get
different options. Okay? We're going to
get different options. We're going to get
gets loading now. It's let wait for it to load. Yeah, so we can see that the environment light
doesn't work with the cinema fody totally because it's not
casting any shadows. It's not accepting light. It's just there,
completely diffused. Yeah, but we get other options. Which will react with other
types of lights, okay? So I'll just advise you to go through all these
options yourselves. And for our classic
three D renderer, we have other options as well. Okay, we have other
options as well. We have the specular, we have the cast shadows. Okay, but we don't have
geometric options. Of course, it doesn't accept
or it doesn't give us the ability to create or
to manipulate geometry, since we are not extruding
anything here, okay? So go back to our advanced
three D renderer. And that's basically
it for these. Okay, we can add cameras, come to layer new camera. There are different
types of cameras, but we won't look at the
types of cameras for now. But basically, when
you add the camera, you get your camera
in your scene, and you are able to, let's just make this big, and you are able to kind of select the particular camera
you want to view things on. And that camera will now appear. So let's see for this one, we are currently
selecting the right view. We can come here and select
our camera one, okay? So that we now look or we
now see our camera one, which is our new camera
which we created. So our camera one was created in the current view we wear, okay? That was the default view. So that's the camera one for you and you can see a camera here. It means we could have
multiple cameras, so we can even create a new one. Se another camera. Hit Okay, that camera two. It's created in the same
position as Camera one. You can just use this
to move our camera. So now we see we have
two cameras here. We could rotate this one. Okay. Rotate it, could move it. You position it. So we could have this as camera
one and this as camera two. Yeah. So that's
basically it, guys. That's basically
This camera two. This camera one. Yeah, so we
can animit everything here. We can anit our treD object. We can animit our cameras. We can do all sorts of
things, create a keyframe. See, for TreD object, we have our transform options. We have a transform position. Rotation of skill and
so on and so forth. Okay? All these things
are unimutable. Yeah, that's basically
it for an introduction into T D and the T D workspace
here in after effect. In the next video,
we're going to go further to look
at more things we can achieve with TD
in after effect. We'll see you in the next one. Bye bye.
4. 4 Lights: Here, in this video, we're going to look at three D lights in after effects and
how to work with them. So in the last video, we looked
at the three D interface, and we created this
three D composition, and we looked at the
environmental light which we've used to light up our scene and cast
shadows on our background, okay, on our plane. And we saw that the three
D environmental light only works with the advanced
three D render, and we looked at the
options for this light. Okay, we saw that or this
is the type of light, which is the environment light, the source. We've not
looked at the source. Now I want you to just
come into your folder for this module and bring
in this HDRI image. That's the blue photo
studio fk dot exar file, select it and in port. And this is an HDRI image, and I'll just drag it into
my scene and drop it. Close this for now, and now my dR image is in my scene and I don't
really need to see it, so I can just disable the view and select my environmental
light, open it up. And my environmental light is basically a light
that wraps around my scene like an environment and lights up my scene
from different angles. Okay? Now we can use
an HGR image to pick up lighting data from it in
order to light up our scene. All we need to do is to select our environmental
light while having our HGR image in our
scene in our composition. And then click on source. And when you click on Source, you're going to see
that we now have the HDRI image on our list. So it means we can select it. So I can select it and
choose it to be my source, and you're going to now
see that my scene updates, and we start using
our HDRI image as our environmental light. So it's taking a
bit long to render. But right here, you
can see that its rendered our scene,
our top view. And we're going to
take some time to render all other views. Okay, it has rendered this one, and it's rendered this one. And now it's going
to finally render this last view here. And
now it has rendered it. Yeah, so we can see that scene our lighting for our scene
has totally changed now, because we are using
our HDRI image for lighting or scene. Yeah, our lightning has changed and also our shadows
have changed. Yeah. So that's how we can use hid image to
light up our scene. And we have our transform
properties for light. We can open this up
and we can rotate the X and Y axis to change the positioning of our
light and by extension, the way it appears or
the way it affects our TD object and our shadows. So we could see
rotate it on X axis, and right away you can see
that our lighting changed. Our lighting changed for sin. Okay? So you could maybe enable just one panel or one
view and then rotate it so that it doesn't take long to render all the views, okay? But that's how we can use an HGR image
to light up our scene. And this option is only available with the
environmental light, right, because an HGR
image is, of course, an environment which
we can use to light up our scenes in treat software, native treaty software,
and in this case, in after effects as well. Yeah, so this thing won't work in our
cinema fody renderer. Our Cinema fody render
will not support this feature that's using
our environmental light. So we can even try it and
see where it won't work. Okay, it's not supported for
our cinema fody renderer. And our cinema fody render
takes a lot of time to render. But we can use other types of light for our cinema
four G render. So you could, for example, go ahead and add a new light. To go to light. And now the light settings, you're going to see that we
have the name of the light. We can give you the name.
We have the light type. Okay? So because we selected
our cinema fody render, we now have these light types. We do not have the
environmental light because it's not supported
for our a fody. We have the color
of the light, we have the intensity, okay? We can enable cast shadows. We can enable a preview so that we see a preview of the light. Okay? But this is
the ambient light, and the ambient light is kind of let me just hit okay so
that you see how it functions. O. So it's taking
time to render. I think we just need to kind of reduce our views
here, maybe one view. So let's work with one view so that it doesn't take
forever to render. Yeah, so our ambient light. Okay, let's use a
different kind of light. So we can click here to
go in between our light. Our ambient light basically just creates an ambient lighting, without any fall off,
okay, in our scene. So you won't see any details. You're just going to see that the entire scene
has been lighted. Okay, and then we
have the spotlight, which is a spotlight, okay? And under the spotlight, it gives us this effect,
this cone effect. And we have options
here for the intensity, the color, the cone glue, okay? The cone feather. Okay? That's how smooth
the edge of the cone is, and then the f off do you
want it to flo smoothly, or do you want no fall off? So if you have no follow,
you're going to see that we don't have
any falloff, right? It's going to just be more
lighted, more lighted. And yeah, basically,
this is the view, and you can see our
shadows here, right? We can see our shadows, which works with the cinema
for the render. Yeah, so we have the radius, we have the f of distance, okay? So how fall off is going to be. Our fall off is basically the boundary between the
boundaries of our lights, okay, and where our
lights do not reach. Okay? So how smooth or how sharp that boundary
is, okay? Yeah. That's basically what we
mean by fall off and then we can enable or disable
cast shadows. And yeah, so these are the options we
get with our lights. That with our spotlight. Now point light is basically one that just
acts like a point. Okay? So it lights up our
scene from different angles, okay? Like a point. Okay? So in order to
render our scene faster, I'm just going to
change my renderer to the Advanced
three D renderer. The advanced three D render these lights also work for the
advanced three D renderer. It's just that they
don't cast shadows. Okay? So now we can see the effect we get
with our point light. Like I said, it's just a point. So we could maybe
change to two views. One is top view, one is this custom view. Maybe I change the
custom view to the custom view one, perfect. Then we can select
our light here. And just reposition our light. Okay, we can see our
light is getting closer to our three object now. We can even take
our light higher so that it lights the
entire scene from top, okay, something like this. So it's common practice to use multiple lights to
light up our scene. Okay? We could maybe use this or we could maybe do
a three point lighting. So let's say we want
to change this to the front view or to
the camera one view. So we could use our point
light as the back light, and the back light will light
up our scene from the back. Okay, we're going to have all these highlights
highlighted by our light. Yeah, so we could use this
as the back light and then maybe increase the the
intensity beat maybe to one, 50 so that our highlight here, our three D edges are
lighted very well. Then we could also
create a new light. And for this one, we could use
see spotlight and he okay? Yeah. T is our spotlight, our spotlight is selected here. We could reposition it well. For our spotlight, of course, you can see that we
have this target, a target, which we can use to target the direction
of our light. We can just bring it here
and then rotate our light. So way to use my Gizmus
here to rotate my light to focus more on my scene
as much as possible. Mm. Okay, so let's off the spotlight or
the point light so that we can see the
effect of our spotlight. Okay? Our spotlight is not
lighting our sceine properly. Okay, let's select it. And I think at this point, I'll just enable four points, then I'll make this full screen. Then for this one, I might
just go ahead and enable the front view or so and
then select my point light. Let me make sure it's
my point light I've selected or my spotlight rather. And let's see how we
can position this well. I'll just enable
my ambient light so that I see what
I'm doing better. Okay, so it seems we are
lighting it from the back. Let me bring this bit forward. Okay, okay. So this is what
we should have done actually. So you can see the light
effect. Perfect, too. I can just go back to two views. And now we can see that our ambient light is lighting
our scene from the back, and then this other guy is lighting our scene
from the front, right? Yeah, let's go ahead and add
a different kind of light. We have this other type of light which is called
the parallel light. The parallel light
basically light our scene in one direction. Okay? So this is the parallight. You can see that
it just gives us this target which we can position and light our
scene in that direction. Okay? In a parallel
kind of direction, unlike the spotlight
or the point light. Okay, so this is a typical way we could light up our scene. It could be way
better than this. This is just me showing
you the kinds of lights and basically what
we can do with them. Now, you can just go ahead and look at all of these
lighting options. The options here
are very similar to the ones we've
looked at before, okay? They mostly have
a fall off, okay? So you can either choose none or you can select the
kind of f off you want, and then the fol off
reduce the fol off distance and then the intensity, and then the color and
so on and so forth. So all of these are it's
a very self explanatory. Yeah, but that's basically lighting for you
in after effect. Yeah, and I hope you've
learned something new. In the next lecture,
we're going to dive deeper into three D cameras. So see you in the
next one. Bye bye.
5. 5 Using cameras for depth and perspective: Here, we'll come back.
