Create Your Own Motion Graphics: Intro to Fusion in DaVinci Resolve | Justin Robinson | Skillshare

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Create Your Own Motion Graphics: Intro to Fusion in DaVinci Resolve

teacher avatar Justin Robinson, Certified DaVinci Resolve Trainer

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      2:44

    • 2.

      Your Class Project

      1:42

    • 3.

      Getting Started on the Fusion Page

      9:29

    • 4.

      Accessing & Adding Nodes

      1:46

    • 5.

      Connecting & Using Nodes

      7:11

    • 6.

      Inspector Window: Node Inputs

      7:07

    • 7.

      Map Route: Using Polyline Node

      9:16

    • 8.

      Adding & Modifying Keyframes

      8:32

    • 9.

      Animating Text & Using Masks

      7:39

    • 10.

      Converting Map to 3D

      6:37

    • 11.

      Animating 3D Camera

      5:51

    • 12.

      Stylizing the Map

      3:42

    • 13.

      Applying Motion Blur

      2:18

    • 14.

      MediaOut Node: Back to Edit Page

      1:10

    • 15.

      Deliver Page: Exporting

      5:18

    • 16.

      Conclusion

      0:59

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About This Class

Enhance your video editing skills by mastering the art of creating Motion Graphics with Fusion in DaVinci Resolve. This Fusion and motion graphics class is perfect for people who want to create stunning visuals with ease. With this class, you will learn the basics of working with Fusion and building complex motion graphics without ever leaving the free version of DaVinci Resolve.

You'll explore how to:

  • Navigate around the Fusion interface.
  • How nodes or tools work on the fusion page.
  • How we can bring in and modify videos and images.
  • How to create and animate custom elements for our motion graphics.
  • Giving our Motion Graphics depth by converting to 3D
  • And finally, how to tie in all of our Motion Graphics to the project we were editing on the edit page in DaVinci Resolve.

The goal of this course is to help anyone at any skill level become comfortable with designing motion graphics so that you can confidently create beautiful visuals for yourself or your clients.

All that is needed for this class is a computer that can run the newest version of DaVinci Resolve. You can work your way through this whole course from start to finish on both the free version as well as the studio version of DaVinci Resolve.

Meet Your Teacher

Teacher Profile Image

Justin Robinson

Certified DaVinci Resolve Trainer

Teacher

I’m a professional DaVinci Resolve, Fusion & Fairlight certified trainer. I've been in the post-production industry for more than 10 years, and I love helping people get up to speed on the latest tools and techniques. I'm big on simplifying complex concepts so anyone can easily understand them. I'm passionate about teaching others about and how to use DaVinci Resolve to its fullest potential, from color grading to editing videos for broadcast or web distribution. For most people with a bit of guidance from me, you'll be able to master the post-production workflow with ease!

