Friction Basics: 2D Vector Animation for Motion Design | Nuxttux Creative | Skillshare

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Friction Basics: 2D Vector Animation for Motion Design

teacher avatar Nuxttux Creative, Motion Graphic Designer

Watch this class and thousands more

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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.

      Welcome to Friction Graphics

      1:00

    • 2.

      Download Assets & Friction

      1:12

    • 3.

      First Look - Friction UI

      4:06

    • 4.

      Create New Scene - Friction Navigation

      16:44

    • 5.

      Animation Basics - Friction Keyframe

      15:30

    • 6.

      Shapes & Paths - Friction Vector Tools

      6:36

    • 7.

      Multiple Scenes - Friction Compositions

      6:32

    • 8.

      Shaders & Effects - Friction Plug-ins

      4:09

    • 9.

      Preview Resolution - Friction Tips

      0:55

    • 10.

      System Preferences - Friction Settings

      2:14

    • 11.

      Frame Remapping - Friction Speedramp

      3:24

    • 12.

      Shape Morphing - Friction Vector Animation

      7:03

    • 13.

      Link & Import SVG - Friction Assets

      3:50

    • 14.

      Export Animation - Friction Render

      5:12

    • 15.

      Class Project - Friction Exercise

      0:28

    • 16.

      Thank You for Watching! Friction Graphics

      0:36

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About This Class

This is a comprehensive introduction to Friction Graphics for Vector Animation & Motion Graphics. This first look at Friction will answer questions you didn't even know you had and help you grasp the tools at your disposal.

We'll start with the essentials, learn to navigate the interface, create animations, modify the animation graph, create and work with multiple scenes. You'll gain a solid understanding of the basics.

You can download the class assets in the Projects & Resources tab.

Friction Graphics is similar to After Effects in some regards, but the two are worlds apart in practice.
If you want to create 2D Vector Animations for video or web, Friction Graphics has you covered.

Meet Your Teacher

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Nuxttux Creative

Motion Graphic Designer

Teacher

Welcome! I'm Jonathan, a motion graphic designer and instructor. I've taken years of experience and organized it into short, digestible classes.

These classes are great for both beginners and intermediate level creatives, and they go into more details when compared to my YouTube Tutorials.