In this lecture, we are going to be diving deeper into cameras in after effect. So a camera in after effect
is basically a layer that mimics an actual
camera in real life, okay? And of course, we are
familiar with cameras, so I don't need to
start telling you what a camera does in real life. But basically, we can
see through a camera. And we can admit the
path of our camera and we can do all sorts of
things with our camera. After Effects tries its
best to kind of give us the features we get with an actual camera right
here in after effect. So the first thing
I'm going to do now is create a new camera. So I'll go to layer and
then new and camera. Now, this is our camera
settings interface, and if you come here,
you're going to see that we actually have
two types of cameras. We have the one node camera
and the two node camera. Okay, so there is no much
difference between them. The only difference is
that one node camera is kind of simple kind of camera with a single
point of control, okay? So this moves freely
in three D space without being constrained
to a point of interest. Okay? That's the
one node camera. So if I select the one
hood camera and I hit, okay, we're going to see that. Okay, I'll just click here
and make these two views. So you can see the top
view of our camera. Now we have our camera selected, and this is just what
we get with our camera. You can see that we just
have the controls here, we can move it,
we can rotate it. We can do all sorts of things, okay, to our camera. And if we open the
camera options here, open the transform options, you're going to see that
we have our position, our orientation, our X, Y, and Z rotations, okay? So these are the controls you get with your camera, with
your one node camera. If I do layers and
camera settings, and I select the
two node types of camera and enable my preview. You're going to see
that we now have a third or an additional control, which is the point
of interest, okay? So that's the difference between the one node camera and
the two node camera. The two node camera has
two points of controls, which are the camera itself and also the point
of interest, okay? So the point of interest
is basically a target, which the camera is
focused on. Okay? So as you move the camera, the points of interest remains focused on a specific target. So if I move this to
the right hand side, you're going to see
that now we have this little.in the middle. Remember, when I selected
one node camera, we didn't have that point, but now with a two node
camera, we have that point. And that point is what is referred to as the
point of interest. Now we can take this point
forward. We can move it. We can basically
control the view of our camera using
the point of interest. Okay? So we could focus
the point of interest and also move our
camera, as you can see. So our camera is moving,
but our point of interest is focused
on this point. Okay? So that's what we get with the one noot
camera and the two not camera. Now, these are not all you
need to know about cameras. We actually have
one other thing, which is very important. So go back to the
camera settings, and that is the preset. If you click on the preset,
you're going to see that we have a number
of preset here. Okay. And these are actual the focal lengths of the camera. And what is a focal length? A focal length is basically
a feature in our camera that determines the zoom level of our camera and the
field of view, okay? That's the field of capturing. That's how wide our camera
is able to capture. So all of these are controlled by the preset or by the
focal length, okay? So shorter focal length
creates wider field of views, and longer focal lengths
create shorter field of view. So let's say I I just
cancel on this and reset my camera view and
go to my camera settings. Move this and then now start
selecting different preset. So if I select the
15 millimeters, you're going to see that there
is a wider field of view. So this is wider from here to here is wider,
as you can see. So if I keep going down, we're going to keep seeing that the whiteness gradually reduces, the length of the
cone of our camera of the angle of capturing of our
camera widens or increases. So if I make this 50, we're going to see
that the witness, which is, of course, the
field of view reduces, but the length increases. So let's take it to 200, so you see how it now looks. So we can now see that with 200, it's very long, but the
width kind of reduces. You get the point. So if
I do can, for example, and then go in and bring in
an image from my folder, the sky image, input this and
then just bring this into my background or into my composition and
make this three D. And yeah, just make it three. And now just notice how much
we've zoomed into our image. Okay? Now, I'll just go
into my camera settings. Select my camera, go into my camera settings and
change the focal lent so that you see the view we get with different
focal length. So 50, and now you see that we've kind of
zoomed out, right? We've kind of zoomed
out because we've chosen a smaller
focal length to 35, we've zoomed out even further
and so on and so forth. And gradually, our entire
image is now put in because we've chosen a different
or shorter focal length. So that's how these
features work. And with our camera, we
have a lot of options. So just come and open
your camera options, and of course, these are
the transform options. These are very self explanatory. We have the camera
options right here. And because we have our
advanced renderer selected, we only see the Zoom option
under the camera options. I'm going to select
my classic TD. Now you're going to see
that we actually have lots of other options on
the camera options, depending on the
selected renderer. Depending on the
selected render. So we have the depth of field, and the depth of field is
basically a feature that controls how much camera
blow we add to our camera, depending on distances of different objects to our
camera in our scene. Okay, so that's
the field of view, and then we have
the focus distance, that's the distance of
the focus of our camera. Okay? Because our
camera is meant to focus on different
objects in our scene. We have the aperture, we have the blow level
and so on and so forth. Okay Now, we won't look at
all of these setons for now, but we are going to go in and create something
so that we see how some of these settings
react with our actual scene, or an actual composition. So for that, I
will first of all, delete everything I have here. Even here, and then
just go into my folder. I'm just going to
do open project. No save this and go into
my folder for this module. And in my folder
for this module, you're going to see that
I have this project. In this folder, which
is pet Images folder. Okay? So just come into
the PET Images folder. You're going to see
the Pet Images project to select it and hit open. Perfect. So this is the project, and what I have
done here is I have just brought in some images, downloaded some images
from pexels.com, as you can see, and I
created this placeholders, which we are going
to be using to explore our camera
here and after effect. Okay? So these are just
placeholders with images. Okay? So the first
thing I'll do now is just save a copy so that I don't save to the original version in case I will save a
copy and this copy, I'll name it camera animation class projects. And then just hit save. Perfect. Now the
next thing I'm going to do is create a
new composition to create a new composition and
I'll name this mint comp. Or whatever thing
you want to mit, so hit okay and then
go into my sorry, my place holders and select all my placeholders and bring them into my
new composition. Here we have our placeholders. I will just while
selecting them, click on Togo which
is and modes, and I will just enable my tree D. Actually,
my tree D is here. So enable my Tre D
for all these layers, and I'll hits for skill and
skill them to say 45 hit e. Yeah. And then go ahead
and create a new camera. A new camera, yeah. So just select the 50
MM, and then hit okay. And the next thing I'll do is just come here and
see two views. First thing, I'll
just hide my camera. I don't want to interact
with my camera for now. The things I want to interact
with are these images. So I want to just kind of
offset their positions, okay? So I'll select all of them, except the first one. So I'll select the first
one and then I'll just move the rest back
into my scene. And then select
the second one of the rest back and
just keep doing that. Select the sixth one of the
rest and so on and so forth. Okay. Okay, so as you can see, we are still working on
our pet images project, and actually want
to be working in the duplicate I created, not the original, okay? I don't want you to come
and have to deal with the entire new changes we're creating when you open the
Pet Images project, okay? I want to do the entire
changes in a new project. That's why I duplicated
it in the first place. So I'll just actually
open the new project. So open recent, and that should be camera and mission
class project. So open this and I
won't save this in the Pets pictures project. So I'll just go ahead and
do what I did quickly. So bring all my
precompositions or my placeholders and bring them make them td,
hits for skill, make our skill 45, for all and then
create a new camera, hit okay, go into two views, and start repositioning
our images. I'll just fast forward
the video so that we don't spend all day doing this. Yeah, so I have all my images
placed in this manner. Okay? Now, what I will now
do is just come here to this view and just
start repositioning them so that they don't
just stay in one line. Okay? So I'll just
reposition them like this and even rotate them. Rotate them, reposition them. Yeah. I can also reposition them
from the top view, which will make things which
makes things more easy. We have this image,
an image of a flower. So for this one, I will
actually create a duplicate. I will reposition it here
and also create a duplicate. Okay? I think I'll
reposition it in front of this image and also create a
duplicate so Control D and just move it from
here using the top view. Move it here, move
the duplicate here. Maybe I'll move it
down this time, and move it to the
right hand side, and just rotate it a bit
or tilt it a bit. Okay? Yeah, I could just do
Control D one more time, and just move the
next version here, rotate it, use my top view, and move it to the left
hand side like this. Perfect. And then
if I come here, I have this last image, and this is actually an
image of a flower too. So for this one, I'll just
take it up like this. Okay? And I want to
come into images. And I actually have
an image of a sky, and this is it, this image. So I'll just bring
it bring it in. I don't need to place it
at the back actually, but I can place it
at the back and then just make it red and now just push it
back into my scene, back into my sin, back to
the back, just like this. And we can now see
that it's going way behind all these images. Okay? And you can
hit S for scale and just rescale it to
cover our entire scene. Perfect. And now we
have our composition. So we can now enable our
camera and select our camera, and now we can move our
camera into our scene, and now we see that we are basically going into our scene, going in between our images, and this looks just incredible. Down to our last image, which is our background, right? So we can even start from here, so we can
start from here. So we can just create a new
keyframe, open your options, your transform options, and
we can create a keyframe for point of interest,
position, orientation. In fact, everything just create a keyframe
for everything, then come here and just
zoom back or go back. Okay, to this point and perfect. So now if I play this now, we're going to see that we
start from the back and we zoom into our scene, okay, or we zoom out of our
sin down to the first image. And that's just so incredible.
That's just so incredible. In fact, we can just select our Q frames
and easy use them. Okay, I'll just easy ease them by hitting F
nine on the keyboard, and we can come to the second second or maybe
come here to 10 seconds, and then just kind of
adjust the rotation. Okay? Let's see, not Y. Let's see the Z rotation. Or let's start with
the X rotation. Let's come to 8 seconds
and just bring this down. Okay? Come here. Now, let's play this and see. Yeah, so you see
how the rotation is adding a bit of
flair to animiion. H, Maybe when we come here, we might just create we just adjust the
rotation like this. Okay? Now let's
play this and see. Yeah. So you can also select
this view and just come here and change this to the
right view so that we see our camera from
this angle. Okay? So it means we can maybe move our position
like this if we want, or adjust it in this
manner if we want. Okay? So that's another way we could work with our camera. So you see, these
are our key frames. Okay? We could adjust them. Okay, that's actually
not my key frame. Let me see. I was
selecting something else. I think that's my
point of interest. But anyways, we are
basically using all of these controls to reposition our camera along the path along our camera path and create a very nice
looking animion. Yeah, incredible. Now, we
could just come here and say, create a new solid
a white solid. And at this point,
we just want to hit T for transparency
and come here, create iframe for transparency, and then come here in time and make this zero
so that from here, we just fed into
white or white solid, so that it kind of fits our
scene out, just like this. Incredible. Maybe
even bring this bit forward so that our scene ends before our camera
stops completely. And if we want, we could also begin with feeding animation. So click here to copy this keyframe or to recreate this
keyframe and then come here and make this
100 so that we fed from white and then
basically go into our scene. Incredible. Yeah, and then while having our
camera selected, we can go into our
camera options, close my camera transform
options for now, and then open my camera options. And in my camera options, I will just go ahead and
enable my depth of field. So just take note
of my camera here. So if I click on depth of field, you're going to see
that line appear. I'm not sure if the line
is visible for now, so let me just off
this and on its back. Okay? So it seems the line is aligned to the edge
of our camera here. Okay, that's the depth of field. If I just go ahead and change my focus distance
or make it smaller, you're going to see the
line going back, okay? Now, that's the depth of field or the line
for the depth of field. So this line determines
our depth of field. So this line is basically
like the focus, okay? So the images that are here in front of this line
at this line position are going to be focused most while the ones that we
are going to be blurred out. Okay, so now let me
just first of all, increase my aperture to
see 100 if I do that, now I'm going to
see that my images, these images that are not focus, that are not in focus are
currently blowed out. So this is blowed out,
this is blowed out. And only only these
ones are sharp. So our focus or taptopl is
just around these images. That's the one that
are in focus, okay? So if I select this we're going to see that this
is the one I selected, and it's just in front of our line here because
this is our line, right? Okay, let me just take this and move this closer
to the image. So as I move this closer to
the image to this image, you can see that the image is sharper than every other one. Okay, let's bring our focus, our focus distance back. Okay. So I've brought it
back towards this image. Let me even make it
go even further back, say in front of
the image so that it focuses more on the image. Now, we see that the
image is most focused, while the other ones are sharp. The image is most sharp while the other ones
are blurred out. Okay? So that's the
depth of field. And as we increase our aperture, the effect gets increased,
as you can see here. So let's see 120. For aperture. Now
if we play this, it's going to look even better. It's going to add more
depth to our scin. Yes, guys, now let's
play our scene and see. So we see that we've
added a lot of depth to our scene using
the depth of field. And our admission looks just
so incredible right now. Yeah, we could even
add motion blow to make things even tastier. Okay? Yeah. And
that's basically it for our exercise or our study on cameras
here in after effects. We can go ahead and render
out our scene because this is a really nice looking animation or nice looking composition. Yeah. Incredible. Incredible.
Incredible. I will just go ahead and save this to Control to save this
to this project. And I will also collect
files so that you also have access to
this particular project which I have worked
on personally. So camera animation
class project folder. Perfect. Hit Save. Yeah. And so this is the project Project folder for this project
we just worked on. Yeah, that's it for this video on cameras in After Effects. See you in the
next one. Bye bye.