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Level: Beginner

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Transcripts

1. Introduction: DaVinci Resolve is a great tool for every aspect of the post-production workflow. My name is Justin Robinson. I'm a Certified Trainer for DaVinci Resolve. You might have seen me on YouTube as JayAre TV or on my website JayAreTV.com, where I'm actually a trading partner for Black Magic Designs. For most people that are using DaVinci Resolve, they get very comfortable with the Edit and Color Page tools and they shy away from the other tools that DaVinci Resolve has to offer, mainly the Fusion page. If you're not familiar with the Fusion page, it's typically used for compositing VFX as well as making motion graphics. It's a very capable set of tools. Once you have a little bit of knowledge, you should make just about anything. My goal with this class is to help alleviate a lot of the friction that comes with creating motion graphics on the Fusion page. I thought the best way to do this is just the jump right in and start creating something. We're going to create a travel map together. These kind of maps are motion graphics that you would typically see when we're jumping from one location to another location and we want to take the audience on this journey with us. I've made the project resources available so you can download and we can work together to create this motion graphic. Throughout the process, we're going to be learning a lot of different things. Getting around the UI infusion, we're going to be diving really deep into what nodes are. These are very similar to things that you would typically see on the color page. Think of nodes as just like tools. These tools are going to be really used and the backbone on fusion itself. We're going to be diving into all of the different types of nodes there are how we connect them up. Don't worry about not knowing anything. I'm going to go over everything in detail. We're going to be working with keyframes. Keyframes are very similar things that you would typically see on the edit page. There's also some in the color page and fair light as well. We're then going to take our map and we're going to put it into three-dimensional space where we're going to play around with a three camera. Then once we get to that point, we're pretty much done. We're just going to stylize our map just a little bit and we'll show you how to make it grungy and give it an aesthetic to match our project. We're going to take that final project that we have infusion. I'll show you how get that image to show up on the other pages so then we can continue on our editing process or color grading, or even just rendering it out if we need to. Don't be concerned if you've never done anything like this, you're in good hands. We're just going to just going to go step-by-step through the whole process. By the end of this, you should have a pretty good grasp on how fusion works so that when it's time to work on your project and you want to throw a little bit of a motion graphic in there you don't have to be concerned with going and trying to find pre-made assets anywhere. You can tailor make motion graphics for your next project. Without further ado, let's jump right in, download the project files, and let's get started. [MUSIC] 2. Your Class Project: [MUSIC] Welcome to the class. This class project is going to be going over a lot of commonly used tools with infusion. This was primarily set up so that we could hit a lot of different tools that you would typically use day to day with infusion. The course is set up pretty much like a step-by-step guide leading to the creation of this travel video. If you do want to take it one yourself to create your own custom version of this, by all means do so. You could simply just take a different route than I do for the line that's going through the town, that's by all means you can do that. Pick a couple of different streets that have your travel map go and have your animated camera follow that new line that you create. But if you just want to get through it and recreate the exact same thing that I have, by all means, you can just follow step-by-step as I'm doing it. The customizations can really come in when you're smoothing out most of those animations there. Then at the end of the project, I will be talking with you on how to get the video out of DaVinci Resolve and you can upload it to YouTube or Vimeo unlist it and add it into the project gallery for feedback if that's something of interest to you. Throughout the duration of this class, if you have any questions or you would like additional guidance, I highly recommend asking your question in a discussion board and including a screenshot just so I have a little bit of a better understanding of what you're currently experiencing and what you're seeing on screen. Then finally, if you're working with the free version of DaVinci Resolve you shouldn't have any concerns about not being able to get through the course because everything that we will be talking about is included in the free version. With that being said, let's us get started. Don't forget to go into the resource section, download the map, and then let's begin. 3. Getting Started on the Fusion Page: I have the DaVinci Resolve started up here. Now, we're not going to be really concerned if we're in the free version or the studio version, we're going to be able to do majority of everything in this class with the free version. I currently do the studio version, and I will be going over a couple of things way at the end when it comes to specific to studio. But the majority of the animation can all be done. It just the way things look like a stylizing stuff way at the end. But there are other options that I will show you on how to do the styling stuff. Starting off here, we're just going to be making a project like we would any other DaVinci Resolve project. We're just going to make one and call it map. Once we're started up here, I'm just going to go over to the Edit page and we're going to come down to the gear here. I'm just going to change my project to 30 frames per second. When you're working on any animations for your project, you can just work off of whatever the native frame rate is for your project. If you're over in Europe, you are going to be working with, let's say 25 frames per second instead of 24. There are going to be differences, but just work with whatever your frame rate is for your project. If we take a look, let me quickly create a timeline. But as we move here, we have a time. We have our frames, our seconds, minutes, and hours. That's typically how people are used to using editing tool is going off of the time. In most compositing tools, it's actually going to be framed-based. Instead of time, our time is going to be every single frame. Because if you're spending time compositing different elements in and out, or if you're making different animations, a lot of the time you're only making it for however long that animation is. You don't want to have what typically ends up happening when you're bringing media in from a different frame rate is you're going to have multiple frames showing up. It's not something that you can really notice, but it's going to be the same frame showing up over and over again. Or you're going to be skipping frames. It would suck to animate a whole bunch of stuff and then a couple of frames are skipped. Perfect example, if you were to make an animation that was 60 frames per second, but then took it into 24 frames per second timeline. Obviously, to stay within the 24 frames, it's going to be skipping a lot of that 60 frames, so it has the same timing. Anyways, enough of the rambling, let's create our fusion comp here. We're just going to right-click in the media pool and go fusion comp. Here we have our duration. Let's just change this to 10. This is hours, minutes, seconds, frames. We can set a name if we want to, and it's pulled that frame rate from our project. Some use cases we won't want it to be the same frame rate, but for this we're just going to leave it the same. You should also be doing all of your project that 30 frames per second, because we're going to go through and do animations. It'll be very easy for you to just follow along having the same frame numbers as me. Lets just grab our fusion comp. It's now an element up here and bring it into our timeline. Then we can go right over into fusion. When we come over into fusion, let's just make sure that both of our UI look the same, so we'll come up here to Workspace, and reset UI layout. I like to just go back into full screen just so I don't see the Windows stuff for you, so if you're on Windows or Mac, so you don't see all that stuff and you're just seeing the DaVinci Resolve. From here, if you're ever not sure what element you are in, if we come up here to clips, we'll see down here where we are. If I just double-click in here, it'll show the name. We can see that this is the fusion comp, the one that we made. Obviously, it's the only thing on our timeline. But if we were working in a project where we were adding in motion graphics in the middle of a timeline, it's nice to be able to go into here and see all of those other elements. I'll quickly show you what I mean by that. If I go like this and come over here, we can see that now we can jump between the two different elements instead of having to go back-and-forth, back-and-forth. It's an easier way of seeing this. For now I'm just going to delete that. Back into Fusion. Now let's talk about everything. Just like all of the other pages, you can click all of these little icons up here to open up different windows, that works the same in all of the DaVinci Resolve. We have the media pool, that's where all of our media is going to be placed. We have our effects. These are going to be where a lot of our tools are. We'll come back to that. We just spoke about clips. We have the node window, which I don't know why you would ever close that, but there's that. Over here we have spline. We'll get into this when we are doing animations, keyframes, another one for animations. Metadata, you can see the information of that media. Is it 8-bit, is it 16-bit, whatever it may be, it'll show all that media just to make sure you are working with the proper quality footage. It's mainly a composite anything. Then we also have our inspector, which is on other pages, and that's going to be where all of our tools are. We'll dive into how that works here in a second. This little area up here on other editing pages, we have a program and a preview monitor. For this, this is just two different monitors that we can look at two different nodes. We will be diving into actually using this. There's also these little buttons that we'll be using as well. We