See full profile

Level: Beginner

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Transcripts

1. Welcome to Friction Graphics: Hi, and welcome to this introduction to Friction Graphics for motion graphics. My name is Jonathan. I'm an animator and graphic designer, as well as the founder of nuc Stuck Creative Studio over on YouTube, where I upload tutorials and occasionally animated shorts. In this class, we'll be looking at Friction Graphics, which is a versatile raster and vector animation software that allows you to create animations both for web and video. Friction is free and open source, and for those of you who know After Effects, either by name or by experience, you might find friction to be somewhat familiar as there are similarities between the two, but they are different. After Effects is mostly for compositing, whereas friction leans heavily on animation and web animation as well. I personally use friction to do character animation and sometimes motion graphics. I combine it with other tools such as Cat and Live, Gimp, even blender, in order to create more complex scenes. So without any further ado, let's make sure that we get on the same page and get started. 2. Download Assets & Friction: There. In this first lesson, we're going to first download friction, download the resources if you want to follow along with what we're doing exactly with the same footage. So to get friction, we're going to go over to friction dot Graphics. And we'll head over to Download. And from here, we get to choose our version of friction. Now, for this class, I'll be using version one of Friction RC three. This is the release candidate number three for version one of Friction. Version one, RC three is where you'll find all of the new features that Friction has to offer, and it's the closest to the upcoming release of version one. Now, simply identify which one is compatible with your operating system. In my case, I'll be using the Linux app image. Once you've downloaded and installed friction, you can check out the class resources to download the assets that I'll be using. Now, all the video clips that I'll be using are from pixels. And by the end, we'll be using one soundtrack, and this one I got from motion array, and unfortunately, I cannot share that. Now, before we jump into friction, I highly recommend exploring their documentation page. And there, you'll find so much information about friction, and it'll make it so much easier to learn friction and get used to the user interface, the different features that it has, and how to navigate some of those features. But right, enough about that. Let's go ahead and get started with friction. 3. First Look - Friction UI: Hey. So before we start with our first project, let's first learn about the user interface of friction. This will be a quick one. There's not too much to learn about. We have our menu bar at the top. Under that, we have our main toolbar, and below that, we have some properties that are going to vary depending on the tool and the objects that we have selected. So we'll look at that later on. Over on the right, we have the color toolbar, and this is going to allow us to change colors on the fly instead of friction. So we can change the fill color, the strokes, and even the background of our scene. Okay. Now, in this big middle area here where we have our black background and our fiction logo, this is the viewer, and there is where we're going to find in area. And over on the right hand side, we have our properties panel. So at the bottom here, as well as our assets in the queue. These three panels here stay grouped together, and above that, we have the fill and stroke, and this is where we can control the fill and stroke for our shape and paths. These two panels here can be readjusted, so you can adjust the size. So this little faint separation here is how you can adjust them. And you might notice some arrows, and these arrows allow us to modify their position. So we can move, for example, the properties panel, left, right, up or down, the same thing for the fill and stroke. So we could separate them and even move the fill and stroke all the way to the other side of viewer. So you can basically modify the user interface. Now, if ever you make too many modifications and you want to revert back to the default, simply go up to the menu bar inside of help and go down to Restore default user interface. Right above that, you'll see a few more options to restore different properties. So the fill and stroke, reinstall default expression presets and reinstall default render profiles. And whatever changes you do to the user interface, friction will remember for the next time you load up the software. Now, underneath our viewer area, we have the timeline, and we can resize this as well. So there's nothing here on the timeline because we haven't created a scene yet. Now, over on the left side of the viewer, we have the tools menu. And here, we're going to find the default tools for friction. And if we right click on it and go down to labels, check this on, we'll get the name for each one of the tools. So I'll leave that open for now so that you can see the name of the tools ifever I call them out. Now, lastly, all the way at the bottom, we have our status bar where we can see the amount of RAM being used by friction. We have the width and height of our scene. So right now it is set to 11 because we don't have a scene yet. We can control the resolution. We'll look at that in a bit, and then we have the different layouts. And finally, a couple of tools over here, such as the grid, snapping, and the Gizmo, which we'll look at in a moment. The last thing that we'll look at for the user interface is in the upper right corner where we have the friction logo. If you left click on it, we'll get a pop up. And let's expand this. Inside this pop up, you can see some information about your system. You have an about section for friction, and right next to it, we have the shortcuts. So if ever you wanted to learn the shortcuts of friction, they're right there in the software. You can have a look at them. Unfortunately, we cannot yet change the shortcuts, but that will come soon enough in future releases of friction. We also have their privacy statement and the license that friction comes under. So these are the very basics of the user interface. If you navigate over to friction graphics and go to their documentation instead of user interface, you'll also get a breakdown of the user interface. So they'll tell you about the different parts, give you some information about each thing. And I highly recommend exploring the documentation on their website. They have a lot of information inside of the documentation which can help you learn friction even better. With that out of the way, let's move on to creating our first scene and importing our assets. 4. Create New Scene - Friction Navigation: Hi there. In this lesson, we're going to create our first scene, import our assets, and familiarize ourselves a bit with navigating friction. So let's start by clicking on New. We're going to get a pop up. This pop up allows us to change the parameters of our scene. Now, these can be changed later on, so this is not a final commitment. At the very top, we have the name of our scene. I'll leave it to the default. Next, we have our width and our height. You can set these in manually or click on these three dots over here and choose from this list of presets. I'm going to leave it to 1920 by 1080. Next, we have the duration. Now, the duration can either be seen in frames or in seconds. So this is up to you. We have the start frame, and we have the end frame. Under that, we have the FPS, so frames per second. This is the frame rate of your animation or your scene, and you can either set this in manually or again, click on these three dots and choose from a list of presets. Next, we have the background. And if we click on this little square over here, we get a pop up so we can choose the background color. Background usually does not render this is more of a placeholder unless you're exporting images, if I'm not mistaken. But you can also control the alpha of it. So basically, you can make it transparent or fully opaque or semi transparent. Right under there, we have bookmarks, which allows us to save colors, but we'll look at that later in the class. So I leave mine to near black. And lastly, we have set as default. If you check on this checkbox, these settings will become the default settings next time you create a scene. This doesn't stop you from changing those settings. Just remember to uncheck set as default so that you don't overwrite your previous default unless you mean to. Okay, once we're done, let's click on Okay, and now we have our first scene, and we can see now more information on the timeline. If we expand this over here, we have the frame count at the top here. Although if you are working in seconds, you can always right click on it and go to display time Code, and now you're going to see the seconds instead of the frames. I'm going to stick to the frames. So let's have a complete look at the timeline now. Over on the left hand side at the top, we have the scene frame start. So basically, where you want your scene to start. It could be on frames or seconds again. So you can change this number manually, and now this will be the new start frame for our scene. So I'll leave it to zero for now. And then in the middle, we have the current frame. So wherever the playhead currently is set to. So if I left click up here, drag, you can see how we're changing the value by moving the playhead, which is this bar over here. And then on the right hand side, we have the end frame. So these values you can change on the fly right here above the timeline. And at the bottom of the timeline, in the bottom right corner, we have Fit horizontal. When you click on it, it's going to fit the entire duration of our timeline into view. So if I were to, for example, change the start to 50, and then I clicked on Fit Horizontal, it would start from 50 all the way to 250. Okay. All right, then. Now, above the timeline inside of the viewer, we now have our canvas. You can scroll with your middle mouse wheel in order to zoom in or out or simply use the