6. 6 Working with 3D models inside After Effects: So before now, working with three D objects in after effects was a far
fetched reality. And in order to
attempt doing that, you need external plugins like the video copiload
element three D plugin, Okay, which enabled us to
kind of attempt doing that. So after effect has never been a native three D application, and it still is not okay. But with the recent update to after effect, starting
from, I think, 2023, we can now use three D objects
inside of After effect. And this brings the reality of after effects to a
whole new level. And, trust me, Adewa
has been doing a lot of cool stuff since
the inception of this, and it just keeps
getting better, okay? Now, let's go ahead and
look at how to actually use three D objects
inside of After effect. So I'll just go into
my fold nount for this module and bring
in my three D object. So in the folder,
we have this Mazda, it's a three D object, and it's a GLB file. So it in part. And I'm just going to
click here to create a new composition and hit Ok. Okay? Yeah. So in order to now work with our three D
object inside of after effects, we need to select it and
drop it in our composition. And we have this
settings window, which pops up, and we can now give this
three D object a name. We can click here to
make the three D object, the size of our composition. If I shift this,
you're going to see the outline of our three
D object right here. So if I click here, it's
going to bring it into our composition and making
it fits our composition, y. And we have this set in here which we can use to
control the scaling. Okay? So we can see that
it has been scaled down 25% of its actual size. You can increase the
scaling if you want. You can reduce the scaling. We can choose the model unit. We can choose what axis, we want to import it us. Is it the X axis or the Y axis, or that's the up axis, okay? We can flip the axis as well. And basically, we can hit, okay, to import our object. And now we have a TD object in after effect. That's incredible. Now we can manipulate our tre D object with
our tre D Gizmos, just like a native TD object. And the first thing I'm
going to do now is hold down Control and Home key to
centralize my ankle point, and then just rotate around my tre D object
using my gizmos. And we can see that this
is a model of a car Okay. And yeah, that is
our three D object. And you can see that
this is a GLB format. So GLB format is kind
of native TD format, which has textures
embedded in it. As you can see, our TD
object comes with textures. It's well textured. That's
because it's a GLB format, and it embedded with
its textures, okay? After effect also supports
formats like the OBG format. But the OBG format doesn't always come with the
textures like this, and it's a little bit
tougher to handle. Okay, due to its inabilities to embed textures
on the LB format. So I will always advise you
to bring in the LB format. This model is one I downloaded
from sketchfab.com. There are lots of sites
which you can get free models from such as
the sketchfab.com, which I got this
model from, okay? You can also use CgtradR. You can also use fretred.com, and there are just a lot
of websites which you can Google and find three models, free three D models to use ASAP. Yeah. So right now, I'm just going to go ahead
and enable two views. And now we can see how three
D model from the top view, can move this and you see that I'm moving it deeper
into my tree D scene. Yeah. Next thing I'm going to
do now is just go ahead and create a new solid. Hit okay. I'm going to make
my solid three D solid and just now
rotate my solid? Make this bigger, and you can see that our orientation is 73. So let's just make
our orientation 270, and now it's flat,
and we can move this down to make our three D
objects sit on it. Okay? So just zoom in and
reposition this properly. Perfect. Right now,
we can just hit us for scale and just scale
this **** up, okay? Scale our solid, scale it up, and it feels our sin down, and now clay won't see anything, but it is actually an
animated T D object. So after effect gives
us the ability to even import animated
three D objects. That's incredible.
So let's see how to enable the animon
for this D object. So just come here, open this up, and go under animation options. So if you open our
animon options, you're going to see the
name of the animation, you're going to see that we have an animation
here, so click here, and our layer is going to get trimmed to the
length of our animation, so that it admits till
the end of our animation. Yeah. So if you play this now, we're going to see
that there is actually an animation embedded
in this as well, okay? So we don't just get to embed
textures into this format. We can also embed animations
into this format. Incredible. Absolutely
incredible. So that's the JB format
for you next thing, I'm going to do is
just a click or go to Layers new and light. And this model or three D models here work with
the environmental light. In order for them
to cast shadows, they need the
environmental light. So we're going to have
our environmental light. And right now, we're using our environmental light
to light up our scene. And now we can zoom in and
see that we now have shadows, realistic shadows added to
our three D object, okay? Or added to our scene casted
by our three D object. So we can select our
tre object, rotate it, and everything follows
realistically. Okay? I didn't rotate it.
Let me just pick my rotation tool and
actually rotate this. It might take some time
for our shadows to follow along because our shadows
kind of slow down our scene. But here is our three object rotated and looking incredible. And we can open other options, see the transform options
for three D object and see that we have options
for our anchor point, position, our
scale, and it means we can admit our three D
object in three D space. Okay? You can admit this
because we have the X, Z and Y axis. Incredible. And we're
going to also see how to admit this scene and create
something really cool. But I close this and going
into the compositing settings, we have the curt
shadows on and off. We have the accept
shadows on and off. We have the accept
light on and off, okay? And then we have
the shadow colors. So these are the settings
we get with this. And we have to be using the
advanced three D render right here in order for this to work in order for this to
cast traduce and to work. Yeah. So these are
the things we get. Now, I'm just going
to select my light, open this up, and bring
in my HGI images. So go into your folder and
bring in the HDRI images. So we have the studio
small HGI image. I'm going to select
it and select the blue photo
studio HDRI image as well and hiding pot and bring the both of them into
our composition. And just hide them because
we don't need to see them. Now, if you go into our
light source and clicker, we're going to see
our HDRI images. So if I select this
guy, for example, our scene will now be lighted
using our HDRI image, our selected HDRI image. You can see that our
scene has updated, our lighting has updated, and it seems our light
is not very intense, so maybe I'll just
make this 150 to boost up my light intensity and
see the effect I get. Yeah, so it seems it's loading, maybe wait for it
to load and update. But the next thing we can
do is select our light, go into our light rotation, and now we can rotate
our light, right? And we can just see that
our scene has been updated, and this is a bit too much, the intensity is a bit
too much let's make this 120 hid andar. And this show takes a bit of time to update
because of our shadows. If we just disable our
shadows temporarily, so let's just disable
our shadows temporarily. So yeah, without
our shadows now, it's going to be faster. It's going to react
faster to whatever we do. So we can rotate our
lights, as you can see now, our light is rotating and
our scene is changing, our lighting is changing, on our three object. You see the effect we
get while rotating our light could even
rotate the Y rotation. Okay? And of course, this is an HGRI image. It's basically a dome image, which can be used to
light up our scene, which is usually used in the native TD world
to light up scene. So we can also use this
to light up our scene. Yeah, now I'll just go ahead
and create a new camera. So go to Layers new camera, make this one nude camera, ido, and I just squash this view
to select the two views. And this would be my top view, and this would be my main
view, okay, my active camera. So we could select a
camera Okay, first of all, maybe we select our
car and move our car into our composition more
into our composition. And yeah, we can do draft three D
to see an extended view. You can move it deep into our
composition, if you want. We just leave it here
and select our camera and just create a
keyframe for our camera. So go into the camera transform,
create keyframes here. And then we just come here
and come here actually. So our animation is just 8 seconds long,
about 8 seconds long. So we just hit N to
trim our work area, trim come to work area. Basically, we have this, and then we just zoom in Okay? Okay, actually, we want to, we want to just go say 2
seconds forward and zoom in and maybe rotate and
reposition our scene. So you want to be
selecting the position, or you want to be
selecting your camera here when you see your X, Y, and Z or when you see the X, Y, and Z, on your coser. Okay? Now, that will enable
you to select all axes and move this in all axes, okay? Perfect. So you just
want to then come to maybe two more seconds
and then move this around maybe rotate it
first and just move it rotate and further move it. Maybe like this. Then once
you just come to seconds more and further rotate
and move our camera Okay? Come here. Maybe at this point, we'll
just finish things up. Route or camera. Maybe we'll push
things a bit back. Yeah, so something like this. Let's play this and
see what we've got. Or Yeah, not looking bad. We could come to key
frames like this, maybe the next
keyframe here and just maybe do a little bit
of Z axis rotation. Come here, make it go the
other way. Come here. And come here and make it zero. We can see that these are
just normal linear keyframes, so the movement
is very mechanic. You can click on this
view, this view, and then make it the
right view so that we add some bit of transformations
on the right view. Come here. Next view, we just maybe take this up
and rotate it like this. Come to the next
view. Maybe take this down and rotate it up. Okay, then go to our next view. Maybe do this. Okay. Then
finally, for our last view. We'll do this. So try
to master how to use your three digisms really
make the work easy for you. So I'll select all my q frames down and hit F nine to Easyze them. And now
let's play and see. Okay, not bad, but
I think we need to maybe smoothen out our
movements a bit more. So I'll come here and just
look at these points. That these points like this one, you can see how sharp or
how angular they are. So I'll just come here and
pick my convert vertex too and then click them and drag to smoothen
those points out, so that the motion is kind of
smooth, as you can see now. I'll just do same with
all the other keyframes. Yeah. Smoothing
them out like this. For this one, I was
smoothing it out like this. So the movement
comes like this and then you get the point. Now, let's play and see
if things are better now. And So maybe we might need to maybe adjust
things a bit at this point. We move things up so that
it doesn't go this slow or maybe come to this
point and then just tick things a
bit higher like this. You just tick the camera a bit higher so that you
get this move. Okay. Yeah. Incredible. And this
is just the tip of an iceberg for what we can achieve using this new T
D feature in After Effect, we can achieve a whole
lot of crazy stuff. We can do compositing. We can add three D objects
into videos realistically. We can do so much. And we will actually do so much, especially in module,
our next module, which is our final project. Okay, we are going to
do so much with T D, with exploring, lot of things. Yeah. But basically,
that's it for this one. That's it for how to kind of use three D models in after effects. And we can just go ahead
and enable our shadows, and go ahead and
render this out. So just enable your shadows and we can now render this out. Maybe I'll even make my
solid larger this solid, this particular solid here. I could just go back to two views and make it really large that it
covers everywhere, so that it covers everywhere. Let's see where it sits. Let's actually make this the top view, not the right view, and just make this just hit, and scale this up so that
it covers a wide area. Yeah, and this is basically it. So you can go ahead and
render out your scene, and, yeah, that's
it for this video. See you in the next one.