just see the one monitor. Right below it, we have our timeline. Like before I was saying with the timecode, this is just going to be framed. Over here is the current frame that we're currently on. This little orange bar that's going to be our play head. Then the ends is going to be in and out points. Over here this is showing where in and out points are, frame 0 and frame 299. As we move this in, if let's say we have a cropped or a clipped clipp on the edit page, it will show that represented here, just showing that there is more media than what's currently being used, but we're going to be using all of it. We obviously have our play controls. There's one other control that a lot of people don't really know about. If I right-click in here, they actually pop up. These are very, very useful. High-quality and motion blur, those are going to be the two biggest things that are going to slow down the processing of your Fusion program, all in all. You're obviously going to want to render out and high-quality and you're obviously going to want to have motion blur on your final project if you turned on motion blur for the different elements. When you're working in a project though, you might not want those on. A lot of times it actually isn't necessary and you would much prefer half the speed. We can turn both of these off. Even though they're off here and when we view it, we won't see the high-quality version and we won't see the version that has motion blur. When we go to do the final render, even though they're turned off, they'll still render out in high-quality with the motion blur. Just something to be mindful of. Right below is just a easy to use tool bar. This is just going to have all the default tools, common use tools. I'm not going to go over here, but I just want to let you know just planting the seed that you can create your own. I have one for motion graphics specific, but we'll just stick onto the default one. Then below, this has a couple of different nodes, names. It's like the node window, the node flow, the node tree. All of them are interchangeable for this particular area here. One thing that I do want to do is I'm going to turn off all this stuff. I think it's off by default, but I just want to make sure that all of our systems are looking the same. I think that that's off by default. Your node should just look like this instead of the bigger window there. Let's first add in our media, the media that I had, that I sent you, or that you should have downloaded, which was this, the little maps. We'll just bring that in, just drop that in there. That is that. For this, like if we look here in the metadata, it's saying like where it's saved, it's resolution. More about it, this is an eight-bit clip. That's what I was talking about when I'm talking about metadata. That is pretty much the UI for fusion. One other thing that I completely forgot. Down here, this is showing how much your cache currently is. You can right-click that if you ever need to purge the cache, you have the ability to do that. The other thing too, is if you want to increase the amount of memory that you allow your computer or you allow fusion to use, we can come up here to DaVinci Resolve and go into preferences. Then this memory and GPU, we click on that. Then we can increase here. If you have it lower, you can increase it so you have more memory. The more memory you have, the better. If you don't have 64 gigs, like my system does, just use whatever you have. But the more you have, the better. If you end up using Fusion a lot, you might want to think about that as being one of the early upgrades that you get. If you're noticing that there's a lot of speed issues. Next we'll be diving into nodes. But before we do that, let's make sure that we save our project with Command or Control S. 4. Accessing & Adding Nodes: The biggest thing that you're going to want to get yourself familiar with is how to add different tools in fusion, and so the tools are going to be called nodes. We have this bar that we previously were talking about where you can just click, you're going to click them to add them, or you can just drag them down like this and so that's one way of adding nodes. We come up here to the effects and we have tools, here they are broken into different categories and so there's a lot of different nodes in all of these different categories. Again, you can click or you can just drag and then they will come down. The other way that we can get into them is if we right-click in the node window and we go to Tools, same categories, same thing we can go through here click, and it'll add that node. There's one last way and this is the way that once you get comfortable with fusion you will always use, probably be your go-to way for working in fusion and that is the select tool. To get that is you're just going to hold down shift and hit Spacebar, and then this comes up. The only caveat to this is that you need to know the tools name. Let's say the background know that we were deploying, so you just type in back. You could just put BAC, background node hit Enter, you have that tool. This is going to be the fastest way to get tools in by just Shift Spacebar and then just typing in the tool. Again, because you're brand read, you're not going to know the tools names so going through the UI to get them is probably going to be the best option. Next we'll actually be connecting these nodes and again, to get that select tool out, that's going to be Shift Spacebar. Before we move on, let's make sure that we get in a save with Command or Control S. 5. Connecting & Using Nodes: [MUSIC] So once we have a couple of tools that we want to use in our Node window, then we have to connect them up. Connecting them up can be tricky for a lot of people. So let's just pull in the tools that we're actually going to be using for everything here. So let's open up our media pool and grab that map, and we'll drag that down. Let's just close our media pool. So it says media in, but let's change this so we know that this is the map. So we're going to click on hit F2, and then just type in here map, [NOISE] Enter, and now we know that that is the map node. To view that, we can just drag it up to a window and release. So we drag it up and then release, and then we can see it in there. Then, as you can see, this particular node, we have these two little dots, and that is just representative of the nodes. So you can click on those dots, which I would never do, but it's just showing you that that's the window that it's in, as you can see, this one's over here. Other thing to bring them up there, this is Viewer 1 and then this is Viewer 2. So we have Viewer 2. We hit the Number 2 on our keyboard, and it'll show it in Viewer 2 or 1, whatever it may be. So now we have a map and we have this background node. The background node is what we're going be using to add our route or line. So let's pick a line color. So clicking on the background over here, we can just click a line color. We'll just click in here and we can click Red or just increase the red, and if we view it up here now we have view red. But we need to get these to be one on top of the other. So to do this, Let's grab a merge, which is this one here. So now if we take a look at all of our nodes, will see that we have these little triangles. The triangles are all going to be inputs, where the squares are going to be outputs, whatever the result of that node is, once we play with the controls and stuff. But we need to bring media in or images in to a particular node, and so that's going to be all of these inputs. If we hover over a particular triangle, it'll tell us what that is. That's the Merge 1 background. If we go over the green one here, this is the Merge 1 foreground. Take a look at this blue one here, this is an effect mask. Take a look at this one up here, this is also an effect mask. If you don't want to wait for it to show up with this little pop-up, what you can do is you can hover over, and if you look down at the bottom there, above the venture resolve you quickly see what those different inputs are. Over time you'll wrap your head around, this node, we need to connect it up to this particular input. Let's take this map and we're going to make this as a background, so that was the yellow one. Then we'll take this background node, which let's just change the line, so this makes more sense. [NOISE] We'll just put in here line because this will be the line at some point, and we'll put it in the foreground. So now, we don't see anything and that's because we're not actually viewing this particular node here. So let's view this by clicking on it and clicking One, so if you would over here. We can see that we have that background in a little square, and then we have our map. So hopefully this is making a little bit more sense. The foreground element, which is the red box that's over top of our map. So there is one other way of connecting all of these up, and that is by right-clicking here and then dropping on the merge, and it'll tell us all the different inputs that we can connect to. So we can say, we want that to be the background. Again, right-clicking, we want that to be the foreground and we get the same thing. If you ever needed to switch the inputs, but you didn't want to fiddle with doing this and connecting them up likewise, because this is now connected up incorrectly. What you can do is you can click on the node, and then hit Control or Command T and it will flip it. Just look down here at the merge, we can see that we can flip them. So that's the easy way of flipping them. But there's one other way for merges. Because we're going to end up using merges quite a lot here. So I want to show you this one quick tip. So if we want this node to be on top of this map, we can take the input here, just left-click dragging, and we drag it on top of the output of the map, will automatically create a merge, and it'll be connected up properly because we're saying we want this to be on top of the output of that. So that's how that would work. [NOISE] If we were to go the other way, it put the map on top of the output of the line. So then we wouldn't actually see that box because they would be backwards. That's how we connect up nodes. One thing that you'll notice, and we're not going to go over all of them, but all of them have different types of inputs and multiple inputs. So each node does something different, so it needs different types of inputs. So all you have to do is just hover over a node, and it'll tell you what that particular node input is, and what it needs. There's a bunch of mats here, and it's just based on how that controller works, or like this one over here. This is a match mask. They all work slightly different. So that's how we can connect them up. The big thing to