keyboard shortcut, minus to zoom out in plus to zoom in. If you go over to the menu bar inside a view, Zoom, you'll see all the keyboard shortcuts, the zoom in, Zoom out, fit Canvas, et cetera. One keyboard shortcut that I use very often is the Fit to CNVs, which is Control Zero. So by pressing Control Zero, we can fit the viewer to our canvas. So let's go ahead and impart our assets, I lectli code and drag it into our project. I'll do the same for this video clip over here, left click hold and drag into our project. So that is one way that you can import your assets. On some rare occasions when trying to drag in some video assets, friction might crash, and this is where the main toolbar comes in, where you can import or link your assets. Anything that you import through here, it's going to open a pop up window. Pick whatever you want to import, click on open, and it will import it. So now that we have our assets imported, if we want to move them around, we want to be on object mode. So this default mode over here. And if we left click hold and drag or assets, we should be able to grab them and move them around. Alternatively, you can also grab your assets directly from the timeline. So each asset is its own track or layer. Now, the order of your layers does matter, as you can see the video being above the logo places it above the logo on the Kendis area. If I were to left click hold and drag it underneath the logo, it would then move underneath the logo in the Canvas. We can also hide our assets by clicking on the eye icon, and we can also lock them, which will keep us from clicking them or selecting them on the Kendis area or even in the timeline. Now, another thing to note, if we look over on the Properties panel, we have nothing here. And if I select a logo, we can then see the logo in the properties panel. If I select the video, we then see the video in the properties panel. This is simply because if we go up to the menu bar inside of View down to Properties filter, by default, it is set to select it. So inside of the Properties panel, we can only see what is selected. We can change that from selected to A, for example, and now we'll see all of the layers. This is how I personally work. I have all of the layers visible. So I've already said that you can left click hold and drag your assets on the canvas, but you can also modify your assets by using either G to grab. So if we press G and we move the cursor, we can move or object. You can press Escape to cancel. Otherwise, when we grab it, we can left click to confirm or simply press Enter or Return on the keyboard. The next thing we can do is press R for rotate, and this will allow us to rotate or object or path. And lastly, we can press S for scale, and this allows us to scale or object or path. Now, all of these transforms in more are things that we can do using the Gizmo. So at the bottom right corner of friction, we have gizmo. If you left click on it, left click on the drop down, you can choose which properties you want to be able to affect. In this case, I have all four of them selected to the shear, scale, rotate, and position. Now, let's turn off our video layer here for a moment so we can better see our gizmo. And the gizmo here, if you left click hold, for example, you can move your object on the X axis. We can also do this for the Y axis. We have the ability to shear our object. We can sce it uniformly by using this top corner here, or we can scale it only on the X, for example, or only on the Y value. It also lets you move your object and rotate it. So essentially, with the gizmo, you can do all the transforms that you would but directly on the canvas, and this goes for all of our objects. So if I select the video here, we get the gizmo again, and we can do all of these same transforms. I'll turn off the Gizmo for now. Now to undo all of this, we can either go to the upper left corner and click on Undo, or we can use the keyboard shortcut Control Z to undo the transforms that we just did. Okay. Now, I'll undo all the way to this point where we had only done the regular transforms without the gizmo. Now, another way to undo our transforms is if we hold down Alt and you press R, you will undo the rotation. Hold down Alt, press S. I will undo the scale, and hold down Alt and press G, and it will undo the grab that we did. When it comes to the position of objects, it's usually set to the upper left corner of the canvas. So, for example, if I grab the video clip over here and I press Alt G, it's going to position it at the upper left corner. So this goes for basically all objects. A few more things to know, for example, if we right click on an object over the canvas, we get a few options here. Now, because this is an image that we imported, we can either reload or set a source file. Basically, you can change this object for another object. We can also center the pivot point, which is this litter point here in the middle. So if ever we had moved it somewhere else because we wanted to rotate from a different point of origin or even scale from a different point of origin, by right clicking, we can go in center the pivot to set it back to the middle. I will press out an R to reset the rotation and in S to reset the scale. You can also center align your object, so it goes right to the center of your canvas. So when we right click, we also have a few more options like copy, cut, duplicate, delete group in the raster effects, but those will be for later. Okay, so inside of the properties panel, we have this little menu at the bottom here, which allows us to align either the geometry, the geometry by pivot or the pivot itself. And then we get to choose what we want to align it to so it can be the scene, last object selected, last selective pivot in bounding box. And then we can use these arrows to align it. All right. So now I'm going to center a line or video in the background. It is smaller than our canvas, so I'm going to press S for scale, and I'm going to scale it up. You can also type in the values. For example, if we were to press S and we press two, it would make it twice as big or press delete or backspace, let's say 1.5, and that makes it fit into our canvas or press Enter to confirm. And lastly, I'm going to lock the background video or grab our logo or press S to scale and scale this down a bit and Enter. Okay. Now, let's have a look at the timeline. So right now, we're not really seeing the entire length of our video. So I'm going to change the frame to 800 press Enter, and then I'm going to fit horizontally. Now we can see the very end of our video, and we can scrub to the timeline to see our video. Now, if you want to jump the playhead to the start or the end of our duration, simply hold down Shift and use the left or right arrow keys. So I'm going to jump to the very first frame and then I'll press space bar to playback. Now, you might notice that friction is caching in or seen, and this is to help it have a smooth playback. So once friction is done caching, it's going to play our scene and we won't have any lag. Now, this really varies depending on the complexity or the heaviness of your scene. If we press spacebar, it's going to pause or playback, but it won't actually stop the playback. It simply pause. If I press spacebar again, it's going to continue playing, but it hasn't actually stopped. To stop the playback or exit the playback mode, we can either click on this button here to say stop review or press escape on the keyboard, and now we've broken out of playback. One way to notice when you're inside of playback mode is if I press Spacebar right now, you'll see that the outer edges of the canvas are pitch black. When I press escape, they're a bit more of a dark gray. Now, on that note, let's go ahead and unlock our video clip, left click on it. I'm going to sce it up a bit bigger than our canvas. So if you look here, we have this gray border which indicates the limits of our canvas. So anything outside of this, if we were to render would not be rendered. Okay, I'm going to place the cursor over this part here that expands. And notice that when I press Space Bar, so we enter preview, we can no longer see that area, that space that's outside of the canvas because it cuts out anything that is outside of the canvas area. And because we change the video, friction has to cache the animation again, or cache the video in this case. Now, speaking of the caching, at the bottom here in the status bar, if you remember, we have this number here which indicates the amount of RAM being used by friction when it caches our playback. If you don't want to cache the animation before playback, you can go up to the menu bar inside of view and simply uncheck preview cache. And when you play back, it's simply going to play back without trying to cache anything. With this, wherever I place the playhead and press space bar is where it's going to start playing from. Now, if ever you want to start the playback from the very first frame, you can hold down Shift and then press Space Bar, and it's going to start from the first frame. Okay. So earlier I mentioned that this part outside of the Cenvas is going to disappear when we playback. So now that we've disabled the cache, when we playback or SN, this part outside of the Kv no longer gets clipped. But if you want to manually clip this part, you can simply press C on the keyboard or go up to the menu bar inside of view and then go to clip to SN. This is going to hide anything that is outside of the canvas or press C again, and it's going to unclip it. So I'm going to turn on the preview cache for myself. Now, ifever you want to clear the cache, you can go up to the menu bar instead of Edit and go down to clear case or simply press control plus R, and it's going to clear the cache. You can see that the blue bars at the top here have disappeared. All right. Now, lastly, when it comes to the timeline, you can middle click and move around, and this allows you to pan around the timeline. And when it comes to the timeline, this bar over here is the visibility range of this video clip. So if we left click on it, we can move it around to move our video. Going to undo this Control Z. Okay. But you'll notice that we don't have this for the logo. This means that the