7. 7 Getting started with Fake 3D animation: Hey, there. In this video, we're going to look at fake D. So factor D is a way to make your objects appear
like they are in T D without actually
being in tri D. Okay? So we achieve factory D
by basically adjusting the parts of our shapes at
different points in time. Okay? So let's go ahead
and look at how to achieve very simple
fact D very quickly. So I'll go ahead
and create a new composition named this fat D. And basic or
basics and hit okay. And now I want to just go ahead and create a
shape, a rectangle. So how shift and create
a perfect square. And I'll control ld hum key
and control Hom key to align my ankle point to the
middle of my shape and align my shape to the
middle of my composition. And the next thing
I'm going to do is just control R to
bring up my ruler, and I want to create
some ruler guides. I want to click and
drag and come and create these ruler guides
just follow as I do, okay? So your rule guide
should look like this on the left hand side and right hand side of our ship, and also on the top and bottom
of our ships of our ship, just like I'm doing right here. Okay, so create your
guide to look like this. And the next thing I'll do is select my shape now and then go into my rectangle options
and open my stroke. And for my line cup, I will choose the round cup
and also for my line joint, I will choose round joint. Close this and select
my rectangle one, right click on it and
convert to busier parts. Okay, so we now have
parts instead of shape, and I can now animate
my parts, right? Okay? Yeah, so next I'll
do is just Control D on my layer and
create a duplicate. Now select both of them and
just type parts so that we have our parts options
exposed for all our layers. And then next thing I'll do is create my first
keyframes here. So click here, create our first keyframes and then
come to 1 second in time. Okay, 1 second and then
create some new q frames. Repeat the key frames so that we have everything looking
good. Perfect now. The next thing I'll
do is come here. And right here, I want to
select my first layer, and then take my pen to
click here and click care to select these two points and bring them to
the left hand side, aligned to this line like this. So that's the first
step you need to do. And the second step
will be to select this point and take it up. Just hold down shift to do
this in the straight line, take it up and this
point, bring it down. Okay, and then go
back and select these points which we edited initially and move them to the left hand side,
aligning them to this line. Okay, while holding
down shift, of course, and you can zoom in and use
your ARO keys to just push them forward to align
them to the line. Perfect. So I'm using my left key and my
shift to move my line. Perfect. Now, that's
the first thing you have to do on this keyframe, on this time, at this time. Then come to the first time and you want to select
your layer one, ship layer one, and
do the opposite. So for the opposite,
we're going to take our pento, select our layer one, and click on these points, and bring this to
the right hand side, while holy now shift, zoom in and align them
to our line, of course. And then do the
same thing we did for our previous ship only that we are doing the opposite. Perfect. And then select
this one and select this one and bring it and just zoom in and pull
down shift and move this to the left hand side to align this better what I'll do. Perfect. Everything is
aligned to my line. And now when we play this, we're going to see
that we are now achieving a cube like
animation, okay? And we don't have
any Tre D here. In fact, our layers have
not been turned to T D, but just by animating our parts, we are creating the
illusion of Tre D. So this is what is
known as fake Tre D. Next thing I want to do is come to the middle of my composition to 15 frames because my composition is 30
frames per second. And then I want to
select these points. Okay, this point here and
just move them up and down. Same with the points
for this layer. So click and select
and move them up. You zoom in and position
everything better perfect and do the same
thing with this guy. Perfect. Now when we play, we're going to see
that by doing this, we have improved
our perspective. Okay? Perfect. So that's the first
thing you want to do. Now the next thing I'm going
to do is try to recreate this for the vertical
or the Y axis. Okay? What I will
do is come here, select this layer and
Control Shift D to cut it this point and
delete the excess, and I'll select this one
and Control D to duplicate this and bring my third layer
or my duplicate just under. Now select this guy
and control shift to cut it at this point, select this guy and delete so that we're working
with this one. Okay? And I'll
select this guy come here and hit enter to
expose my parts properties, so that we now have this two to work with for this
part of the admission. Okay? Then I'll come
to my 2 seconds. Zoom in, come to 2
seconds and just create new keyframes for
these two layers. So click here and click here
to create two new keyframes. Perfect. Now, all we need to
do is do the same thing we did for the two layers, but vertically this time. Okay? So I just want
to come here to the last film, select this guy, take my pentel, click
here and click here, zoom in and move
these points up. Okay? Align them to this line. Just like this and
select this point, move it to the left hand side,
while holding down shift, do the same thing with this one move to the right hand side, while holding down shift, then select this guy and this guy move them up
while holding down shift. Now, zoom in and do
shift and up key to move this and make it aligned
to this line. Perfect. Then all I need to do is to
come to the first guy here, select this layer,
and do the opposite. So click here and click here and move this
to the downside. Zoom in, align it to my line. Click here, move it to
the left hand side. Okay, I just tick my pen to click here, move
it to the left hand side. While Huli now shift, click here, move it to
the right hand side, while Hulinn shift. Then click this, click
this and move them down. And align them to my line. Maybe use my u ki to align
them better. Perfect. And now let's play this and see. Now you see all I need to
do now is just come to 2 seconds and maybe 2
seconds and one frame. So I'll just do
Control and write Au key to go one frame and I'll hit end on my
keyboard to trim my comb to work area and
trim comb to work area. I just play this and we have our mission
plane in the loop. Maybe I'll trim the comp
to work area from here. We trim comp to work area. Yeah, but we actually
need to come to 15 trims, that's here, the middle here, and then just do the same
thing we did here. That's take our pen
too, click here, move it to the right
hand side, click here, move it to the left
hand side, just to make our perspective look better. Zoom in and align, this to this, and this to this. Perfect. Now, all I need to do is play, and we have our admission, horizontal and vertical
cube admission happening seamlessly without really having to create any tree delayer. So I can just delete
my ruler guides and I can even add colors. See give this field color. Give this different color. And give this different
colour. I'd be red. Yeah, now let's play
and see what we've got. Of course, if we want, we
could make this faster, could squash our keyframes, could easy ease our
que frames at nine, can do a whole lot of things
and have different effects. You see, by easing our Q frames, we now have this effect, right? We can go into our graph editor, could select all our keyframes, maybe do this, and we
get a different effect. And do this and get
a different effect. Yeah, so that's fake
three D for you. The limit is basically
your imagination. The limit is basically
your imagination. Okay, I think I'll just use
a normal EZ is for this and I'll do controls
to save this and fake three D Basics and save. Yeah, that's basically
it for fake TD for an introduction into Factory D. FateRD can go way
crazier than this. We can use that for facial
regain, for character regain. In fact, crazy things, okay? The list goes on and
on and on and on, and we're going to look
at more advanced methods of FictRD in further lessons. So see you in the
next one. Bye bye.
8. 8 Exercise Fake 3D Animation: Here, welcome back.
This exercise, we're going to be
creating a quite simple yet incredible fake
three D animation. Okay? So go ahead and
bring in your file. So come to the folder for
this module and bring in the fake three D animation
Illustrator file. Select the Illustrator
file and make sure you're selecting composition
retain layer sizes, and hiding port. Yeah, so I'll just going
into the compositions, and this is our composition. So we're going to be creating a fake Dadmission using
this compositions. So the first thing I'll
do is just do Control K, go into my composition settings and make sure some
things are straight. I want to make sure
my duration is 6 seconds, just
like I have here. My frame rate is 30
frames per second, and I'll maintain my
composition size and hedoky. Perfect. Next. The next thing I'll
do is select everything, right click and go to create
shapes from vector layers. Hit ok, and then I'll just bring all my new ships to the top of my layers staack and go down and just delete all my Vctorias. Perfect. Yeah. So this is Fike three D and what
we're basically doing is creating multiple poses and creating keyframes
in those poses. Yeah, like we saw in the
last video on Fike TD. Yeah, so we just need to
select everything now, Control A, and come
here and type parts. So that we open
the path options. And the path options, we want to come to
the middle here, which is the neutral puse. Okay? So we're going
to have two poses. We are going to have
this neutral pose and two extreme poses. So the extreme pose here
will be the repetition of all the extreme pose here, at the end will
be the repetition of the extreme pose
at the beginning. Okay? So, in essence, we are having two poses, the first one and the middle one because the last one
is just going to be a replacement or a
repetition of the first one. Okay? So come to the middle. And create keyframes on
your path properties. I'm just going to
click and drag, drag it down to create keyframes on all my path properties. And for my background, I will just delete the keyframes and lock my background so that I don't
select my background. Perfect. Now, I just come here and do the same thing,
creates new keyframes. I'll just click here
hold and drag up to create keyframes on all the path properties
for all the layers, and then do the same thing
on my first keyframes, click and drag down. Perfect. Now we have all
our keyframes created. What I would do now
is just come here and create my first pose. This is our second pus and then our third pose would be
repetition of our first puse. We're just going to copy
all these keyframes after they are modified and then replace them here to
make our third pose. Perfect. The next thing
I'll do is just go to my first keyframes here and
start modifying my layers. Yeah. Now before I do that, I'll actually do
one extra stuff. I'll come here, come to layers. Then I want to create a ship layer and I want to
just create a ground level. For my building, okay? So I'll just take my
pen to here and click here and hold down
shift and click here. Okay, to create
this ground level. Okay? So I just want
this to be this long. And then I want to
bring this to the down to the lower end of my layer stack just
before my background. Perfect. I want to select this, maybe make this 12 and then go into my
properties, my contents, my shape, and then my stroke, and I want to make this
around joint and around cap. Close this and then into my path property to open this up and create
a keyframes here, come to 3 seconds,
create a keyframes. And come here and
create a key frame. Perfect. So right now, all we need to do is
start animating or start changing our pose to
our first pose. Yeah. So for that, I'll come here, now select this part of
my design of my building, just take my pen to click a and then go back
to my move tool and just Markey select all of
these points and just move them to the right hand side
while holding down shift. I want to move them here, and then Markeeselect
these points. Zoom in, move them to
the right hand side, zoom out Markie select these guys and move them
to the right hand side. Okay? So I just want to create this look so I just take some little time to
make my look perfect or my push perfect, to
make it look better. So I just select all
of them and still move to the right hand side. Select these guys and further move them like this. Yeah, so for now, I
think this is good. I'll just do Control R to
bring up my ruler too, and I will straight up just drag a ruler guide and place it
at the middle of this shape. This just at the middle, just to help me create my first
window here, okay? So I'll just select
my first window or this window at the middle. I will exclude this one for now. So select this one at the
middle, take my pen to, click Hit V for my move tool for my selection tool and select all these points
and move them here. Okay? Just aligning them to
the middle of my real guide, and then I'll just squash
the windows like this. Okay. Perfect. The next thing I'll do is just select this guy, select my pen to click hit V
to select my selection too, and I'll just move
this guy here. Select these points,
scratch them, select these points,
squash them, zoom in a bit, and
reposition things better. Yeah, looking good. And finally, I'll
take this guy and do just the same thing I've done for these
other two windows. Move this zoom in and
position things better. Yeah, looking perfect. So you see what I have done. So this is the initial, and this is the present. Perfect. Yeah. And, I think we could make our
perspective more intense. So what I'll do is I'll
just take my pentul and just further squash
this sheep. Okay? I actually want to make my
perspective more intense, so I'll just move this a
bit to the right hand side. Maybe diselect this guy. Oh, sorry, maybe select
this guy on and move him. Okay. Looking okay,
looking good. So I'll just redo the repositioning for
all these three windows. So first of all,
for my line here, perfect, and then take this guy, select my parts, and just move my parts and reposition or rescale my windows. No, do seem to this
one and this one. Yeah, not looking bad. So I think this is quite enough. This level of squash
is quite enough. Perfect. Now the next
thing we do is just go ahead and fix these other ones. Before I do them, I will
just bring my line, my ruler guide here and create new ruler guides to guide our placement of the
other windows and the door. And I'll quickly go ahead and please this door and all
these other windows. So I'll take my pen tool
and quickly do that. I'm just going to fast
forward the video so that we don't make
the video too long, since you already
know what to do here. A yeah, I have completely placed my
doors and windows correctly. Next thing I will work on
is this part right here. Or let's work on this
part right here. That's the roof. For the roof, I'll come, take my pent, click on one of the points
and take my selection tool, select all these anchor points and drag them to the side while holding
down shift, of course, just place them like this correctly and then
select this guy. And drag this guy right here. Okay. Just like this. And I actually
want this part and also this part to be a bit towards
this side, okay? I'll select this one
also and just take it a bit towards the
left. Looking good. Yeah, looking good. Make sure you are holding down shift
as you move these points, because that will
make sure you are moving the points
in a straight line. And that's very important. The next thing we do
is select this one, take our pen to and hit V, select our selection tool and select these points and just draw them like this and select these ones and
tick them to the end. Zoom in and position
things like this. Yeah. So far so good, this is what we have. Incredible. Yeah.