remember is now, if I was to take this particular merge, whatever we would add additionally to this, you have to remember that this image is being added and then this image is being added. So whatever this image is, that gets passed out of the square to this new tool, whatever the tool is, I think this is even better to explain this. If we connect this up with a color control here and a color control here. Or actually, let's put the color control here. So the big thing to note is if this color control, because it's taking everything, so if I view this, everything is coming into this color control. So now this color control, because all of it's coming in, it's affecting everything. Compared to over here, if I move this, it's only controlling what's being piped into it. So whatever the images that's going in, that's the only image that this gets the process. If I'm viewing this over here, this's the only image that gets the process that I can manipulate compared to over here, this color is obviously it can see everything, so it's going to manipulate all of them. Even though I can change the color of this, we can slightly see the color being changed over here. But hopefully that makes sense with connecting up nodes, playing around with it a little bit more, you'll definitely get an idea of how the image is being passed, and where we should put things in the node structure. Next, we'll be diving into all of the controls for these nodes. But before we do that, let's just quickly recap. F2 is going to be to rename nodes and then to flip the inputs, we use Command or Control T, and don't forget, before we move on, we're going to hit Command or Control S to save. 6. Inspector Window: Node Inputs: [MUSIC] So as we were working, I was briefly talking about the different controls here and using in the Inspector. But there's some stuff that I want to quickly show you in the Inspector that we will end up having to use quite a bit here. If I click on, let's say the merge, and we take a look at all these controls. We have these two images going into the merge. Now, all the controls that are on the merge is what we do with that image from this point. If you've ever used Photoshop or anything like that, that is going to be what these apply modes are. How we're applying this foreground element on top of the background element, as you can see here. Then we can do a bunch of different things. We can change its position, its size, its location, like this. So all of these controls are just going to be how this node processes an image as it goes out. Now, the big thing to also see is that up here we have different tabs. Every node has different tabs and different controls. One of the tools that has a lot of them is the Text tool. It has a bunch of different tabs in it. They all have very different tabs. If I bring them in, we can see that they all have different tabs in different controls. Now you might think that that is all the controls that are available, but I want to quickly show you here in this text how that's not true. Let's say we put my name in here, Justin and we put in here fusion 101. We think, okay, so down here we can change the color, we can change the size. Maybe, I don't know, the line spacing and all of that. But we can't change the elements individually. If you go through all the settings, you're not going to find that. That's where modifiers come in. So any control that exists in a node can be modified with different modifiers and this adds in a whole another layer of complexity to a lot of these tools. So if I right click in here, I can go into character level styling. Each character on the characters level, we can style it. So if I click that, we can see up here now we add a modifier. If I don't have that on, the modifier is grayed out. For all of our nodes, modifiers will always be grayed out until a modifier is applied to an input in the tool. So let's go back into there. Now we come over here. Now we have another set of tools. One thing that we can do now is we can highlight, let's just highlight Justin and now we have a bunch of controls here. I can change just those letters there. Change the size, change the font to something else and it really adds in a whole another layer of complexity when we are working with a different tool. We can still go back and work with all of the other controls. I can still change the position, the size, all of this. These are all tools that still we can use on top of the modifiers. Now, you might be super overwhelmed with this, but don't be, we're not really going to be using this in the project. But I just want to show you that these things do exist almost like when I'm planting seeds that later you can go back and play around to see what nodes can actually do because it might not seem like a particular node might be able to do what exactly you're looking for. But with the certain modifiers that you add, you can really add a whole another layer of complexity to a particular tool. The big thing to note is when we're working with a modifier. Let's not do that. Let's do the size. Sure. We'll add a shake modifier. So let's put the text into this particular tool. We had to shake modifier in here, so over the course it's changing rates, so that's what shake is, it just changing. But then we can go in and then for these, we can add a modifier on top of that as well. So it can get really complicated in how it works, but I just wanted to show you a little bit about modifiers because I felt like it was something to show you within the inspector controls. The other things in inspector controls that I can quickly go over is something that we'll actually be using and that is taking advantage of the expression tools. So I can just quickly show you it's not really going to make much sense here. Actually, I'll just show you specifically what this would do. Let's say we have these two nodes. So this is just a background node with an ellipse, which is just a mask to make a circle. If we have the x and y as we move them, they're moving individually. But say we wanted to animate them together, so it stayed as this perfect circle. Well, to key-frame two of these would be a pain. So what we can do is we can use an expression to make it a little easier. So we can have, let's say, let's have the width copy whatever the height is doing. Quickly, we want both of these to be the same. So if I right-click in here and I go into expression, I can write in whatever expression that I want. So I could put in here five, divide it by two. We get whatever that value is. But instead of doing that, or you can type in a lot of different things in here. So I can just type in here time, and now obviously it's just following whatever the time is here which really wouldn't make much sense. But what I really want to do for this particular example, is we're going to grab air pick whip. So this allows us to pick any value and we're just going to pick height. So now it's picking height. So it's going to be copying whatever the height value is. So if I just take this one as I move this, it's now moving them together. So I only really have to animate that one value so that both values have the same value. So that is a way in which to really make the workload a little easier, instead of animating two things, we can animate the one and make it maintain that perfect shape. So additionally with the inputs and I can actually clean up my project here to quickly show you, I'm just going to delete these and then show you over here because I feel like we were playing around with this a little bit. If you ever want to reset a control, we can just double-click on the name and it'll reset that particular control. If your whole node had a bunch of different controls that were all over the place and you didn't really know what was where and you don't want to go through and double-click everything, you can just click this little button up here and it will reset everything to the node back to its default state. That will do everything on all of the different pages. So, yeah. That is pretty much inputs in a nutshell. So let's get back into what we were currently doing and start drawing these lines. So next up we're going to plot our route on the map. But before we do that, let's get a quick save in with Command and Control S. 7. Map Route: Using Polyline Node: [MUSIC] Now we have currently, hopefully you're looking at the same thing on my left viewer here. I'm just looking at the map and then on my right viewer we're just looking at this merge with just this box. The first thing that we want to do is this box is not the correct size. Anytime that we bring in a background node, it's going to be using whatever the project resolution is. We need to change that for what we're working it here because we have, our map is like a very bizarre resolution and we want to match that resolution. If I take a look over here on my map and we'll hold down middle mouse button. We bring it down. We can see that this is currently 3140 by 2127 and our line which is that background node is currently 1920 1080. We need to change that. To change, I will just click on the line node or background node that we were working on. We're going to come over here to image and we're going to uncheck the auto resolution and now we can type in here the resolution from our other ones. We're just going to type in here 3140 and then we're going to come down. You can use tab and we going to put 2127 in here and now they're both the same resolution. Don't be concerned on the float number, that doesn't really matter. If you were concerned on the color depth, you can change this to whatever you want. You can go all the way up to 32 float if you want but for now I'm just going to leave it there at 16. Now that we have that set up, now let's actually draw this line. To do it, we're going to be grabbing the polyline and the polyline is here. We will have this and we're going to rename this to line underscore mask. Oops. The reason why we're putting in underscore is because nodes can't have a space. If I just show you here quick and I just have a space, it's just going to take the space out. Personally, I like to be able to easily read it so I just keep the space there. Excuse me. I put the underscore for the space and now we're just going to connect this up. One thing you'll notice is that it disappears but what we're going to do is we're just going to view the map. It doesn't matter at this point what we're seeing but we're going to just view this map and then we're going to click on the line mask and we're just going to go to one viewer and then pull down the edge. We can see this and we're going to go to fit the screen. Now in this viewer if we want to zoom in we're going to hold Command or Control and then use mouse wheel to zoom in and out. If we just hold down