logo is always visible. If you want to have a visibility range for the logo, simply right click on it and go down to visibility range. And now we have this visibility range over here. You can zoom in and out of the timeline by holding down Control and scrolling on your mouse wheel. And if you want to pan left and right, hold down Shift and scroll on your mouse wheel. Now we can expand the visibility range. Whenever the playhead is not above this visibility range, we will not see the logo. Okay? Same thing for the video. Now, ifever you want to make a cut on a video clip, hold down Shift and press K, and it's going to make a copy of it and cut it at where the playhead was. Okay. So lastly, I'll press Control A to grab everything, and I'll press Delete to delete everything. I'll go over to the assets tab, and inside of the assets tab, we can see whatever we had imported. So even though I deleted it from the scene itself, so the timeline, we can still see them inside of assets. So now I can simply grab these and drag them back into our scene. Just like that. So go ahead and center line or background, scale 1.5, press Enter, or move the video underneath, or right click center line, and scale this down a bit. Alright, if you want to rename your layers, you can either right click on them and go to rename or simply middle click on it. You'll get a litter pop up and we can rename it. So let's say background winter video, press Enter, and there we have it. Now, the very last thing is at the very top above of our viewer, we have these controls here which allow us to move our object, rotate them, scale, change the pivot, and the opacity. So you can do a lot of these transforms right up here, either by left clicking and dragging those values or manually typing in something, so 90 degrees, and it will rotate 90 degrees. So for this, press Alt R, and for something like the scale, if you want to scale it in a uniform manner, you can left click, type in a value, so let's say a value of 0.5. Before you press Enter, simply hold down Shift, then press Enter, and it will make it 1.5 for both values. Likewise, you can hold down Shift, left click hold and drag, and it will change both values at the same time. So let's make this 0.5 again and press Enter. Okay, so that is it for navigating friction. In the next lesson, we're going to start animating. So we're going to create keyframes and make our objects move. See you there. 5. Animation Basics - Friction Keyframe: Hi, and welcome. In this lesson, we're going to start animating our objects. So finally, let's make things move. So I'm going to start by sculling down the logo a little bit more, and we can get started. To animate the position of our logo, let's either expand it inside of the timeline or we can expand it inside of the properties window. So whichever one works best for you. Iever you want more space over here inside of the properties panel, you can press F on the keyboard to hide the fill and stroke. If we press F again, we'll see the fill and stroke. So just keep that in mind. All right. So for now, let's go ahead and create our animation over in the timeline, and then later we'll start using the properties panel. So I'm going to expand the logo inside of it. We have transform. I'm going to expand the transform. And what I'm looking for is inside of translation. So let's expand translation over here. Let's scale this up. And we're looking for the Y axis. X is left and right. Y is up and down. To add a keyframe, we can simply left click on this white dot over here. This is going to add a keyframe. Now, each one of these dots is telling us something. The blue one at the top here is telling us that something is animated inside of the Noktax logo. The green dots are telling us that inside of transform, something is animated, and then inside of translation, something is animated. And then, lastly, this red dot at the bottom here is telling us that the Y value is what is animated. So this over here at the bottom is the actual keyframe. And when we select it by left clicking, they all turn yellow. Okay, so we have our first keyframe, and to change the Y position, we can either use the Gizmo. We can press G and Y to lock it on the Y axis and move it up or down, or we can left click on this value, hold and drag it to move it up or down, or manually enter the value, all up to you. So I'll simply press G and Y and then I'll move it all the way at the bottom here and left click to confirm. Next, I'm going to move about 24 frames. So this is going to be 1 second, and then I'm going to press G and Y again, and I'll move this up. Friction is going to automatically add a keyframe. Now, ifever you move the playhead and you want to add a keyframe, clicking on the red dot is not going to do that. If you click on the red dot, it's going to delete all of the existing keyframes. So keep that in mind. All Control Z out of this. Likewise, if we left click on the dot of the translation, what it's going to do is add a keyframe to the X and the Y value because it has two values inside of it. If we left click on it, again, it's going to delete all of the keyframes. Let's undo this. If we left click on the dot of Transform, it's going to add a keyframe to all of the transform properties. And if we left click on it again, it's going to delete all of the keyframes. Let's undo that, and there we have it. Okay. So once you activate it, friction will automatically add the keyframes. There's no way to turn it off just yet. Now, if I playback, so press Shift space bar, friction is going to playback from the beginning, and then it's going to cache the entire animation, or it's going to playback the entire scene. But I only want to playback this beginning part, and I don't want to have to continuously start the playback over manually. We could either change the frame or we can simply use in and out zone. So with the playhead on the first frame or frame zero, I'm going to press I on the keyboard to add a endpoint, and then with the Nuxtax logo selected and the Y value selected, I'll press the up arrow key to jump to the next keyframe. And I'll move a few frames forward, so I'll use the right arrow key. So it just a few frames forward, and then I'll press O on the keyboard to set an outpoint. So, yes, you can use the up and down arrows to jump between keyframes of your selected object, and you can use the left and right arrows to move the playhead on the timeline. Right. So now that we have our in and out points, when we playback, Friction is simply going to playback this section of our timeline. If you want to eliminate the in and out points, you can go up to the menu bar inside of scene and go down to clear in and out. Now, if ever you wanted to loop your playback, you can click on this button up here above the timeline that says Loop preview. This is going to make it loop indefinitely. Alright. So we have our first animation, but now let's add a little bit of easing to it. So some acceleration and some deceleration. To do this, we're going to left click on the Y value, make sure it's selected, and then we're going to click up here above our tracks where we have the graph. This is going to open the graph editor, just like the timeline. We can middle click and we can move. We can middle click and pan around to move things around. If you hold down Shift and scroll, it's going to zoom vertically. If you hold down Control and scroll, your middle mouse wheel, it's going to zoom in horizontally. If you fit horizontally, it's going to fit the entire duration of your scene. But if you select your keyframes and then you fit horizontally, it's going to zoom in on just those keyframes. Same goes for the fit vertically. Although if we do that, it's going to hide the keyframe behind those buttons over here. So I'm going to simply hold down Shift and scroll the middle mouse wheel and then I'll do it on the control. So the horizontal axis. Alright, so we're going to create a curve to add a little bit of easing to our animation. We're going to do this manually, although there is an option all the way here to do this automatically. The only thing is, if we do this automatically, so let's go ahead and do Ease out cubic, Friction is going to add additional keyframes to our curve. This is because the automatic easing is made for web animation, so SVG animation. And when creating web SVG animation, you have to have actual keyframes, so different values in time that you input. So I'm going to undo this instead, what we want to do is grab our keyframes and then change the handles or the interpolation to smooth nodes, and now it's going to give us these handles that let us modify the curve manually. Now, I'm going to left click on this handle and drag. If you left click hold and drag, you can also press X to lock it on the X axis or press Y to lock it on the Y axis. I'll drag this out a little bit. And this first one here, I'm going to left click and drag it down a little bit like this. Now if we play back, we get a bit of acceleration in the beginning and then it slows down as it moves up, going to reduce the bottom part of the curve. And for this one, I'm going to drag it down a bit more. Okay, refine the curve a little bit more. And there we have. We've just created our first animation using friction. Okay? Now when it comes to the in and out points, you can modify these either by placing the playhead somewhere else and pressing O or I, or you can simply left click at the very edge under the in or out. Left click hold and drag, just so you know. Right. So now that we're done with the graph, let's go ahead and click on the graph icon again to go back to our timeline. I'm going to zoom it. Now, we don't actually need our scene to be 800 frames, so I'll drop this back down to 250. Alright, now that we have our first animation, let's go ahead and add a bit of text. To add our text, we're going to go over in the tools, and we're going to grab the Add Text tool. Once we have it, simply left click once on the Canvas, and it's going to add a new text object. Now, it's important to note that every time you click, you're going to add a new text object. So even if I were to write something here, as long as we have the text tool active, every time we click, we're going to add