So the next thing I'll work on is
our chimney here, select our chimney,
select this part, the pent, click, hit V, select everything,
drag them here. And I just zoom in move this. And then I will select these parts and just shift
them to the right hand side. To this extent to this extent, and then take this guy, select all the
points and just push them on top of the
existing ones. Perfect. Next, I will
select my smook a and then move my smoke layer
to my chimney position. Perfect. For our smoke layer, we just want to quickly give
it a gradient of a layer, heat okay, and I'll just
move this gradient here. First of all, move it here
to the position of my ship, and we can see that
my gradient points got disappeared initially. So just do this and do this. Yeah, perfect. And for this one, we just want to go
into our gradient here and for my gradient color here, we can see that my gradient
has zero opacity here. It has zero opacit here
and 100 opacity here. It's between white
and white so far, but I want to select
this white color or this color and make sure it's not white okay. It's
not white really. It's white and the
background color here. So make sure you're selecting
the background color as the color for this
part of your gradient. So it okay, so that it creates this beautiful blend
with the background. Yeah. So the next thing
we have to work on is our our sky here, our cloud here, and, you know, the cloud doesn't move as
much since it's the cloud, and it's just in the sky, right? So it just moves slightly. So it won't move as much
as the house will move. So for the cloud
here, for this one, I'll just move it to the right
hand side a bit slightly, and same also with
this one bit slightly. And same also with
this cloud here. Just move it slightly
to the right hand side. Perfect. So this
is what we have. Incredible. And we've achieved great progress with just
this little amount of work. The next thing will do
is move our grass here. So our grass that this
grass is right here, are supposed to be
closer to the camera. So their movement will be much. Their movement will be more
than all the other parts. So select this guy
here for this guy, I want to actually
bring him here. Okay. To bring it here and
just move him down a bit. Perfect. So we have
this and this. And for this guy, I want him to come here because he's further behind our grass
behind this particular one. So the movement will
not be as profound as this first grass we pleated, okay or we moved. So we just move him slightly. Same also for this one. It's supposed to be
behind all other ones. So what would actually, it's actually not behind, but we're going to
make it behind. So we're going to make it
further away from the camera. More into our sin
compared to this one. So just select it and
just move it like this and even take
it up to make it look way into our sin, and we actually need to decrease
our size for this grass. So what I'll do is I'll
select my layer and at S, create a keyframes for
scale and hit U, come here. Ckframe same here. Then I'll come here and I actually want my skill
here to be smaller. So our skill here should
be just this big Okay. Perfect. So you can select all our layers back and type path to expose our
path property. Yeah, now let's continue
with other parts. Next nowadays, I want to
actually move our tree here. So for our tree here, we
need to take our pinto, select our points, and we
just move it here, okay? And we move the
stem of the tree. Or the body of the tree
and then move it here. And for this one,
it's supposed to move behind our building, and it's actually
supposed to be in front or behind our
building as well. Okay? That's at the
pk of our building. So now let's do that quickly. So select your points, hit select your points, Markey select your points
and just move this here. So you can see that it's actually in front
of our building, and we're going to
fix that very soon. So let's move the
body of our tree. All we need to do is
select these layers and just control shift left bracket key to take the layers to the end of our
layer stack and we'll just do control right bracket key to bring them above
our background. Perfect, so that they are behind all other layers
except our background. Yeah. And with this, the last thing we need to
work on is our ground level. So for ground level, it's supposed to be
actually behind this tree. So I'll select my ground level and move it behind the tree. Yeah. So this is our
fiefen from ground level. We need to come here
and just take our pent, select this guy, hit V, and just move it here and select this
guy and move it here. Perfect. And now I can just delete my guides
my little guides. Yeah. So now let's play this
and see what we've done. Incredible. Yeah, so all
we need to do now is select and hit U to expose all keyframes and select
all initial keyframes, and just come to the
end here and Control V. Since we are having
some errors here, sook the piece
cannot be completed. So let's just hit Okay and
see what the problem is. So what is our problem? Okay, so I'm just going to select keyframes
now, Control C, CtraV. Okay, so apparently some of
our layers are problematic. So what I'll do is
select everything here and just type
paths and make sure I'm copying only the path keyframes and then we'll do the
skill keyframes later on. I'll select all our
path keyframes and try we doing our pisting. So come here and
control V. And we see right now they all
pisted without any problems. So I'm going to take this layer, which has our skill
keyframes and hit S for scale copy
this scale here, Control C, come here
and Control V. Okay? Now, let's play everything and see our awesomeness. Incredible. Now the final thing
I'll do is just add the wave warp effects
on or to my smoke here. So come here to your effects and presets
panel and type Wave wop. And this is our effect. And here we just want to make
this 0% or zero degrees. Yeah, so zero degrees will work. Now let's play and
see what we've got Yeah, maybe for the for the height and width, we might just adjust a bit. Okay, so we work
with these values, and now we're done with
our fake CD admission. So if we like, we can just
select all Q films to Control A and hit you to
select all your Q films. Mike select them Control
Shift or sorry, shift, La shift, and Mike select
these ones as well, and just easy ease
your Q frames. And now we can
round preview this. Yeah. Do you just need to let this around
preview completely? Yeah. How awesome is this. Incredible. And that's our
fake three D animation. Okay? We can see how simple
but exquisite this looks. Okay, incredible, this looks. Yeah, and that's it
for this exercise. Will come to the end of our
video and our exercise. See you in the
next one. Bye bye.
9. 9 Cartoon Network 3D logo Animation: Here, welcome back.
And this exercise, we're going to be recreating this three D logo animation for the cartoon network
here in after effect. We can see that the
logo animation is made up of two cubes
which are just rotating, and then settling down
to form the logo. So it's a very simple animation. So we're going to start by
creating a new composition. So go ahead and create
a new composition, give it whatever name
you want to give it. I can also give it
1920 by ten TP, ik. Okay, and you want to bring
in the cartoon network logo. So go into your folder
for this module and bring in the
cartoon network logo, PNG, okay? Hidden port. I have mine Imported. So the next thing
I would do is just bring my logo into
my composition, drop it in and I'll
just scale this down to the size I want. Yeah, this is the size I want. And the next thing I'm
going to do is right click here a new solid.
Create a new solid. I'll make this 11080 by ten ETP, just a square solid hit okay. Then I'll just scale it down, it has to scale it down. Scale it down and I want to
fit and I want to make it fit one of these boxes,
one of these boxes. I'll just scale it up to
fit one of these boxes. I can hit T for transparency
of opacity and reduce my opacity so that if
I go beyond the boxes, I hit SPAC to scale it up and can zoom in to see if everything is
aligned properly. We can see that we
need to move it a bit lower and maybe we need
to rescale the size, maybe reduce the size a bit. So I'll just make
this 45 HilanaO 45.2. Okay. Or 45.3 in I will just move it to
the left hand side, making sure everything looks perfect and everything
looks perfect for me except that I might just need to
move it bit lefthand side and hopefully it seems we need to increase
the size of C 45.4. It's better to have it a
little bit bigger rather than have it smaller
than the actual size. This looks good and perfect. Now the next thing I'm
going to do is just at bring up my
opacity or maybe not. I can just go to layer
and then change the color of my solid to black or
my solid to be black. Then I want to make my
solid T D. Before that, I will just rename
my solid to front. Okay. So we have front, and my solid t and
select my solid now and then just Come here and let's
choose the custom view one. So we can see the custom view. Now we can see our
solid in three D. Next thing we're going to do is just tick our ankle 0.2, click on your anchor 0.2, and I want to move
the anchor point of my solid to this point. So what I'll do is
just click hold and drag and I will hold down
Control to snap to the point. So it snaps to this point and
Control D to duplicate it, and I'll rename this bottom. I just want to go into
the rotation and rotate it move to my selection tool and rotate it along the X axis. I want to rotate it
along the X axis. I want this to be
-90 -90 degrees. Then next thing I'll
do is take my ankle point and Holon Control and snap my ankle point to this point and just
duplicate this Control D, I'll name it back Okay, and then hit R for rotation, and I want to rotate it
to minus 180 degrees. Okay. Perfect.
Next, I would just, I think I need to rotate the pits or pan it to
give more room, perfect. Yeah, then next I will
take my ankle point to Wood on Control and my
ankle point to this point. And then I'll do Control D
and rename these two top. Then open my rotation and just rotate it to
minus 270 degrees. Okay. Perfect. Next,
I select this guy. Then while selecting
my ankle 0.2, I'll just move the ankle point to the middle while holding
down control, of course, to snap to the middle
and then move it to the left hand side while holding down control
to this point. I'll Control D and
nim this left. So Nim just left. We
name this to left. That's the left side and
then hit R. I just want to rotate this K Y axis. To Y axis, should
be 90 degrees or -90 and select the front, take my ankle 0.2 on Control and snap it to this point
and then Control D, and I want to rename it right. Hit R, with my Y axis and
rotate this to 90 degrees. Yeah. So we have our cube
completed with all sites. All sites have been created. We can see we have
six sites, one, two, three, four, five, six. Perfect. So we just go back to our active camera
or active camera view. And I just want to select
everything now and hit T for transparency and
make our transparency 100. Yep. Now we just select
our cartoon network logo, Control D to duplicate it
and just hide this one, this duplicate and
then for this one, I'll just bring it on top. Of my layers here, and
I just want to select the rectangle tool
while selecting my cartoon network
logo and I want to just scrub the C out, scrub the C out, just
like this and perfect. Then maybe we just enable this re enable this so that we
can have some context, before I continue, I just want
to do one important thing. I just want to come to my
custom review one more time, select this part
which is the top, go to my layer solid settings
and make this white. Then do the same
thing to the bottom. So top and bottom. Select the bottom, go to layer
sentence, make this white. Perfect. Hit Okay. Yeah, now we can go back. Now we can just orbit around and see how beautiful
our cub is looking, how perfect our cub is looking. Yeah. Now, just go back
to your active camera. Now the next thing
I want to do is create a controller
for this cube, something that will
control this cube and that will be a null object to
create a new null object, you can name it left
cube controller. Left cube controller. Yeah, left cube controller
and select our no object, control all home to
move our uncle post the middle or
command option home, and then control
or command home to move it to the middle
of our composition. And I just want to make this TD. Make this tree D. And the
first thing I'm going to do is select the next thing I'm going
to do is select my front. I just want to align my left cube controller to
the middle of our left cube, so that it controls
it from the middle. I'll select my front, hit P for position. Come here, click on
the position property, just click here and then
Control C and then go to our left cube and hit P
and then select it and Control V. Now we can see
that actually it brings it here because our anchle point for front is not in the middle. What we can do is
just go back to our custom view one and now
let's bring it to the middle. Take our ankle 0.2 and then pull on control and
snap it to the middle. We can zoom in and see how this looks and make sure you snap it to the middle of
your composition. Yeah. It seems it's in the
middle of our composition. Let's go back to our front view. Let's go back to our
front view and see. Yeah, from our front view, you can do Control R to
bring up the camera, sorry the ruler
and then just drag our ruler guide and
compare and see. We can do this just to make sure the anchor point is in
the middle of our ship, okay? Yeah, our anchor point is in the middle of
our ship, perfect. Now we can select our front, copy the position one more time, Control C, and go to the cube controller and select the position and Control V. Now you see it's in the
middle of our front. Let's go back to
our custom V one. We can see that it's
just in the middle here, it's not in the
middle of our cube. We can delete these
ruler guides. We see it's not in the middle of our cube, what can we do? We can select this guy. We can select him
and just hit P Okay. And then we want to move
the anchor point for this left hand side to the
middle of the shape as well. So we can just take our ankle 0.2 and then control and move this to the middle
of our shape. Perfect. Now, what we'll do is we'll copy the Z property Z
position property for the left hand side. So select it here and Control C. Now we want to come here to the cube controller and
paste it on the Z position, so Control V. Now we see that we have the uncle
points or sorry, we have the cube controller
in the middle of our cube. So it's completely in the
middle of our cube both horizontally and vertically
and in the Z axis. So this is what we want to have. Yeah, so just go back
to your active camera. So now we can select this
guy and parent him to our left cube controller
can select our top down to our front and parent all of them to our
left cube controller. Okay? Perfect. We actually need to
turn this to TD. The cartoon network
logo. So turn into TD. Let's click here, turn into
TD and now we see it's lost. But let's go to our custom view one and
see what's happening. So we see that it's
actually in the middle of our cube. We don't want that. Let's try bringing it
to the front and see. Let's go back to active camera and we see it now in
the front. Perfect. This is what we want to have
let's hide this for now. We see if we select this guy, that's the controller and we go into our custom
view and rotate. You see that everything
rotates with it. Incredible. Everything
rotates with it. That's what we want
to have. Go back to our active camera. Yeah, now we can select
everything from here to here, and you guessed it. Just Control D,
control D to duplicate everything and then just
click and drag them on top of our layer stack. Okay? Yeah, perfect. Now,
we just want to change the name of this guy, rename him from left
cube controller to right cube controller because we are now going to control the right
cube using it. Right cube controller, then select it and just move
it to the right hand side. And everything will follow since everything has been
parented to it. Yeah, we can even
click here and make this front view so that we
see everything straight. So we want it looking like this. And before we align
everything perfectly, we can even select the front
cube and make it white. But first of all,
I'll just say the top and bottom and make them black. To make it black
because it has to be the opposite of the
left hand cube, the cube on the left hand side, and then the bottom as well, make it black so that the
front will now be white. The front and the back
will now be white. Yeah, let's go back
to our active camera. Now what you want to
do is select this guy. So you want to select this guy, that is the logo, the letter C, that
has been maxed out, just hit M for your mask
and then select your mask. And now come here, click on one of the point and hold and then hold
down Shift and drag this left hand side to
expose your N. Okay? Perfect. Yeah,
something like this, maybe zoom in and make
sure there is even space. Outside the ends, okay? Perfect. The next thing
I'll do is just select it and just move it now
on top of my cube. Yeah, and then select down my right cube
controller and make sure everything is
aligned perfectly. Maybe I'll go to my front view and make sure everything
is aligned perfectly. Yeah, just like this.