without holding down anything else, we just hold down middle mouse wheel we can move around. If you're saying, hey Justin, I have a magic mouse what I'm going to say back to you is Fusion doesn't like magic mouse. I'm very sorry. I don't know exactly, I think that there is an easy way to deal with the middle mouse and scroll and stuff. But I would say if you have a three button mouse to go and get it because a three button mouse is going to make this so much easier. Every composite in person that I know uses a three button mouse or they use a pen with a Wacom tablet. That is something else because you can pick this as your middle mouse button click. But the majority of the industry is going to be using a three button mouse. I'm just going to be explaining everything with that three button mouse and having the functionality of clicking and scrolling. I believe the magic mouse has that ability but I'm not that comfortable with, anyways. Going through here, what we're going to be doing is we're going to be clicking. As long as we have this little pen selected, we're going to click. We're going to go from the bank, I'm just going to zoom out quick. We're going to go from the bank down here to Rose. That's the path that we're taking. Obviously, if you were doing your own project you'll be picking and you'd be figuring out your own map. The other big thing that I would say is you want to have the biggest resolution map they can possibly find. Initially, I was going to send this project and have it. It was almost like 8,000 by 7,000. I forget exactly. It was just really big. But knowing that this is just like a course and class things are going to look a little soft in our final product or final project. But the bigger the better because then you get more detail because we're going to be getting that 3D camera very close to things. Being able to have everything crisp and clean is normally ideal. But everyone in this class isn't going to have the fastest computer so we had to make a little bit of a sacrifice there. I had to make the image a little bit smaller. Now that we have this, we're going to go down these roads. I have the first one clicked here. If we hold Shift, it's going to allow us to make a straight line. If I'm off axis, so straight down, but let's say it was over a little bit, if I click it's still going to make a straight line. If I didn't hold Shift it's going to make a diagonal line. Shift is going to allow us to make straight lines. I'm just going to come over holding down middle mouse and I know that this is the street, I believe. This is the street. We're just going to come down to 16 and we're just going to click. We're going to come down, click and click. One thing that I noticed while I was doing this is that this line with the lines in the background on the map make it look like it's not straight and it's the map that's actually crooked when the scan went through and not your lines. That drove me a little nuts when I was first doing the run throws, like what the heck is going on? But yeah, the map could use a little straightening but I don t think that it's going to be super noticeable. That is our line. Let's slide this back up and see if we see anything on the final product and we don't. The reason being is because we have to click on this line mask and in this border width if we increase this. I'm holding down shift. One thing to let you know is when we click into here, and if I hold down I think it's command or control it gives us finer controls. Because this will be quick and then the holding down command or control will give us finer controls and then we can pick how thick that line is. There is that line going all the way across. There is our route. The next thing I want to do is add a little bubble for the beginning of the route and a little bubble for the end of the route. Remember we're using that ellipse so we can use that. What we'll do is we'll grab that a little ellipse right here and we'll add that in. I'm just going to change the name of this to start just so we know which one is the start and which one is the end. We're going to connect that up. Now it's really big. You remember our width here, expression, drag it down so we only have to deal with one slider. Bring that in, zoom out a little bit and we'll bring the way down, make it pretty small. If we click here on the little widget, we can drag it up to our little line up here. I'm just going to make this a little smaller so we can see it. Something maybe a little bit bigger. I think something like that would probably look really nice. Now I'm just going to select the start control command C and then control command V. We pasted it has the same name underscore one. I'm just going to change this to end and for some reason put a little dash there. I think something else is named and I don't know but it's okay. Next, we're just going to click on it and we're going to drag it over, zoom out a little bit, bring this down. Holding down middle mouse button to move my map. Now holding down command and scroll to bring it in or bring it over just like that. If you need the pause to keep up, you're more than welcome to pause the video and move your little bubble over. But there we are. Now we have the start and end and our little map. That's looking pretty good and now we have our route. Next, we're going to add in some animations but before that let's quickly do a little recap. Holding down middle mouse button allows us to move the image around in the viewer. Then if we hold down command or control and scroll, we can then zoom in and out on that viewer. Remember, if you want to make a straight line you're going to hold Shift and then click that allows us to make those straight lines. Before we move on to the next portion, let's make sure that we get in a save with command or control S. 8. Adding & Modifying Keyframes: [MUSIC] We don't have any animations for this route showing that it's coming on or anything like that. This is the point where I was saying having the same exact project settings as me at 30 frames per second is going to be ideal. Because now we're going to be playing with the different keyframes and if you're going to follow me step-by-step, knowing the exact keyframe, so we get those nice animations. If you had 60 frames per second, then you would have doubled the frame numbers when we were picking them. But for now, let's just keep going how we're going. I'm going to start at Frame 2, right at the beginning of this whole animation. We're going to zoom in. I'm going to click on the Start bubble. The start bubble, we have this height. I am going to just click here and that's going to add the animation [NOISE] at Frame 2 for this particular control. Now let's come in 15 frames. I'm just going to put plus 15, hit "Enter". Now we're at frame 17, and we're going to click this little button here again. Now we have two keyframes. If I just move my play-head here, we see these two little white lines, and so whichever node I've selected, it's going to show the keyframes. If I pick a different node, those go away. It's only for the nodes that have the particular key frames. I think I accidentally have something turned off here. There we go. Sorry about that. You have to have Show Modes and Options on to be able to see that this has a keyframe on it. We'll see that this one has a keyframe. Now that we can see that, what we can do is we can click this little arrow here to go back. Now we're on Frame 2, that's that first keyframe. Now let's reduce the size because we want it to start off not having anything there. Reduce the size down to zero and then once we reduce the size down to zero, now if we play this, we can see that that grows larger, because it's going from that smaller size and it's going to be increasing to a larger size. That's what we're going to be doing. Let's remember that that's over 15 frames because we're going to be animating that a little bit more. Now let's go into our line animation and it's showing that there's already a keyframe here. Now, [NOISE] big thing to note is when you bring on polylines, it comes on with this tool being turned on for changing the shape of it as an animation. We don't need that for this, so what I would recommend doing is right-clicking in here and removing, and now it takes away all of the animations here. That is used for if we have a polyline that over the course of time we want it to change shapes, then that's when we would use that, but we're not using that, we're actually going to be using length. That's this control here, this length control. What this is going to do if I zoom out a little bit so we can see this. My scroll wheel is not working for me. As we move this, we can see it's following that line, so that's what we're going to be using as the animation here. Remember, we're making all of these tools work together in the animation. If we come back to our start, we can see that on Frame 17 is where our final animation is for that bubble. We're going to have the lines length start there. We're going to start it off at zero and then we want to bring this all the way to, let's do like 270 and have the line increase. Now over the course of this, the bubble comes up and then the lines going in out as you can see there. The other thing that we would need to do now is the other end of that. It's way down here. At 270 it's going to be here. At the end, we need to add this animation on. We'll just go like that, we'll turn it on for at 270. Then remember, our other bubble took 15 frames, so we'll go plus 15. We can add a keyframe. Now let's come back to that first keyframe and turn off that size. Now we don't have anything when it comes around and once it gets there, then it will grow. That's pretty much that for all of the animations for this. But there's one other thing that I do want to add in here and that is a drop shadow to make it feel like it's off of the map a little bit. Now there's a couple of different ways and this is one big thing that you'll quickly learn within fusion is that there are a plethora of different ways to make just about everything. What we could do is we could just add the drop shadow tool and let's click on the line, we hit "Shift", "Spacebar", and then just type in drop, and we have a Drop Shadow tool and we don't see anything here. Let's go into the tool and let's turn off blur. We can see our drop shadow is way over here, so that's too far away. We can bring that in just like that and then increase the strength here a little bit. Then maybe increase that blur slightly. Now we have this little bit of a drop shadow. I just want it to be off of it just a little bit. Now we have this drop shadow here. It might work for us. But like I said, there are a plethora of different ways to make different things. Because this is a class, I