a new object. So I'll undo all of this. So let's grab our text object. And over in the Properties panel, we now get this little space down here, which allows us to type in our text. So in here, I'm going to type beyond the horizon. Then I'll click somewhere else to deactivate the Text Edit mode. So now that we have a text object, with a color, we can now see colors inside of the fill and stroke. The text object is using a flat color for the fill. You can also choose a gradient and create multiple gradients, et cetera, or leave it on flat. We can also give it a stroke by switching over to stroke in clicking a flat stroke or a gradient stroke or none. We have a few options for the stroke here. I'll switch back to fill. Likewise, if we go to the color toolbar at the top here, we can left click and open a panel here which allows us to change the color of whatever we have selected. Same thing goes for the stroke. We could give it a flat stroke from up here and change the color. All right. There are some other neat things we can do like hold down Control and scroll, which is going to change the saturation, hold down Shift and scroll, which changes the value or hold down Alt and scroll, which will change the U of our color. Okay. So I'll set this back to white. And down inside of the text box, I'm going to change this to 129. I'll change the alignment to center, and I'll leave it at the bottom here. Then we can align our text, so geometry at the scene. And let's go ahead and change the font. So click on the drop down over here. And I'm going to go for pop ins. You make this a extra bold pop ins. Now that we have our text, let's go ahead and animate it. To animate our text, we're going to do the same thing. We're going to expand it, and now you'll see that we have a few more options in here. So whereas for the logo, we only had transform. Here we have Transform, fill, text, spacing, and a few more that are grade out, okay? So we'll go inside of Transform, translation, and we're going to add a keyframe to the Y value. But before we do so, let's first look at our animation. And let's say around here after the logo has finished sliding up, so frame 24 should do. Let's press Escape to break out of the playback mode, go back to frame 24, and I'm going to add a keyframe to the text. I'll move forward. Let's say we're going to give it 1 second, as well. For now, we can adjust it later. So I'll jump to frame 40 48, and I want to add another keyframe. So we have a few options here. One of them would be to right click on the value and go to add Key. Alternatively, if you have the insert key on your keyboard, you can simply press Insert and it should add a keyframe. Now, we could change the position, but I actually want this first keyframe over on the playhead. Now, I could click it and move it or we can select this keyframe and either press Shift D to duplicate it or press escape. Or we can press Control D, which will duplicate it and place it where the playhead is. So now I can use the down arrow key to jump to the first keyframe and I'll move the text. Now, before I move the text, notice that we have a blue outline over the timeline. And every now and then, we have the same blue outline over the viewer. This blue outline indicates which one of the two is currently active. So is it the timeline or is it the viewer? If the timeline is active and there's a keyframe selected, if I press G, although the text up here is selected, because we have a keyframe selected and the timeline is active, the keyframe that is selected is going to get grabbed when we press G OpresEscape to break out of this. So to jump over to the viewer, you can either left click on it or simply press tab on the keyboard to toggle between the timeline and the viewer. So now if I press G, I'm now moving our text. So opress G Y, and I will move the text up a little bit. So now, after our logo goes all the way up, the text is going to go down. Now let's add a bit of easing to our text animation as well. So just like we did for our logo, we're going to add a bit of easing to the text animation. So with the Y value selected, we'll click on the graph, and now we can go ahead and modify the graph. So I'll grab both keyframes. I'll make them smooth. And I want a bit of acceleration in the beginning, and then it eases into the final position. So so it's going to accelerate and then slow down as it goes down. Okay. Now, to eliminate that pause that we have here, there's a bit of a pause. I'm simply going to switch back to our keyframes. I'll grab both keyframes for the Y value of text, I'll press G, and then I'll move it back a bit. So now there's almost no pause between the logo arriving and text going down. Okay. All right. So we have our basic movement now. We have the logo going up, we have the text going down. Now, before we address the text, let's go back to our logo. And instead of having the logo visible from start to finish, we're now going to animate its opacity. To do this, we're going to expand it again, go instead of Transform, and a little lower here, we have opacity. Now this is going to be a separate keyframe. So on the very first frame, I'm going to add a keyframe to opacity. I'm going to drop it down to zero. And then let's simply go to the next keyframe. So frame 24, and now I'll set opacity to 100. I'll left click on opacity, go over to the graph editor. If you only want to see opacity, just click on the layer or object that you want to target. And click on the value again and that should clear things out. So now I'm going to grab both keyframes, make them smooth, and I want it to become opaque very quickly. So I'm going to really exaggerate the curve to make it opaque very fast. Let's give it a little bit of ease in the beginning so that it starts transparent. Let's reduce this a little bit. Let's see here. Okay, it seems like an S curve would give it a bit more, make it slightly more subtle. That should do. That's exit the graph editor. Okay, so we now have our basic animation. We have our logo animated and our text animated. And the next lesson, we're going to start looking into masking instead of friction. This is also where we're going to look at shapes and paths. See you there. 6. Shapes & Paths - Friction Vector Tools: Hi there. In this lesson, we're going to look at masking and shapes and paths instead of friction. Let's get started. So we've already made our logo fade in, but now we need to do something about our text. We could also make it fade in to the scene. But instead of that, we're going to create a mask to make it invisible until it's time for it to show. So for this, I'll go over to its first keyframe. This is not mandatory. And over inside of the tools, I'm going to grab the rectangle tool. I'm going to left click hold and drag. Or create a shape around our text. Now, the rectangle tool, just like with our text tool, if we continue to click with it selected, it's going to add a bunch of other rectangle boxes. So we have to make sure to switch tools after we've created our shape. So I'm going to Control Z out of the other boxes, and I'm going to rename this rectangle over here to tagline. Mask, tagline. Okay, press okay. And now we have our mask. Let's move forward to when the text is all the way down to make sure that the box is not over our text. I'll move back to the first frame, and I'm going to move the box up ever so slightly. Over in the fill and stroke, I'm going to add a fill can be whatever color you want it to be. And then for the stroke, I'm going to set it to none. All right. So to make it a mask over on the layer, let's click on this drop down over here. We're going to switch from source over to destination out. What this is going to do is carve a hole through every layer that is underneath it, but we only want it to affect the tagline. To do this, we have to group our mask with our tag line. So let's select the mask, hold Shift and select the tagline, and then you can press Control G on the keyboard or simply right click and go down to group. This will create a new group which has our mask and our tagline, and it has its own transforms. Okay, so let's rename the group to tagline com. Okay. But notice that we still have the same issue. The mask is carving a hole through all the other layers. And this is because we have to promote the group to a layer. We can do this by clicking on this little checkbard over here or by right clicking and going to action and going to promote to layer. This is going to turn our group into a layer. So these two work differently. But now you can see that the mask is only affecting the tag line and nothing else is being affected. If we move forward in time, you'll see how the text appears from behind the shape. So that's how you can create a mask instead of friction. If you wanted to do the inverse, you would simply switch it from destination out to destination in, and now the text would only appear where we have the shape. Okay? Just so you know, so you have a lot of different blend modes in here, but in order to isolate their effects, you have to create a layer out of them. So let's go back to destination out. And now, if we were to playback, I'm going to push back the outpoint a little further. Let's playback and we have our first animation. Okay. So I'm going to modify the tag line animation a little more. So I'm going to go over to the Y value and go to the graph editor, and I'll click on tagline again just to isolate the curve. And here I'm going to left click code and drag this out of it. So it goes out a little faster. All right. I'll exit the graph. And here we have our animation. Now, if you want to switch from a layer back to a group, right click, go to action and simply go to demote the group. You can also ungroup your layer here simply by pressing Control Shift G. Okay. So what we just did here with our shape, we could have done with a path. So simply by Left click, Left click, we left click, and then once we're done, we can close the shape, and we could have done this with this path. Now, again, for those of you familiar with vector software, this will be very familiar to you. So if we switch to the point mode, we can now modify the different points of the path that we created. If you want to create curves, you can