Perfect. Now we can maybe go into our custom
view and you can see that on our front view, we can see our logos, and that's maybe because
they are getting a bit behind our front cube, but
that's not the problem. If we want to be too meticulous, we will just select them and just slightly
bring them out, slightly slightly
bring them out. And then check out
front to see if they are pack you see there perfect. Go back to your custom view one and let's just see if
everything looks perfect. Everything looks perfect.
Everything looks perfect. And now we can start animating. You see, we have
our three D logo and just go back to your
active camera, perfect. Now here active camera we
will just duplicate this guy. Control D, and then open a mask. So it for mask, select the mask. And for this guy, we just
want to select the mask and bring the mask down
to expose our network, and select these
points, drag them down, holing down shift, select this guy right hand
side to expose our TM, select this guy take it to
the left hand side a bit, and we want to do
s with this one. Select him, Control D, Control D to duplicate
and then hit M for mask, select the mask part and just move this down while
holding down shift. Select these points,
take them down. Select these points, take them bits to the
right hand side, this and a bit to the
left hand side. Perfect. Now we just want to
clean up our scene. I'll select everything
except for my uu. Sorry, my right cube controller and my left cube controllers. Just this will I leave
and I will just shy everything and enable
the shy here so that we only have our cube
controllers to control. Just this. Perfect.
Same with this. Incredible. Good.
So the next thing we're going to do is
do our animation. So we just want to select
all our cube controllers and then hit R for rotation, and now we want to rotate. Now, let's start
with the right guy. Let's just tick things slowly. So let's start with
the right rotation. So select the right
cube controller and then go to your rotation, and we want to rotate
on the X axis. Okay? Rotate on the X axis. So we want to come here
and make our X rotation, let's say 27270 looks good, and then create the qframe yeah, and then now we just
want to go like ten frames or ten to 12 frames for now, let's say 12 frames. So good to 12 frames,
and we just want to make this -90 Okay, from 270 to -90. Then we just want to go
four frames forward. One, two, three, four, you
can do Control and write uruki for that or command
and write Ruki on your mac. And then we want
to make this -75, and then go four frames forward. Yeah, and we just want to repeat the key frame here and then
go four frames forward. Or let's say five
frames forward. So five frames forward, and for the fifth frame or
for this frame, we just want to make this
-95. Take it back to -95. And just go to the next or
let's give this like one, two, three, four, five,
six, seven, eight. Let's say eight frames
forward and make this 19190, and then go five frames
or four fimsO two, three, four, four frames
and just make this 170. Okay, so 170. I want
to go four frames, one, two, three,
four, make this 190. And then go five fimsO
two, three, four, five, and make this 270. So 270 and and then
we just want to go see ten films
or eight frames, one, two, three, four,
five, six, seven, eight, nine, ten, ten frames
should be perfect. And then for the ten frames, we actually want to
just take this C minus one minus one and C -56. Okay, so minus one
minus and -56, and we want to take this eight
frames forward, one, two, three, four, five,
six, seven, eight, then we want to make
this just minus one. That should bring
us to the end of our keyframing for
right cube controller. So we have this. And what we just did
here is create a series of rotations and overpasses, overpasses and anticipations. Yeah. So when we
ease everything, you're going to see everything come to life.
Everything makes sens. For this guy, we just hit our for the left cube
controller, come here. And what we want to do is
create the same set of q frames here only that we have to create
them in the opposite. If we have plus 70 here, we're going to have
minus 270 here, okay? So minus 270 for first que frame and then
come to this next que frame, and we see that it's plus
90 and next will be -90. Sorry it's -90. So the
next will be 90 plus 90, that what you just want to
do for all these kframe. So I'm just going to do that
and fast for the video. Yeah, so we have all
our Q frames done. So I'll just select
everything here and just F nine to easy ease them. And I want to select while having all my
Q frames selected, I'll just go down Alt and
click and hold and drag this to increase the length of my entire Q frames to widen everything
up proportionally, and just make it as long
as 3 seconds and and see. Sorry about that. 3 seconds and see 14 films 3 seconds 14 films. Just about 4 seconds and you can play to
see your admission. Yeah, good. The next thing
I'm going to do is just come here and I want to select
my two controllers, hit S for scale,
create keyframes here. Create keyframes here and maybe
create keyframes here and then come to zero second
then make this zero, then select my keyframes and
Es so that we have this. Perfect. And then select
all my layers and just do Shift R to expose the rotation, or we can just hit you to expose the keyframes just
to see the keyframes and we just want to
create a new null object to create a new null object. And parent these two null
objects to our new null object, select the two of them and just parent them to our
new null object. Now null object
controls everything. Our new null object
controls everything. Perfect. I'll just select my new null object hit P for position and I want my
position to actually change. I could even hit a maybe
to scale this down because I think I want to
scale it down a bit. Maybe scale this down a bit. So that we have everything
looking like this at the end. This is the end which I want to this is the skill I want to
have at the end so perfect. Now we just come
here at this point. Maybe at this point
and I'll just create a keyframe for position. Select my new null object
and hit P for position, create a keyframe
and then come here. I just come in time, come
a few frames in time and just move it up and
then just come here, few frames after the last
sets of keyframes and then just copy the first
keyframes or this one, copy it on C and Control
V to bring it down. Select everything and hit F nine to easy ease and now let's play and
see what we've got. Perfect. So that's basically it. And I'll just maybe
come to 6 seconds and trim my composition hit end and trim my
composition to work area. And let's play to
see our admission. Maybe make this full. Yeah, and that's our admission. And with this we'll come to
the end of this exercise, see you in the
next one. Bye bye.
10. 10 Product Slide show Animation: Hey, dear. Well, come back. In this exercise, we are
going to be creating this product slide show
animation After Effects. So let's go ahead and try to analyze and
see what we did here. So we can see that I used
some three D objects, okay? And this is our product,
that's the shoe, and we have the Nike
logo on the background, and we have this dot
pattern background. Okay so we're going
to be creating everything in this exercise. So I'm just going
to close this and start with a new project. So new project, Control
O N or Command Option N, and then I'll hit Save. Now we have our new project. So I'll click here to go into my folder and bring in my files. So I'm going to start by
selecting the Nike logo, and I'll select
this sho product. We won't use all of them, but let's just take
three of them. Okay. So three of
them in hitting pot. You can select
whichever one you want and I'll click here to
create a new project. Sorry, to create a
new composition, and I'll name this slide one. And heat okay. And I want this to
actually be black. Yeah. Now the next thing I'll do is create another compositions, to create a new compositions. I'll call this
please hold a one. And we are going to
make this 1920 by 1920 so that it's
square and heat okay. And I'll just bring in my shoe. I'll start with shoe two, bring it in and just kill it down to the side
of my composition. Yeah, this is perfect. Sight is perfect. So I select my shoe that my placeholder one and bring it into
my compositions. Yeah, and just hit this for
skill and scale it down. And now I'll just
go ahead and try to redesign my
compositions, okay? So next thing I'll do is select this guy and just
hide him for now, and I will take my ellipse too and just draw
out an ellipse. I will give you
this white colour. And without shook, I'll
select and control all home key to bring
the ankle point to the middle and control home key to align this to the middle. And I'll just select
it and go into my search by her type size. And I want to expose the
size of my ellipse and I want this size to be ten, okay? Close this, close this. And now I just want
to add a repeater, shape animator to
my shape layer. And now open this
up. Let's increase our copies. So
increase our copies. Now, I'm just trying to make
the dotted background, okay? So increase our copies, and I just want to go to
my transform repeater and just reduce my position. And bring the copies closer. Then I'll just offset this
to the left hand side, and I'll use Control to move
this slightly and maybe increase my position
a bit and set this and just
increase my copies. Increase my copies Yeah. So 38.2 looks perfect. And now we can select this and add another repeater
to add another repeater, where is repeater,
this repeater. And we just want to
come to the transform for repeater, that's
repeater, too. And we want to come to the position and make
this zero and make this 100 so that we have
it going vertically, and we can further
reduce the size so as to make our
pattern look like, Oh, it's been arranged in a square format.
You get a point. So this looks perfect. And what we're going to do
now is just move our offset. Okay? So move our offset. We're going to move this up. You can use Control to slightly move it
or move it slowly, and I will increase
my copies Yeah, to fill the entire space. And now just select
it from here, select the anchor
point from here and manually centralize it. Okay? And this looks
perfect. I'll close this up. And now I'll do one thing, create a new solid heat okay, and I'll add one effect to my solid that the fractal noise. So fractal noise added to my solid and I want to
come here and select block. I want to increase my
contrast, say to 220. My brightness to say
ten. Or let's say five. Yeah, and open my transform
and just reduce my size. Just reduce my size. I
just want to come to evolution and click
here or option click here and type time times 270 and just click away so it's unanimited,
with our expression. Yeah, so we have a movement. And now we just want
to select this guy, come to your track
mat or pick whip, click and drag, and just
drop this on our ShipleyerO. Yeah. So let's play this,
and now we see that our dots or our dots
are animated, okay? Yeah, looking good.