want to show you another way that we can do a very similar effect. This might work for some situations. The way in which is that it processes the image, it might be a little slower for some, so this other way might speed it up. We're first going to delete that. Then we're going to take this line. Remember, it's just a background until all of this stuff gets added to it, just a solid background. We're just going to copy it, Control C, click over here, Control V, and then we can just F2 and just call it drop for drop shadow. Obviously, remember that's just the solid, so let's just change the color of it to black, so all zeros and a one. Now we can take all of these masks and have them go over. Now we have our line. Let's disconnect this. Let's take our line and the drop. We put the line on top of the drop shadow and we view it, and then we connect this up. One thing that you're going to notice is that we don't see the drop shadow. The reason being is because they're right on top of each other. That's why we don't see it. On this particular drop-shadow node, we're going to hit "Shift Spacebar" and we're going to type in trans for transform. Now we have a transform node. Now in a transform node, we can change the position of that lower image. Now we're getting to the same spot, making the same exact thing, just a couple of other steps. I just want to show you that you can make anything infusion, that's the big thing here. Let me just quickly show you here. Then to add on our blur, we can just type in blur. There's a bunch of different blurs. You can always have fun playing around with those and seeing which one that works for you. But we have the different blurs. I actually think I'm going to come into my drop here and reduce the Alpha slightly. We're going to reduce this down to, let's go like 0.5. There we are. Now we have our drop shadow. Because of how everything is set up, our drop shadow is also going to be animated with everything. Just pulling that data from all of our mask nodes. That's where nodes really come in and become powerful because we can reuse work that we previously used to add it in other locations. A lot of people don't like when they're first learning nodes, they think it's super complicated. But until they understand the benefits of reusing old work that we did instead of recreating the wheel, or remaking something over and over again. That is our animation for the start and end of this path. Next up, we're actually going to be animating some text onto this map. But before we do that, let's make sure that we get in a save with Command or Control S. 9. Animating Text & Using Masks: [MUSIC] So far we have our path and we have our map and our drop shadow and everything. But one thing that I want to do just so we can play with more nodes is we're going to just add in some texts. Think of if you have a travel video and you're trying to show that you are going to a restaurant. But the map is just showing the overall, let's say it's just like Google Maps or something that you're using. But you want to actually write on the map, like the end location. We can just throw some text in there. I don't have any of the fonts that match this map, but we're just going to work around that. I just want to show you using other tools and how we do it. We're just going to grab a text node here, we refer to it as a text plus node, and I'm just going to type in here end. Then from there, we now need to add this in to our project. Let's just go back to what we were looking at here. I'm going to view this over here and then view our text node over here, like that. We want to add in the text on top of our map. The easiest way to do this is you can either add it in here at the end, so that would get added on the white text that you see there. Or, what you could do is instead of doing that, you could add this in over here and it would work the same way. You can do stuff however you want, it doesn't really matter for this particular set of nodes. But I'm just going to add it in right here and then I'm going to click on the text. We're going to zoom in a little bit here. If I click on it, we have this little widget here and we can pull it around and move it. I'm going to make it a little smaller and I'm also going to have it match the color of the text on this map. Let us zoom in to this 14 here, grab our little eyedropper, grab a color, grab that color, and now our text looks the same as the rest of the map. We'll just bring it right up to there. There is our end animation. But we're going to animate this a little bit. We're going to do a couple of different things. One, we're going to grab a rectangle mask, and we're going to add that rectangle mask onto the text. One thing you'll notice is right there is our rectangle mask. If I move this rectangle mask around, you can see that it only shows what's inside. You can always click Invert and have it go the other way. But it's currently only showing what's inside. That's perfectly fine. What I'm going to do is I'm going to drag it down over to here. We can grab the edges or we can grab the sliders here and change the size of it. I'm just going to have it wrap around like that. I'm just mainly concerned about getting around this area for the other side of it. Something like that. It doesn't have to be exactly like mine, but that's where I want it to be. I'm actually going to pull this down ever so slightly. Now if I was to move this around, you can see it's only going to be visible inside of where that box is and that's where we want it to be. Now let's add in an animation for this as well. Coming over here, the layout is going to be that center control for the motion. As you can see, it's changing the values there. I'm just going to pick where we want it to completely end at. Let's have it end at 285 so we'll click our keyframe there, 285. Then we'll come back, and I'm thinking right when it gets to this ST for street, I want it to start the animation. Like right there. From there I'm just going to bring this way over here. As it's playing, that is coming on. I actually don't like that coming on at that particular position, so I'm actually going to change this up ever so slightly and I'm going to move this particular keyframe. Let's come open it. Let's open up the Spline tool and go like that. I'm just going to slide this over just a little bit and click this little button and click Show Only Selected Tool. We're only seeing the keyframes for just this one tool. I'm going to click this last button to see where this last keyframe is. I'm going to highlight it holding Shift, so we only go left and right. I'm going to bring it in a little bit. I would say, I want this to be done once it gets to the nine, I want it automatically all the way over here. Right where this is at, right there, I need to drag this all the way over to here. That's where it's going to be done and maybe have it start animating earlier. I drag this bottom one over to here. Something like that. There is our animation. As we're seeing it, the end of this is stopping significantly earlier. But one thing that you'll notice is that it's super abrupt in its stop. It just completely stops and it's just because this is a linear keyframe. To make this a little smoother, I'm just going to highlight this top keyframe and hit F and then hit T. F flattened it, so we can see that. It added an easing and then we can go Ease in because we're easing into that keyframe and we can increase this value a little bit. Now what we should see is, it'll be fast and then it'll slow down until it gets to that end point. Let's try it again, it was buffering there. As you can see, it slows down. If you want to add more in, you can just increase that. Take a look at that. There we are. It slows down as it gets to the end. I think that looks good. I'm going to close the spline for now. Now we have our whole map pretty much figured out. We have its start location with the bubble, the whole route, the bubble, and then some text coming on that is also masked. One other thing that I want to do with this text here is as you can see, the line is super harsh. Instead of having that look like that, I'm just going to come into my rectangle mask. There's the soft edge and I can turn this on, and we can see that it blends out on the edges. It comes over far enough that we don't see it, but when it comes in, we can see that it just shows up from nowhere. If you want this to be more, you can increase this a little bit more. The main thing is that you don't want it to affect the end product. If you increase this too much, these sides are going to affect as well so you'd have to open this up just ever so slightly like that so you can't see that. If we view it over here, we can see how it's softening. If we don't have it soft verse having a little soft like that. But I feel that that probably looks good. Just like that, coming out of nowhere. Next up we're going to take everything that we've created so far, we're going to put it into 3D. That's where this starts to look really cool. But before we do that, let's quickly go over the keyboard shortcuts that we've used. The first one is going to be Shift. That allowed us to move around the keyframe in time and not change its value. Following that, we then used F that allowed us to add an easing curve onto the keyframe. Then we also use T to change the amount of easing that was on that keyframe. Now before we move on, don't forget to save with Command or Control S. 10. Converting Map to 3D: Now we're going to get into where we make this whole map look really fancy, and that is taking it into 3D space. Now to do this, we're going to need a couple of different notes. We're going to grab the image plane. We're going to grab the camera 3D, and we're also going to grab a render 3D. The image plane, if we take a look at it here, it's just a flat plane, and we're going to take the whole element that we've been working on this map and layer it on top, like a graphic almost. So we'll come from wherever our final node is in this little no tree is that we have here and we're going to pipe that into this image plane. I'm just going to drag it right on top and drop it. Now we have our image plane here. We can take our 3D camera and connect it to the output. Now we have a merge 3D. Now remember these are slightly different, actually, they're very different than a 2D merge that we've been using. They work a little bit different. We're not going to dive in too much on it, but this is currently how we have it set up. Then from the merge, we're going to go into the 3D renderer. In the 3D renderer, this is going to take it back to 2D. There are a couple of different things that we would want to pay attention to here. We can see that it says default camera, and that's only because we have one camera. If