either use this context menu above the viewer and simply grab a node and make it, for example, either a smooth node or a corner node, and this would give us the controls for it. As such. So if I made this move, we get these handles here so that we can control our path. All right. I'll switch back to your object mode and delete this. Now, before we continue, since we're talking about objects and paths, when we draw either a circle or a rectangle, these two are objects. They are not paths. So if I grab the point mode, you'll see that they have different controls. So they get these little pink dots, and these pink dots allow us to change their scale in position for the circle. So these are objects. So when I grab the rectangle over here, if I switch over to object mode, we get a few extra options. For example, we have the radius, and if I hold down Shift, left click hold and drag to affect both values at the same time, you can see that the radius here gives us rounded corners for a rectangle. So a left click, right zero, or hold down shift and press return to affect both values. Press control zero to Zoom or canvas again. And now, if ever you wanted to convert one of these shapes into a path, you would simply select it, go up to the menu bar, go inside of Path and go down to Object two path. This is going to create a copy of it as a path. So we still have the rectangle over here, but now we also have a path version of the rectangle. So this shape over here. Alright. I'll delete these. And now on to the next lesson, where we're going to learn about working with multiple scenes inside of friction. See you there. 7. Multiple Scenes - Friction Compositions: Hey, there. Welcome back. So in this lesson, we're going to learn how to work with multiple scenes instead of friction. But before we do so, very important, we should save our project. Matter of fact, we probably should have saved much earlier on. It is time to save our project. To save our project, we can either go to the main toolbar and click on Save or we can simply press Control S. So if I go inside a file, and see here we have Control S to save. Okay? So let's save our project. And I'll call this Koctux logo animation V one and hit Save. So we've now saved our project. So let's go ahead and create a new scene. So up in the menu bar, if we go inside of scene, we have new scene. We're going to get the same pop up. We get to name it, choose the dimensions, the duration, the FPS, everything that we got to choose before. We can press Okay, and we now have a new scene, which is seen up here in the upper left of the canvas area or the viewer, and also in the upper left of the tracks of the timeline. So scene one, if we left click on it, you see we have the option to choose scene zero. And if you want the timeline to automatically switch to the active scene in the viewer, you can left click on it. And simply check on active. So now, when we switch scenes in the viewer, it's going to switch in the timeline as well. Okay. So what I would like to do is to take our tag line in our logo and move it to a separate scene. To do this, because we have a new scene created, I can go over at the top of our tracks over here in the timeline where we have these two lines. So we have horizontal and vertical. If we split horizontally, what it does is create a separate timeline. So we have one on our right hand side and one on the left hand side. At the top left, I'm going to click on none, and I'll switch over to scene one. So over here, we have scene zero, and on the right hand side, we have scene one. I'm going to grab our tagline and drag it over to scene one, and I'll do the same thing for the Nox Dax logo. Drag it over to scene one. So now we can close this second timeline by clicking on the X, which is next to the 2 bars, and it will close the timeline. We can also split the viewer and view two scenes at the same time. So on scene one, let's move forward a bit. And because we activated the active for the timeline, each time we click on one, so we're switching between the two active scenes, the timeline automatically switches with us. So over on scene one, I can see that the tag line is not showing, so let's go ahead and troubleshoot this very quickly. So when I left click on it, I can see that it's supposed to be there, but nothing is showing. So dragging it out and back into the group worked. All right. So that was to de the bug, but simply dragging them out of the group or out of the layer and putting them back in seemed to fix it. It shows you how easy it is to troubleshoot things sometimes. Okay, so what we have here is an isolated animation where we have our logo and our text. Okay, so let's go back over to scene zero, where we have our background. And now what we can do is right click on the Canvas and go to Link scene. Now we can bring in the scene one that we just created into this scene. Like such, we can also rename it. So I'll go ahead and call this Logo animation Link. And if we want, we can even rename our scene. So let's go over to scene in the menu bar down to scene properties. And let's call this Animation one. Press Okay. We can do the same for other scene. Go to scene properties and call this logo animation. There we have it. This link that we just created also has transform properties, by the way, and the clip option here has to do with the background, similar to press C on the keyboard to clip the outside, something similar. Okay. All right. Now, because of what we did, we can go to scene, create a new scene, and we're going to call this animation two and over in animation two. And now over inside of animation two, what I'll do is grab a different video and drag it into the scene. Now, when we import video, friction can ask us if we want to change the properties that are seen to that of the video. I'll just click on No. You can also turn this off in the settings. And here, clearly, this video is much bigger than our composition. So I'm going to right click. I'm going to center a line and then I'll press S for scale, and I'll scale it down until it fits in our composition. And leave it as such. Okay, so now we have a different video. I'm going to rename our layer two izon video. Press Okay. I'm going to lock the video as well so we can grab it. And I'll right click. Go to Link scene, and I'm going to link the logo animation that we created. And now we have our logo animation in two different scenes. And ifever we go over to logo animation or if we split this view over here and switch to logo animation. So this one here, it's fit to Genvs whatever we change inside of the actual scene. So, for example, if I were to rotate the logo, you'll see that it automatically updates inside of our animation two. The same goes for the animation one over here. So this means that you can create a composition or a new scene and simply link it to different scenes. So I'm going to reset the rotation and close this instance. Right. So that is it for the multiple scenes instead of friction. And the next lesson, we're going to learn about some basic raster effects. 8. Shaders & Effects - Friction Plug-ins: Hi. In this lesson, we're going to learn about some basic raster effects available inside of friction, and we're going to apply them to our video over here. So let's unlock the video, right click on it, go down to action. We're looking for raster effects. I have a lot of custom shaders for friction, so you won't have this extensive list. For now, we're going to use one of the built in effects or built in shaders for friction. So we'll go inside of color, and we'll go down to saturation. Left click. So now if we expand the video, we now have raster effects, and instead of raster effects, we have a saturation, and then here we have the different values that we can modify. You can also do all of this inside of the properties panel. So if you don't want to expand things too much on the timeline, you can do it over here. And if you remember, you can press F on the keyboard to hide the fill and stroke. That way, you have a greater area to work with. Alright, all depends on your workflow, what works best for you. So with the hue and saturation, we can change the yu of sin. We can change the saturation, contrast and lightness. So, for example, if we were to drop the saturation, we could have a black and white background, or we can increase the saturation to add a punch to the colors. We can also animate these values, by the way. So anything with a white dot next to it can be animated. Alright, so I'll collapse this. I'll lock the background. I decrease the saturation a bit. And now the last thing I want to do is add a drop shadow to our logo in our text. To do so, I'm going to right click on it, the link layer, go to actions, down to raster effects, and I'm going to go up to shadow. Let's add the shadow, expand or clip, go to raster effects, shadow. And here we get to choose the color, the opacity. We also have translation. So let's expand this. Translation is the position, so X and Y. So if we zoom in here, we can move our shadow out from behind our text. We have the blur radius. So how blurry do we want the shadow, control the opacity, et cetera. So with this, I can drop the opacity, for example, to 0.4, give it a bit of a blur radius and set the position. So it comes out ever so slightly from behind our text. Let's see. Looks pretty good. And now there we have it. Friction is going to cash in. I'll press escape to break out of this. I'll set an out point over here, so out and on the first frame, I'll set an endpoint and no playback. We have the loop turned on, so it's going to loop. I find that the logo animation need a bit of improvement. So I'll do it from here. I'll simply split this over here. Go to the logo animation. Let's zoom out. So we have to make sure that active is turned on. So now we can look at our logo animation. Let's move forward a bit. I'm going to adjust the curve of the opacity. I want it to be opaque a little sooner. Or a bit faster, but it has to stay transparent a little longer. So we can either adjust the curve or simply move the keyframe, so press Gx and move it forward a bit so that it's transparent for a little longer. So I'm simply modifying the curve until I find a bit of what works best for me. I think this works just right. So I can close out of this again, click on our main scene to switch the timeline and close the graph editor. Okay. Now, I would like to slow down the speed of the water, but before we do so, let's have a look at the preferences of friction. And that's what we'll do in the next lesson. 