So it's a bit subtle, but we're going to work
with it like that. Select everything here and
right click and precompose. And we just want
to name these dots or fractal dots because
of the two effects. So fractal dots move all attributes into new
composition heat, okay. Yeah. So we have our placeholder and we
have our fractal dots. Next our right click
and new solid. I'll just name this background. Okay, background. Heat, okay. Now just add a new effects. I'll add the gradient
ramp effect. So add the gradient ramp effect. And for this please, I just
want to select this color. Okay. Do something
close to this. You can choose whatever
color you want for this. But I'm going to go with
something close to this. Okay? Yeah. So this looks good. Here, okay. I'll go back to my project and bring
in my Nike logo, drop my Nike logo, and of course, I need
to skill my Nike logo. So I just scale this down and make sure my background is
actually the background, and then select my Nike logo, scale this down, this size, reposition it a bit so that it looks like
it's centralized. Yeah, and this looks good
for my fractal dots, I'll bring it behind
my Nike logo, and I'll just change
the blend mode to add yeah, so we get this. If I play this, we'll see some subtle movement
in the background. If you want, we could make
the movement more obvious. Okay? That's the admission
for our fractal dots. But let's go ahead
and finish things up. The next thing I will do is,
maybe move this down, sorry, move the Nike logo down a bit, just to centralize things. Yeah, and I will type
the motto, okay? And I will type just do it. So that's supposed to be
the tag line for Nike. Okay? And then I'll just do Control A to whom to centralize this anchor points to the
middle and I'll just use the align panel here to
align this to the middle. Just have it pleased
on the bottom here. So we're almost done with
designing our compositions, and now we just need to
create our three D objects. So for three D objects, I'll just hide everything here. And then come here, select my ellipse to
and create an ellipse. I'll create an ellipse, I'll
remove the field color. I'll give you a stroke
color and a stroke of two. I'll do Control Alt hum to align the ankle
point to the middle, select it, and I'll just
type size here, type size. And just give you
the size of 200 for now and turn it into a three
D object into a three layer, so select it, click on toggle switches and
moods and turn this to a three D object or the OIT d layer and I'll just open up my
geometry options. And for my bevel style, I will select convex, and for my bevel depth, I will hit 50, I'll type 50. So we get this with 50 as
our bevel depth. Okay? Now we can just rotate
our three D object Okay, but before I do that,
I just want to, I'll just come here
and make sure I have two views so that I
can see my right view. So I'll select
this and make sure it's my right view
or my side view, either then and select this. I want to make my ankle point
positioned in the middle. Okay? So what I'll do is take my ankle points and now
move this to the middle. If you move it to the
end, we are going to see that the value is 100. So you want to move it
to where you see 50, which is the middle, okay? So this is, this is not 50. Let me just I do that
and do it again. So 50 is my target. Yeah, so this is 50,
and this is the middle, come back here and make
sure on my one view option. And then now you have
to make sure you're on your advanced
three D settings, your advanced three D endra
to be able to flow along. So now I will just hit R and just rotat
my three D object. Like this, maybe hit and
just kill it up a bit, and I will enable my
placeholder here so that I can just arrange
things better. So this guy is meant to be
behind our placeholder. Okay, so we'll have
him look like this. Okay, so let's just hit R
for rotation and just rotate this feel free to use whatever rotation or
whatever look you want. You mustn't use the
look I'm going for, feel free to do customization. So select this. I'll just
rename this three D one. Okay. Now I'll just select it and duplicate
it, Control D, and move the copy up
and rotate the copy. You just hit a for
scale and re scale this for that rotate it, take it up, reposition it to look like what we had in
the original version. In the first version I created. So maybe I should
type size one more time and go into the size
and then make this bigger. Okay? So you see that
we are controlling the reduce of our three D
objects as we edit the size. Yeah, so this looks
good for now. Next thing I'll do is
just close this up, close this up, and I want to
even hide the placeholder, then come and create a new shipler and I'll just take this and
create a square. I'll align my uncle point to the middle control to and
just go into my ship layer. Maybe I'll rename this
first, maybe three D three. Then go into my rectangle and right click here and
convert this to a busier path. And I'll just take my path to and just delete one
of the points here. Yeah. And the control to
bring up my ruler and drag a ruler guide to the
middle of my shape, place it here in the
middle of my ship, just like this, perfect. Now, I will take my pen
to select this point, who shift and drag it and basically align it to this line so that we
have the straight line. You and I can just
move this down a bit. Okay? Perfect, and select
this guy and close this. That's my tree
tree, open this up, and I'll add around corners, ship modifier, open this
up, increase my radius. Just slightly. S 85. Close this and make this three D object
and then put this up, go into my geometry options, and I'll select convex
and make this 52. We have it this big. We can reduce it
if it's too big, we can make it say 45. 45 45 works also can hit S for scale and just scale
this up ever so slightly and go into
our right view. Okay? And just move our
ankle point to the middle. Maybe I freezer fall, move it to the side and then just move our ankle
point to the middle, take our ankle points
to, then just move it to the middle. To 50. Perfect. Maybe not 50, I think. This time, let me undo
a couple more times. Yeah, so let's see
the value at the end. So the value at the
end is around 94. So let's make this 45, 46, 47, I think 47. Okay? So seven around
47 or 46 47 should do. And we just want to
come here and bring this down also just
to this point. Perfect, so that our rotation is happening from the
middle of the ship. Yeah, go back to one view, and now we want to
reposition this. So first of all, scale this down, we hit
S, scale this down. Reposition one copy here, above here, just rotate this So you can switch between
these axis modes. That's the world axis mode
and the local axis mode in order to enable you rotate
in different ways, okay? Yeah. So you can as well just hit R for rotation
and do that manually here. Position things
enable placeholder so that we see how things can
be positioned even better. So for this one, I
will just put him, I think, above my shape, and then do control
D to create a duplicate and heat for
the size and resize this and just bring
this down and rotate the shape You'll the shape. And maybe for bevel depth, let me just go to my geometry
and for my bevel depth, I might reduce this to say 35 and hit for scale
and make this bigger. Yeah, and this doesn't look bad. Yeah, this doesn't look bad. Maybe you will move
this up a bit. So like I said, you mustn't go for the exact
look I'm going for. You can feel free to feel
free to edit to your liking, open this up, go to
my geometry options. And for my bevel depth, I think I'll reduce
this to say 40. I actually edited the wrong one. So, let's just select this sky park and open the
geometry and one make this 40. Yeah. For this one,
Okay, it's still 50. So let's just work with 50, and maybe I'll just
move this bit down. And I think for now, let's just work with
what we have here. Okay, let's just work
with what we have here. I'll just go ahead and
work on the materials. So select my three D three. Close my transform,
open my materials, and for my materials, I
want my difus to be 100. I want my specular intensity, G to be 100. And I want my specular
shininess to be 65 and my metallic to be 100. Same also for this one. I want my diffuse to be 100, my specular intensity 100, my specular shininess
65 and my metallic 100. And for this one, I will
do a bit of change. So for it, I will make my metallic zero.
Keep my metal zero. I'll make this guy 65 like the others and this guy
100 and this guy 100. Okay? Same also with this one. So I'll close the geometry
options and open my materials, make this guy zero, make this guy 65, make this guy 100 and
make this guy 100. And in order to see the
beauty of our materials, we're just going to go
ahead and add a new light. So come to Lear Maybe I'll just select everything
and include this first, and we can re click
here and just create an environmental
light and hit Okay and go into my folder and bring in the blue photo
studio EXR file. That's the HGRI
file, hidden port, and I'll just bring it into
my scene. I'll hide it. I would even shy it
and open this up. Okay, open my environmental
light up and I'll select the blue studio
photo as the source. Okay and our lighting
should change immediately. And I will just disable cast shadows so that
we don't cast shadows. Now you see the beauty
of our materials, right? We can further adjust our lights by opening
the transform options, and let's just see what we
can do with our rotation. Maybe we make this 30 k, and then 31, let's see 31. Let's see 31. Yeah, it's
basically the same thing. And then for Y rotation, let's take this up and
see the look we get. Yeah, this looks good. So we can close this for now, and let's enib all other layers and see what our
composition looks like. Incredible. Now, before
we start admitting, I'm going to create
one more thing. So that is a ship layer. I'll just create a
little rectangle here. I'll give it no stroke, and I'll give it a
field color of blue. It okay. Yeah, heat okay. And we just want to
select it and give it round corners, ship modifier, open the round corners
and just boost up the reduce property so that we get something
that looks like this. So around 90 looks
good. Can select it. You can do control to to
bring the ankle point to the middle Okay, and we can just align
this to the middle of our composition using
the align panel. Click here to align this. And now I'll do Control D to duplicate
it and just move it. And before that, I
will just rename this. So I'll rename this to Blue box and just control D and move it
to the left hand side. Perfect. And we
actually want to move this behind our dots
of fractal dots. Yeah, this looks good. And now I will just
take some little time to further adjust my elements
to give me the look I want. I'll just speed up the
video and you are going to see the final look
after I'm done. A a Yeah, so here is my
final arrangement. So you can pause the video and arrange yours to look
like mine if you like. But I'll just go ahead
with the animation. So I'm going to start
animating my elements. I'm going to start with
my three D elements. So these are my
three D elements. Select all my three
D elements. Okay? Yeah, there are four of them, and then I'll hit
R on the keyboard. Now just make this little bit bigger and just make this fits. Yeah. And now I will just come here to the start of
my composition and I'll create a Q frame for
my X Y and Z rotation for all my three D shapes. And I'll go 3 seconds in time and basically copy
these keyframes and paste. Okay and then go 6 seconds
in time and paste. Yeah, and then I'll
just select everything and EZ Es with F nine. Now, I'll just come to
the middle keyframes and now edit the rotation
for each of them. Now I'll start with this one. So for the middle, I'll just go ahead and edit my X rotation just
doing this randomly, o to make sure our ship
rotates thoroughly. Okay? So let me play this
down and see what I have. And we can see that this is taking a tool on our computer. We can reduce the resolution
to third and we can click on Graph three D so that our
rendering can be faster. Now, let me play this,
and you're going to see that it's going
to play better. Okay? So we see what
we now have Okay. So for some reason, I feel like the anchor point for this one is not really in the middle. I'm not sure I moved it, but let's just work
with it like that. Basically, you want to create something that looks like this. Okay? So maybe I'll
come to the middle and further edit my keyframes,
my rotation rather. Okay, so let's
play this and see. Okay, it's not looking
as nice as before. So let me do this. Yeah, so this looks better. So I'm going to stay with this. And now let's go
to the next guy. The next ship. I'm going
to select this ship, and edit the middle keyframes,
the middle rotation. Just do it randomly like we did the first one so
let's play and see. Okay, for this one,
I think we need to do a bit more of this. Yeah, so this looks
perfect for me. Yeah. So these look good. Yeah, now we go to
the next shape, which is this right
here and just come to the middle keyframes and go ahead and create our rotation. We want to rotate it this way, we want to rotate it this way. Okay? And this way. Let's play. Yeah. So this is looking good. And I'll go ahead and do that to the final one
to the last one, which is this big
boy right here. So teats X axis on the Y axis and on the Z axis. So let's play. Yeah,
this looking perfect. Yeah, and then just come here, come to maybe close to 1 second and select all of them and do shifts to expose my scale keyframes and then
create a keyframes for scale, and then go to zero second, and we're going to
make this zero, for all of them to just
kill it up, basically. So select everything
and easy Es. Using F nine to easy s. So
for the skill keyframes, I think I will just
go to my graph editor and maybe do this. Let's try this. Okay. Not bad. Yeah, so let's go with this. And finally, we want to also create a keyframes for position. So we're going to come
to this keyframes to this time rather and
then select all of them. And then hit Shift P to expose our position keyframes and create a keyframes here, then go to the zero second and now start moving
your position down. So for this one, we
want to move him here. Okay. And for this one, we want to move him way below. For this guy, we want
to move him way down. For this one, we want
to keep him just here. Okay. Let's play this and see. Yeah. So this is looking good. Select all my keyframes
and easy ease them. And I think we might just
widen up our Q films, our position QFmes because we see how fast the admission is. It's too fast. So
maybe I'll select my position and my scale
QFms and just move them. Let's move them. Let's
widen them up and see. Yeah, so maybe I will
select all my keyframes now for my skill
and my position, my position and skill
qframes and I'll just go to the graph editor and
maybe select them one more time and just do F nine to easy ease
them so that I have basically the same graph for my skill and my
position keyframes. So do this, I will
select this ones and do this and I'll play
and see what I've got. Yeah, not looking
bad, looking good. So we're done with these ones. Now the next thing
we're going to do, I'll just hit draft ready to
go back to my actual view. Now we want to select all
our rotation keyframes. So I'll go down and select
all of them. Like this. I just copy them
and come here and Control V. That past the keyframes starting
from sixth second. We're going to have something
that looks like a loop. We're basically going
to have a loop. Control V again and we're
going to have a loop. Actually don't need to go
this far. I'll just do. We're actually stopping the
admission at 8 seconds. Let's just play this and
see how everything plays. We're stopping the
admission at 8 seconds, we might need to adjust these
guys to come to 8 seconds. Yeah. So I'll just delete these ones. So just delete, delete and
delete and select these ones. And I will just bring
them to 8 seconds. Perfect. Yeah, and then we
want to do one last thing. We want to come too, let's go like ten films,
ten or more films. So I'll go ten films backward. So I'm doing control
and left arrow key, so one, two, three,
four, five, six, seven, eight, nine, ten, and it seems we need
to go even further. So 11, 12, 13, 14, 15, 16, 17, 18, 19, 2020 films. Okay, let's go 20 films, and I will just click here
to create new keyframes or to repeat these keyframes for my position and my skill. Okay, I'll do that for
all my position and my skill keyframes on
my three D objects. And then come to my
eight second and I just want to move
them out of my view. Okay, so move them here. So for this one,
I'll move it here. And for this one, where is it? Okay, let's just select them
here from the La stack. So for this one, I will move it maybe far
away, a bit far away. And for this one, okay,
we've moved that one, and for this one, I will
move it not too far. Okay. Then for the
last one here, I will move it maybe far away. Yeah, I'll move it far away. And for our scale, we're
just going to make our scale 100 for this. We just want to
scale them slightly, not totally to zero. So for this one,
I'll make it 80. For this one, I will
make it say 50. For this one, I'll make it 100. So let's play and
see what we have. Let's just hit draft three so
that our plane gets faster. Good. So this is what
we want to have. Maybe I'll select my
keyframes one final time, these last keyframes for
my position and my scale. And I'll just go
to my graph editor and select them like
this and maybe, yeah, have something that
looks like this, basically. I want them to start faster or quite fast and move
slowly at the end. Yeah, something like
this looks perfect. So close this, and
now we're done with our three D shapes. The next thing we're
going to do is handle the admission for
our main guy here, that's our placeholder,
that's our shoe. Okay? So one thing we can
do is just hide or shy our three D shapes so that layers tack gets
a bit more space. Okay? So I'll select my shoe, which is my placeholder, and I'll just come here and
hit P. Create a keyframes, hit S, let's shifts and create
the q frame, come here. I just want and also hit R, hit Shift R for rotation
and create a Keyframe. And we want to come here
and for our rotation, we just want to make this zero. Okay. And for our scale, we can see that our
initial rotation or our final rotation is 15. Maybe I'll just make this
even higher than 15, 16.8. Then for our scale,
we could make this scale say 20. Okay? And then for the position, we then move this guy down. Okay? So let's play and see. Okay. So I'll just do F nine and maybe widen my keyframes using Alt or option on the
MC to drag, okay? Yeah. So let's go to the graph editor and
adjust our graph a bit. Okay, so, this
isn't looking bad. This is looking good. Yeah. Let's try bringing everything
to 2 seconds, and see. Some dragging len Alt
to widen the keyframes. Okay, so I like this better. And while we are here, we can just go to
4 seconds and we want to create new keyframes. So we want to just rotate
this back to say zero, Rotate this back to zero, and also for the scale, we could scale this down a bit. That's too much,
maybe just slightly. Okay then come to 6 seconds. Yeah, and just copy this
Control C, contra V, and Control C contro V. Okay? Let's see if a higher rotation
value make more sense. So maybe even rotate it
a bit higher, say 25.8. Then come here to 8 seconds, and we just want to
copy these guys, Control C contra V, contro
C contra V we have this. Okay. Let's see. Let's play
this one more time and see. Okay, so I'll
select my skill and rotation keyframes
and just go to the graph editor and see if we can achieve
something better. I edit this one to
look like this. So let's come first
and then we slow down, and then we are
basically faster here, and maybe we slow
things down here this and then faster
you get the point. Let's play and see. Okay. Not looking bad.