we were to add multiple cameras in, we'd want to specify which camera we had. I'm just going to go to, okay, we want this particular camera here. That's the first camera. Then we have the render type. To speed things up to get it all on the GPU, we can go into OpenGL render, and that gives us a bunch of fancy settings. But for now we just want the speed of just the OpenGL renderer to render on our graphics card. Now, let's actually see what this all looks like. Now we're going to be using two of these viewers here. In the right viewer, I'm just going to drop and release on the render 3D. This is now going to be what the camera sees. Then we're going to take this merge 3D and see the whole project that we're working on. What you can see is the camera doesn't seem like it can see anything. To better understand why it can't see anything, we're going to move around in the 3D space here. Understanding how to move round does take a little bit of time. But if we hold the middle mouse button allows us to move just like this. Look up and down, but we can't rotate if we hold Alt Option and middle mouse button and then move our mouse, we can rotate like that. If we take a look here, we can see that our camera, the lens is actually through what we're working on, and more so than the lens, in quotes, lens is it's actually the sensor of that camera is exactly the same spot as the map. That's why we can't see it. If we were to grab the widget and pull it back, we can now see that image plane. But let's make this whole thing a little easier to understand. First let's lay this map down. If we come down here to the image plane and click on that, we have widgets here to move this around. I'm just going to open this up quick so we can see all the controls that we're manipulating. If we come up here, we can switch what the widget is that we're using. We can use the rotate one and we can rotate this like that. As you can see on the X-axis in our inspector, that's what's currently changing. Let's actually change this to negative 90. All of a sudden it disappeared. That's just because we're looking at it flat like this and there's no thickness to it. That's why we don't see anything. But if we were to take our camera in the scene, so let's rotate this out a little bit. We would, holding down Control or Command and then scroll it is to zoom out to view this. If we were to move our camera up now we can start to see that. We're going to zoom in or we're going to come in a little bit. I'm going to rotate this up, bring this up and rotate our camera down like that. The idea here is that we are going to, oops, wrong tool. We're going to be on the camera over here, we're just going to rotate the X and Y until we get it centered on this point. We're zoomed in enough where it looks pretty good where we're at. I'm just going to zoom in a little bit just like that. Maybe move our camera over slightly. Now, if we just work inside of here until we get everything looking how we want, if I'm going to rotate this all the way over like that. Something like this. As you can see, we're getting very close to this map. If we add a larger resolution image here that we were mapping around, obviously it would look a little cleaner, but this will work for our current project needs. It's a little fiddly when you're first getting into using this in better understanding how all of this works. But once you figure it out, it's not so bad. I think that that is a good direction to go because if I would have this go back, it's going to end up on this end here. But we're just going to keep this angle and we can see that up here, we're off the map a little bit. So I want to be mindful of that because we don't actually want to be seen on any of the edges. Sometimes you have to, and there are ways to just get whatever this map color is and have it shown over there. But for now, within this project, let's just keep it just like this. Next up we're going to be adding in a 3D camera. But before we do that, let's quickly go over the keyboard shortcuts that we used here. The first one is going to be holding down middle mouse button that allows us to move the 3D viewer up and down, left and right. Then if we add in there an Alt Option, so holding down Alt Option as well as middle mouse button, that allows us to rotate the 3D viewer. Before we move forward, let's throw in a save with Command or Control S. 11. Animating 3D Camera: [MUSIC] Now it's time to animate the camera. This can be a little tricky and it can take a little bit of time to iron out all the animations to get them to look right, but we'll get through it. We're in the center, and then let's come back to the beginning here where it starts to create. We can see that there's a little dot there, so we're just going to start it off. We're going to animate like that. We're going to animate a couple of different points, but first, we're going to start with the start and end points. I'm going to come all the way back to here, and now we're just going to work with the X and Z. Holding down or clicking in here and holding down Controller Command allows us to manipulate this a little better. I'm just going to bring it all the way down till we get to the end here. I don't know what happened with that Zoom there, but we're going to come all the way down to the end and then have that centered like that. But one thing that you'll notice is as we go through here, now that we have it animated, we'll see that we'll have little bits off-screen, like right here this is off-screen. For me, that isn't going to work so we're going to add in a couple other points. I think we're going to add in points once we get to, I'm just going to view the map over here for now and zoom in. Wherever our frame is that we make these corners, I want to change my camera angle, so I regret now we can't really see it. I'm just going to click in here and hold down Command or Control and we're going to bring it up so we can see that in the middle like that. Then down here, once we get down to this corner, right there, I'm also going to do the same thing, set this to fit. So we're looking at the whole thing and we're going to bring this down right there to the corner and bring it up and get it right in the center. I think something like that's fine. Now, as long as we have everything off, if we were to view this, we'll see that it feels robotic, it doesn't feel smooth, it just clicks and it goes. What we can do for bonus points is if we view this. I don't know if you can see this, but this green-like little line right here that have these points, that is our motion path for the camera. So if we click on any of these points, so let me zoom in here so you can actually see this, what happened? The color of this map makes it a little difficult to see. Actually, let's just make this bigger. This motion point, if I don't have it selected, it's green, but if we highlight it, we can have it selected. We can right-click on it, we come down here to a 3D path, then we go to smooth, and then we want this to be the X and Z that gets smoothed. So now we can see that made a smooth curve there and then we'll come down here, and we'll click and then that click and change this to smooth X and Z, so it smooths that as well. But one thing that you'll notice is that sometimes it overshoots. If I come all the way up to here, it's pretty far out so I'm guessing that the corner of the map is going to be visible. As you can see, the corner of the map is slightly visible. So what we'll do is coming back to our camera, and we'll come back to that particular node, and we can slightly shift it in a little bit. Let's actually see what we're looking at here. Slightly shift it in a little bit so like that. We can see that this is pretty straight so it's not going to be going off the edge. If we play this now for this particular area, once it all caches, we'll see that it's significantly smoother. It's not so jagged and how it works, it's actually very smooth. Let's do the same thing here, so we'll come back to this key frame, we want this to be bumped up a little bit because it's going to come down and then go back up. So what we'll do is click right in here, holding down Command or Control. I'm actually going to pull it back a little bit and pull up a little bit like that, and then have that come straight across like that, have that look a little straighter. Now we can see our line here is a little smoother in how it plays back. There's one other thing is when it gets to the end, it just completely stops. So what we'll do is we'll also, let's bring this back up a little bit, having the camera selected, click on Spline. If we just take a look at these, these last two key-frames, we'll hit "F", we've been doing this, hit "T-F" if you don't see your ease in and will increase that slightly. Now as it gets to the end, it just settles in speed. So it comes to the end and it just settles. Think that looks significantly better. Next up, we're going to do a little bit of styling on this map. Now don't forget to do a quick save with Command or Control S. 12. Stylizing the Map: So now we've pretty much have our map done in all of our animations. The next thing that we can add in is some stylizing to it. Now, like I did say at the beginning of this class, is that there are going to be some elements here that do take advantage of the studio version of fusion. These aren't necessary and I'm actually going to go through a couple of different ones and ways to make this actually looks a lot better once we get to the color page because we can also alter the look of it there as well. But I just wanted to show you what's available in the fusion page. There are a couple of different tools that DaVinci Resolve has that we can actually use in fusion, and one of them is referred to as film damage. Film damage is just a stylized tool that gets the overall look of a project more filmic, I guess is the way to say, I want to call it filmic. I would say film damage or vintage is probably the better way to go. We can add a blur, it's obviously blurring the whole image. We can add a vignette if that's something that you want. It has dirt that periodically is on screen. We also have the scratches that you can see here. You can increase the quantity of scratches, the color of the scratches, the depth of the scratches, so that's one thing. Like I said, this is a studio-only thing. I'm not going to dive too deep into it. But one of the other things that you can do, I believe in the free version, is TV. TV is mainly going to affect it by adding scan lines, as you can see, like a CRT monitor. I'll just turn those off for now. We can also add in noise, so we can add some level of noise in there and have it randomized like that. We would just animate that, and then you can also add in a bar. Let me