9. Preview Resolution - Friction Tips: So in the beginning when we were looking at the user interface, if you remember down in the status bar, I mentioned the resolution. Now, by default, the resolution is set to 50%. And if we were to zoom in here, let's see if we can see this properly, you'll see that we get some pixelation. This can also happen with the vector shapes. And this is more of a visual representation and a way of saving memory for the system. If we switch the resolution 50-100, you'll see we're getting a lot sharper edges, and even the drop shadow is a lot cleaner. So whenever you start getting into effects and other de fine details, it's highly recommended to go ahead and switch to 100%. So I'll set this back to 50. Leaving it at 50% takes less RAM in order to cache what we have because things are a little bit more pixelated and less defined. Alright, that's it for this parentheses, back to it. 10. System Preferences - Friction Settings: Hi there. This lesson is going to be a brief overview of the preferences for friction. So let's go over to the menu bar inside a file, and we'll go down to preferences. We can scale this window up and here we have it. Now, the first thing we have inside of General, this is very important is the enable backup on save and the enable autosave. Now, you don't have to create backups every time you save that is optional, obviously. But for the autosave, I would highly recommend turning it on. Just note that you want to set a timer that matches your workflow. As for the default directory, I like to set it to the project directory instead of the last use directory. We also have some interface skelling, and over on hardware, we have some preferences for the hardware. For example, if you want to limit the amount of RAM, simply check this checkbox and set your RAM limit. The same thing for the CPU. We also get to choose quite a few other options in here, and I tend to leave it to the default except for the RAM that I had slightly modified. For the canvas, we can choose the size of the nodes, the control size, the dissolved nodes, and the colors that they take on on the canvas. For the timeline, we can set the colors of the keyframes in here. Next, we have the shaders. Shaders are kind of like plug-ins for After Effects or filters. The location of the shaders on your system will depend on your operating system and where it was installed for you. And here, you should be able to change the path of the shaders. So if you want to choose a custom folder, and with this list over here, we can choose to turn shaders on or off. And lastly, we have presets where we can modify or create new presets for the scene resolution and the scene frame rate. You can also reset everything to default, and if you've changed anything in your preferences, click on Save if you want to save it or click on Close if you want to ignore anything that you've changed. So I'll simply click on Close. And that was it for preferences. All right, so in the next lesson, we're going to learn how we can change the speed of our video. See you there. 11. Frame Remapping - Friction Speedramp: There. Welcome back. In this lesson, we're going to learn how we can change the speed of our video. Now, this is pretty easy to do instead of friction. All we have to do is unlock our video, right, click on. Go down to actions, and we go up to frame remapping. Click on it. And for this one, we're going to have to zoom out. Before we do, let's expand our clip. And over on frame here, if we left click on it and press the up arrow, it's going to jump the playhead over to the last keyframe, which is on frame 330. So let's expand the timeline to 400 frames, and we're going to zoom it horizontally. And now we can see the beginning frame and the last frame of our video. And this is the length of our video as well as the speed of it on normal playback. So if we were to grab this last keyframe, hold, and drag it in, what we'd essentially be doing is accelerating our video. Let it play back. The water is moving ever so slightly faster. If I drag this in even more, play back. Give it a moment. Okay. We'll see that the water is moving much faster. Alright. This means that if we drag it out and playback, the water should technically be moving slower. Right. This means that we can simply drag this all the way out or alternatively. So let's say over on frame 100 will be at frame 50 over here. And that's frame remapping. Now, if ever you've modified your video too much, you don't know what's what where it starts. I show you here, let's stop the playback, right click Edit duration. You can see that we have the minimum frame set 250. We have the max frame to 130. Let's modify this even more. So I'm going to left click called drag. You can see that when we drag the video clip, the keyframes actually move with it, drag this all the way out, drag this in. Let's right click again, Edit duration. Now you can see that the minimum frame is -110. The frame shift is 130, and the max frame is 59. And what this means is that from the very beginning, nothing happens because this is before the video even starts, and then afterwards, it plays a little and cuts. And to restore the video, what we can do is right click, go down to Actions and turn off frame remapping. Now, of course, this is going to delete all of our keyframes. So it's going to remove any custom animation we might have done. I'm going to right click again, go down to actions and turn on frame remapping. And what friction is going to do for us is tell us how long the video actually is, which is 322 frames. And where the starting point actually is is right here on frame 130. So we can manually adjust this if you want to to make it match the actual length of the video clip. Okay. Now, this is really in case you don't know how long your video is actually meant to be. Alright, so this is it for this lesson. And the next lesson, we're going to look at some shape morphing. This is so we can learn about vector animation instead of friction, and I'll see you there. 12. Shape Morphing - Friction Vector Animation: Hi there. In this lesson, we're going to be learning a bit of shape morphing so we can learn about the vector animation side of friction, where we can animate halves themselves. All right. So to get started, I'm going to grab the rectangle tool, left click hold, and I'll hold down shift to make a symmetrical shape, so that's going to be a square. And then I'll grab the circle up here, I left click hold, drag, and then I'll hold shift so I can make a symmetrical circle. Perfect. Now let's go ahead and change the color of our circle. So I'll press F on the keyboard to get the fill and stroke and change the color or better yet, we can use the color toolbar up here and simply choose a different color. All right. So what we need to do is convert these two shapes into paths. So I'll grab both of them. So holding down Shift and left clicking, I'll go up to the menu bar inside a path, and I'll go to object to path. And now we can delete the original shapes if we want to and I'll rename the paths. So this first one is going to be circle, and this second one is a square. Okay, I'll center the pivot as well just because now for the shape morphing. Okay, so it's simple enough. What we're going to do is grab our circle, place it, make it overlap with our square. If we want to align the two exactly, just grab the two, go down in the properties panel, say align geometry to last selected, and now we can align the two. Okay, now they're perfectly aligned. Let's grab the point mode. Now this is where things can get a little odd, but don't worry, it's actually quite simple. For the square, let's expand it, and we're going to expand paths. And you can see here we have one path. That is actually the path of the square. We're going to add a keyframe on the path. Let's move forward. Let's say 1 second. So frame 24. And now, if we left click on any of these dots and move them, it's going to add another keyframe. And when you play back, you can see the path deform. Okay. So if we want to turn this square into the circle, left click on this node, hold, then hold down Shift on the keyboard. And when you snap it to one of the nodes of the circle, it's going to take the shape of that node as such. So if I left click, hold, hold down Shift, snap, it takes the shape. The same goes for all of these. And because we animated the path, what we have is a transformation from a square to a circle. Okay. Another thing that we can do. So let's hide the circle for now is when it turns into a circle, we get this little spin over here. Now, in case we don't want to spin, what we can do is identify why the spin is happening. It's because this here has to go down, and originally, it would be up here. So on the second keyframe, we can grab all of the nodes, and press R on the keyboard and rotate. You'll notice that the points are rotating on their own axis. Hm. So that's a problem. There's actually a fix for this. Over in the tools. Down here, we have pivot. We can toggle from pivot Global to pivot Loco. What this means is, when we're pivoting loco, what we're doing is pivoting from the center point or the pivot point of our objects. So when we have object mode selected, this here is the pivot point. When we're inside of point mode, you can imagine that each one of these nodes is its own pivot point, which is why when we grab it and we rotate, it rotates on itself. If we grab two of them, rotate, they rotate on themselves. But if we switch from local to global, we're going to get this little green dot over here, and this here is the global pivot point, which means if I grab all four of them, we get this global pivot point, and if I rotate, they now all rotate together around this one global pivot point. So this works also if I make a circle, two circles, go to object mode. Let's switch back to the local pivot point. So when we have the orange pivot point, grab both of