Not the king bad. So let's continue close
our graph editor, and while we're here, maybe before D,
maybe at this point, we can create a
keyframes for position. So click here to repeat our keyframe here
and maybe for scale, we can also create one.
We can not necessarily. We don't need to create
a keyframes for scale, but only for position, and
then we just move this down. Just move this down.
Okay, looking perfect. Let's go to graph
editor and see. Maybe we just do this bit. Yeah, not looking
bad. What I will do is I will just
widen this keyframes a bit so that it takes
longer to complete. Perfect. So the next
thing we need to do is animate our Nike logo. So take my Nike logo. I can just hide this guy now. I can just shy him and
then select my Nike logo. And before that, I
will just right click and precompose my Nike logo, and, yeah, it okay. Now I've precomposed
my Nike logo, I can just hit P
for my Nike logo, come here and create a
keyframes here and go to zero second and
make this go down. From here, and
then for my scale, I can also hit shifts, create the keyframes for scale, go down and make this see 50%. Let's go from here to here. Perfect. I can select
these, move them forward. And then select these
guys and F nine to easy. Go into my graph editor, select these guys,
and let's see. Maybe this will make sense. Yeah, this is looking good. I'll just go into my
Nike composition and just do Control key for
settings and change this to white so I can see my logo
better and just create a new shape layer and then create a box over my Nike logo. Color doesn't matter for now, or the position doesn't
matter for now. It just has to be
over my Nike logo, and then I can just
come here hit P, create keyframes, come here, bring my position down, okay? Just like this. So like my
keyframes and easy ease and then go to my effects panel, my effects and presets
panel, click on it. I'll just type the
weavap effect. So you just type
Wave and this is your weave rap effect and
I'll add it to my hip layer, make this bigger
and a bit higher. Okay. I'll make this wider. So just like this. So
this is looking good. I can play this now, and this
is what we want to have, o? So we'll make it a bit
Bami 164 bit higher. And then I'll select
my shipler one, take my truck mouth, pick whip and drop it
on my Nike logo so that we get this,
looking perfect. So we can just
select these guys, Control D to duplicate them, bring them on top
of the layer stack, offset them a bit. So we get this. Now we can change this one's
color to see black. You get the point. So
this is what we now have. We can select this one
and make some adjustments to the wave warp effect so that we get something
different here. Maybe make this higher, maybe change the rotation a bit to get this looking perfect. Let's play this
and see. Perfect. So for my color, I think I
want to change my color. I think I want to change
my color to Okay, let's go back to my slide one and see if this color
is making sense. Yeah, so the color
actually makes sense. Maybe we can just add
another copy to Control D, bring this to lower end of my layer stack, select this guy. Sorry select the four of them, the topmost four of them and just offset them one more time. And for this one,
we can maybe do some change to my wave wrap and then change the color, okay? We can't see anything happening, but as soon as I change
the color of my ship here, you can see that we're
getting something different. Okay? So this is looking
good, this looking perfect. So this is what I want to
have basically and go back, and now play this, we're going to see that we're having something
really cool. Okay. I don't like the way this color blends
with the background, so I'm just going to
change the color bit. I think I should
change the color. A bit, maybe just edit,
maybe make it richer. Let's see if this
works better for me. Okay, let's play this and see. Honestly, this isn't bad. We can spend all day doing
edit, but you get the point. Yeah. So finally, I'll just
select this guy and give him a turbulent displace effect. Can come here. And while
here or maybe before here, we can just create a keyframes
for amount and size, then come here and make
sure we make this. Sorry, we make this zero. Okay? So let's
play this and see. And then for the
size also, hit you. Then for the size also,
we want to we want to make sure maybe we reduce the size to say
70 at this point, so that as it progresses, the size also reduces, okay? You are not looking bad so far. Yeah, so the next thing
I want to do is animit these guys to select
them, two of them, or just hit P, and we want to unmit them after
all of these have unmited have been brought
into the frame. So come here. I'll just come here and
create keyframes for position and go some
frames backward and just move them slightly out of frame while
holding down shift, of course, so that
we move them in a straight line and then
just easy Es with F nine. And that's too abrupt, so I'll widen my keyframes. I'll select these
keyframes going into the graph editor and create a
graph that looks like this. I just want to widen these
keyframes even more. Yeah, so this is
looking perfect. And maybe our logo, maybe we should widen the keyframes for my position
and skill for my logo. But first of all,
I'm going to select these guys and Esse them, select these guys and
then widen them up and see good to my graph, so. Yeah, my graph is looking good. Maybe I should do this. Okay, not looking bad. So next thing we're going
to do is just right click New Adjustment layer, and I just want to add the lens, not lens optical
compensation effect. So optical compensation, add it, and we just want to do
something really cool here. We want to make our
field of view 50. Okay? So field of
view should be 50. Then we want to click here
reverse lens distortion, and I want to make
this diagonal. And I'm not really seeing any
change. I don't know why. But let's just come
and move this. See or remove the draft three D. So I think it's because of the draft three D that I
wasn't seen any change, right? So let's reset
things, make this 50. Yeah, now we are
seeing the changes. Now, click here to reverse, and we just want to
make this diagonal. And now we want to come
to the first keyframes. Now we want to come
to zero second, and create a keyframes
on view center and just move your view
center to the left. Like this to this point. Okay. So I'll just hit
you for my keyframes and I'll just zoom out
and come to 2 seconds. And at 2 seconds, we want to then move our
view center to the right. Okay? So we want to move our
view center to the right. Just to create this
treed looking effect. Remember this is motion
graphics animation. This is an animation,
and in animation, you want to always
keep things moving to excite your viewer and to keep your viewer interested,
basically, okay? So this is one of
the ways we can do that by making movements, okay? So we're going to add
this three d y of movement using
optics compensation. So I'll copy this
guy, Control C, contro V, and come
to the 6 seconds. I'm giving an offset
of two, 2 seconds. So come to 6 seconds,
copy this guy, Control C, Controv
come to eight second. Copy this one, Control C, contro V. Come to 10 seconds. Control C, contro V.
And for this effect, for 10 seconds, we
have to copy this guy, Contra controv and
then 12 seconds, you want to copy Control C, Control V. And for this effect, we are going to use
it beyond 8 seconds. So don't worry. I
know what I'm doing. Okay? So copy this
one, Control C, Control V. And yeah, I think this should
be the last one. I think we're just
going to do two slides, 8 seconds long each. So let's just stop
here at 16 seconds. We can hit N. Yeah. So here is what we've got. We can select all the
keyframes also and eases them and just play our animation I'll just take it back and run preview it and play it now. Yeah, so we see our
animation playing well looking good.
You get the point. So we're just going
to go ahead and finish up our animission. We have one more text, which we've not admitted. That's our De text. Where is it? This is our text.
We want to make it black. Yeah, and then animate it. Now we're going to animit
it. Just open this up. Yeah, so we have three text
animeos and I will just come here and come to
my first text A meter, which is my skill text and meter and I'll make
my skill zero. Okay, and just open
my Ring selector and adjust my start 0-100 and we see that our skill
is adjusting, right? So we will just come
here, and at this point, we want our skill to be 100. But we just go back first and click here and then
come forward and make our skill 100 so that
we have this Okay. Perfect. So that's what we
want to have for our scale. You can just select an easy es. And now we just come down to our next animeo which is
our position and meter. And for position meto, I just want to take
this down a bit. Okay? And then come here and we want to come here and then open
our Ring selector. And now come here,
make this 100, then go back and make
this zero, okay? So we have it admitting
from ground to up. So select the keyframes Eze And if we wanted, we
could maybe adjust these to the front
so that they appear first or maybe to
the back so that we see them as they're coming up. We get the point. Yeah, either
way, we're making sense. The next thing is the
third text animal, which is the tracking. So we just want to
come here, make our tracking amount zero. Okay? Screen the
keyframes here and then come here and make our
tracking amount 100. Let's play and see.
This is what we get. Let's select
everything in eases. Maybe for tracking, we might
move the keyframes back a bit to align them with
the scale keyframes. Okay, so we'll just continue. You can go in and try to
achieve better detail, but since we want this video to be as short as possible, we're
going to continue. Now we're going to go ahead
and imit our last elements, and they are our logo, and then this guy right here, these blue boxes to
select our blue boxes, hit to expose the keyframes and we want to stop our dmission
at 8 seconds, remember? At 8 seconds, we're
going to create the QFrame we're going to
basically repeat our QFrames. So we're going to just click here to repeat our
keyframes and then move them back a bit and then
copy these keyframes, Control C contro V, Control C, contro V so that we get this. Okay. Yeah, so this
is looking good. Yeah, we'll move
to the next one, which is our Nike logo. So we hit you for the keyframes and just come here to 8 seconds, create a keyframes for a
position and the scale, then move them forward and then move the
scale or the position. Let's see up. Let's
go up this time. So we can just go up
out of our frame, take it up out of our frame. Make him perfect. And maybe
just kill this down a bit. Let's see, 60%. Play. Go into our graph editor, and let's see what we can
do to make this better. Maybe this. Feel free to
do something different. So I feel this v
11. 11 Conclusion 3D Fake 3D Anim: Congratulations. You've
done an amazing job making it to the
end of this class. Throughout this class,
you explore some of the most exciting and
visually powerful techniques inside after effects. You learned how to work
with the TD workspace, how to use light to
add mood and realism, how to use cameras to create
depth and perspective, and how to bring TD models into your after effect workflow. You also learned how to
create fit admission, which is one of the
most useful techniques in motion design because
it allows you to create the feeling of
depth and dimension without always needing
a complex TD setup. Before you move
on, make sure you complete and upload
your class project. Doesn't have to be
perfect. What matters most is that you practice, experiment, and
show your progress. And because this
class is part of a larger after effect series, I also encourage you to continue with the next
class in the series. This class is designed to build
your skills step by step, helping you move from
the basics of after effects into more
advanced motion graphics, visual effects, and mission
and creative workflows. And if you missed any of
the previous classes, you can always go back
and explore them. They will help you strengthen your foundation and give you even more techniques
to bring into your T D and fake TD
and mission projects. Thank you so much for
joining me in this class. I'm proud of the
progress you're making, and I'm excited for what
you'll create next. Keep practicing,
keep experimenting, and keep bringing your
ideas to life with motion. I'll see you in the next class.