quickly show you here. If I increase the strength of that bar, we can add these bars and that you would typically see like a CRT going across the screen. You have the ability to add all of those different things in. That's a really good tool for when you're compositing something onto like an old school CRT or you just want it to have a different aesthetic than what it currently has. For me, I'm just going to still use the film damage just because it's something that I do have access to. But later on, we will be, once we get out of fusion, we will be diving into stylizing this a little bit more. One of the big things that I like about fusion is that you never have to round trips, so anytime I need to come into here, I can always modify something without having to jump programs and re-render things out. But one thing that I noticed that I'm not a huge fan of with how this currently looks is the color of this line. I feel like it's too bright for the rest of the colors on this particular map. What I'm going to do is I'm going to actually come back to my line, come into colors, and I'm just going to slightly modify that, get it away from that and get it to look like something that would be here. I would say something like that probably is more representative, maybe a little brighter, more representative of something that I would see on this map for a specific color. I think that is looking pretty good on the color there. Next up we're going to put a little bit of motion blur here. Now, this can really bring together a project but does use a bit more resources, so let's quickly get in a safe here with Command and Control S, just in case we have any issues. 13. Applying Motion Blur: We currently have motion blur turned off here. Remember, like I was saying before, these settings here are only for the viewers. When we go to render it out, it would still have whatever we added to it. So I'm just going to turn on motion blur so I can show you, demonstrate what that is. The nodes themselves have to have motion blur on the ones that are doing the motion because they need to be able to calculate how fast something is moving to be able to apply that motion blur to it. Because the text is the one that's in control of the move, we're going to be adding the motion blur onto the text node. So we'll come over here to Settings and we have motion blur and as you can see, it added motion blur on. Now one thing that you'll notice if I zoom in, we can see it has a bunch of steps to it. Now, with motion blur, as you increase quality, you're going to lose these steps, but you're going to increase render times. So just put enough that you don't notice it or when you're working with someone ask them to take a look at it and see if they notice, does the motion blur look bad? So you're going to try to use as least as possible so that your render times are fast, but you can add as much as you want. Currently, the slider only goes up to 10, which this looks pretty good. But you can put in here any value you want and get it to look even better. Me personally, I would say is stay three and seven personally. I think that that is more than enough for most animations. If for some reason, whatever your animation is, if it's moving very fast and that doesn't do it for you, then increase. But I would say between three and seven for most cases is perfectly fine. Once your motion blur is added in, you can then easily just go like that and then the motion blur isn't going to be visible in your viewers. So it won't slow down your render times when you're working within the program itself. When you go to render out, that motion blur is still be there. But just to be mindful of that because that will really reduce your performance. So now we're pretty much on the homestretch here. Now we just need to get everything from fusion back onto the edit page. So before we do that, let's quickly get any save with "Command or Control S". 14. MediaOut Node: Back to Edit Page: [MUSIC] Now we have a complete motion graphic pretty much done. Now let's get it out of Fusion and back onto our timeline. To do this, we just need to tell Fusion what the last node is to pass to the edit page. This film damage, or if you are on the free version, it's going to be the Render 3D, is going to be the last node. We're just going to add in this MediaOut node. This was the first node that we started with, and it's going to be the node that we end with. We just have to connect it up. If for some reason you do not have one, if you zoom out and you do not see that node and you need to add one in, just bring up your tool, and just type in out, and there's your MediaOut node connected up. Now, whatever this looks like, is going to get passed to the edit page. If I come over here, now that's what we see over here, and we can see that we have that motion blur added in. We're pretty much there now. Before we jump over to the Deliver page, let's get in a quick save, Command or Control S. 15. Deliver Page: Exporting: [MUSIC] One thing that you will notice is our playback isn't all that great and that's because it's trying to process all of that in real time. It is using the RAM cache that we were previously using but overall it's not that fast. You do have a couple of options here when it comes to speeding up the workflow. One is if we come up here to playback, we can turn on render cache, turn it all into smart render cache, and we can see it now we have this red bar that over the course of time will turn blue, which what it's doing is in the background, it's just making a file that then we can easily render out. Depending on what you're doing though, sometimes you do need to go in and you will come here to Delete Render Cache, and you'll click "All" that will delete that render cache and make it go through the process again. I'm just going to turn this off for now. Sometimes people will want to render this element out to go into a different project or to put back on this timeline. I will tell you, never get rid of the Fusion comp that has created it, because you never know if you need to go back at a later point in time and alter something, just leave it there. You don't have to move it. Let's set this timeline up as if it's like a real timeline where you are adding this into a project that you've been working on. We have this location A, we have whatever it is, and then going to location B. But we want this playback speed when we're playing all of this back to be fast. The easiest way to deal with this is first, actually I completely forgot about this, but let's go over to the color page and let's alter this a little bit. I think I'm going to in add a little warmth to this and I'm going to add in another node, and I'm also going to add in a nice vignette to this. We're going to make a real deep dark vignette. Let's flip that. There we are. Got everyone's eyes on the center of the screen, and that is looking good. That's looking like a good map there. Now we have it looking how we want it to. Now let's go over to the Deliver page. On the Deliver page here, we have all of our clips here. All we need to do because we just want to render out just this one portion and put it back on the timeline, so we have fast playback, we're just going to right-click on here and say render this clip. It's just going to set the in and out points. When we render, it's only going to render that little bit. We can set a name. This is going to be map_01 because it's the first version, and then we're going to just going to pick a location. Perfect. Once we're done with that, then we go Add to Render Queue and then we can render that. Now that we're done with that, we can go back over to the edit page, and I'm just going to hit "Alt Z" to remove the in and outs. Let's add in that map. Add that map in. I can drop it on top and I shouldn't have had audio. We didn't really need it audio. But what I'll do here is just click on the Fusion comp and hit "D" for disable. Now we can play this back and it'll play back in real-time of our animation. The big thing to remember here is that we can always go back and modify it. If we needed to, we could just disable this one, enable this one which will bring us right back. We can come over here and let's say we needed that line to be green. We can come into here and change that line to green, back over to here. Now our line is green. We never lost anything, but we still have the ability to come over here and start manipulating this if we need it to. That's pretty much working in Fusion and specifically making motion graphics in Fusion. The big things to take away here is that you don't have to worry about doing any type of round tripping, and that all of your motion graphic elements still will maintain their space on the timeline and you don't ever lose any of that work or have it in multiple different projects. Sometimes people think that once you add Fusion elements onto your timeline, then it's going to slow it down. There are a couple of workarounds to deal with that, either using the Fusion memory render, you can use the render cache, or you can just render out the clip itself and then drop it back in the timeline and then just disable the Fusion comp. But you still have the flexibility of going back into that Fusion comp and manipulating it if at a later point in time you do need to without having to go in and out of different projects or programs. A quick recap on the keyboard shortcuts that we ended up using here. The first one was going to be Alt or Option Z that allows us to remove the in and out points on the timeline, and then we also use D for disabling the different clips on the timeline. Now remember, even though we've done this much work this far, we still want to throw in a save just in case we ever want to come back to this particular portion, so Command or Control S. 16. Conclusion: I hope you guys enjoyed this, and now I know that there was a lot of stuff to learn here, and I would definitely recommend going through the course again. But with everything that was taught here, you really do have the fundamentals to go and create all of your own motion graphics. It's not that complicated. Fusion can be confusing when you're first starting out. A lot of people do say that the learning curve is relatively steep. But it's just steep because there's so much flexibility and so many different options and it's just not like 10 different tools that do 10 different things. There's hundreds of tools that do thousands of things, and you can create just about anything you want. I just try to empower people to do all their motion graphics infusion because it is definitely capable of doing it. But with that being said, I'm going to stop rambling. Hopefully, you guys enjoyed this and until the next one, my name is Justin. Thanks so much for taking the class.