them, press R and rotate. You'll see that they rotate on their own pivot points. So if I grab this, put it down here, grab this, put it up here, rotate, they rotate on their own pivot point. Now, if I switch over to global pivot point, so this green pivot point over here, wherever I place it, when I rotate, they both rotate around it. Okay, you can toggle between the two pivot point by pressing P on the keyboard. So P, we are in Global, P again, and we are in local. All right, so I'll delete those two shapes. And essentially, so let's go ahead and center this again, center pivot. So by using the global pivot point, so the green pivot point over here, we can now pivot all of our nodes. And now when we play back, it turns into a circle without rotating, and we now have our shape morphing. So I'll switch back to the global, I'll grab the object mode. And now what I want to do is add some movement to this object as it morphs. So let's go inside of Transform, translation, and I'll keyframe the X position, so the left and right. I'll move forward to when it transforms, and I'm going to grab it, press in GX, and move it to the other side of the screen. And now we have this movement here, a little bit of a transform. So this here is very, very basic morphing. There's nothing too complicated about it. We can always adjust the graph to add a bit of easing to it, so I can left click drag the salt away, left click, drag the salt away. And now when we play back, we get this jump in the animation. Okay? I'm going to move this ski frame here more in the center where we have the highest acceleration. So right here, so it kind of jumps, and by the time it arrives to the other side, it's already a circle. Let's go like this. I'll move this one in a bit, so it starts a square. And what I'm trying to do is put the morphing at the highest point of acceleration, and this is going to give it a bit of a seamless transition here. Okay, that's how you can animate paths instead of friction. Now, there's a whole lot more that we can do. Now, there's a lot more that we can do, but this should give you a general idea. And the next lesson, we're going to learn how we can import SVG files. 13. Link & Import SVG - Friction Assets: Hi. In this lesson, we're going to learn how we can either import or link SVG files instead of friction. So over here, I have an SVG, which is a vector file. I'll left click code, drag it instead of friction. So, so we just dragged and dropped this. If I switch over to the point mode and I left click on it, you can see how we have all of these nodes. I'll switch over to the object mode. Now if I import the PNG version, bring this in. You'll notice that when you grab the point mode, nothing happens. This is because this over here is an image, and this over here is a vector file which friction can actually work with. So inside of layer one here, we have this other group, which we can tell it's a group because it has the data checkerboard over here, which lets us know that this is a group, not yet promoted to a layer. In here we have our two different objects. One is an object, one is a path. So let's rename this to logo, and I'll name this to RIM circle or rather logo. Circle. This one I can call it logo comp. And lastly, we can go ahead and ungroup it from layer one. I'll grab layer one, I'll hold down Shift Control and press G, and this is going to release the logo comp. Okay. Now, just a quick parentheses. Because this over here is a group, I'll switch over to the object mode. So because this over here is a group, if we want to access what is inside of the group from the canvas, we first have to double click on it, and this will allow us to go inside of the group. If we want to exit the group, we simply have to double click outside of the group, and we're now outside of the group. Now, this distinction really does matter because if I grab the circle tool and I draw a circle, you'll see that the circle was created outside of the group. So we have logo comp circle. If I double click on the group, so now I'm inside of the group, Okay, I grab the circle two. I left click hold and drag. We've created a circle, but inside of the group. This is because we were inside of the group. So there's a distinction here to be drawn. We can just left click hold and drag this out. You can see that it also jump somewhere else, and to grab it, I had to exit the group. If I was inside of the group and I tried to grab it, I wouldn't be able to because right now I am inside of this group. So this distinction really does matter. Okay. Just really want to point that out, so I can grab these two and delete. All right. I'll delete the PNG as well. So this over here that we have is an SVG that we imported inside of friction. The other option is to click on Link. So if you go over to the menu bar inside a file, we have Link and we have Import. So this time we're going to go on Link. I'll go over and I'm going to grab the SVG. Remember we're linking it, press open the Link SVG. Is actually not a path. It's not a group, it's not a path. It works just the same as the PNG that we had. So if ever we were to open the SVG inside of Inkscape, for example, I change the color of the logo here to purple, and I save when we go back inside of friction, if I left click on this and I say reload, it is now purple, right? Now over inside of assets because this here is the link. We now have it over here. So if I click hold and drag it in, this is the link version. And the next lesson, we're going to learn how we can export our animation out of friction. 14. Export Animation - Friction Render: Hi there. In this lesson, we're going to learn how we can export our videos. Basically, we're going to render out our animation into a video file. But before we do this, let's address the word beyond. Take me a while to notice, but there is a D missing in there. So let's switch over to the logo animation scene, and I can go ahead and add the missing letter. Now, in this particular case, because my text is already aligned center, by adding the missing letter, it is not going to shift on either side, but you can always correct that simply by going to your alignment, set groometry to scene, and align horizontally. Okay, so with that out of the way, let's switch back to our animation to scene. And the last thing I'll do before we render is important audio file. So I'll grab a soundtrack that I have here, drop it in. And friction doesn't really give you a lot of options when it comes to audio files, but you do have the option, for example, to lower the volume. You can, of course, trim it and move it around. Yeah, so now if you lay back, we have a track. Tell it loud. So I'm going to lower the volume, let's say, 230 here and let's All right. So I want the kick here to happen a little earlier. So I'm simply going to trim this down, drag it back the beginning. On the very first frame, I'm going to keyframe the volume. I'll drop it down to something like 15. So it's not fully quiet. And then a little later, we can have it go back up to 30. Alright, that's pretty much it. Now that we have audio inside of a track, we can now go ahead and render. Now, the audio is not mandatory, obviously. So to export, we're going to go over to Q. And at the very top top left, we have a little plus. Click the plus. It's going to add this over here that's expanded, and we can change the scene properties. So essentially, from here, you can choose the scene that you want to render. So right now, we're rendering animation two. So this is the scene, so I'll leave it on this. Then we have our frame range. So we can set what to render from the timeline directly inside of our scene property for the render. Alternatively, we can also click on the gear and switch from scene range to in and out. And the in and out range is going to be our in and out that we set ourself. And let's click on Okay. Next, we want to check our profiles. Now, it really depends on what you're exporting for, but MP four or mp four with audio, if you have audio like we just added a soundtrack here, should work just fine, but you can also go for something like ProRes video, ProRes video with Audio. And if you want an image sequence, there you go. Note that ifever you want to render an image sequence with transparency, you have to make sure that the canvas is actually set to transparent. So you'd have to go inside a background and then set it to full transparency. Okay. So for this profile, I'm just going to go with ProRes Video plus Audio, and we get all of the little details over here. We can go inside a format and change things up. So you can go from QuickTime MOV, switch from different formats, if you will. We can also choose the Codec. And we have the different profiles. So quite a few things that you can change in here. This is also where you would go ahead and fine tune if you want a video with transparency. So once we have all of that check, we also have the audio options at the bottom, okay? You can press Okay. And lastly, let's choose our destination. So click on this little icon here, next the location or destination. I'll navigate to the folder where I want to export to, and let's simply rename this. So I'll call this here, Nextax Logo. Animation vi dot mov press Save. And now we can hit render. You should know that you can also add extra cues here. So you can cue other animations to happen. And once you're ready to render, you hit render, you can also uncheck them if you don't want them to render. Okay? Just so you know, I have ran into some issues, though, when going with that method if the scene is not open. So, for example, what I mean by this, explain it quickly. If I wanted to render out the animation one, let's say, animation one, and I say the in and out range, and okay, once it's done rendering the animation two, it would then try to render the animation one. Almost forgot. Choose a profile. Anyhow, I'll go ahead and uncheck the second one and let's hit render. The rendering process kind of looks like what it does when it's caching or seen. Once our render is finished, inside of the render panel, we have this little play button next to the destination. And if you click on it, it should open your render with your default player. And there we have it. We have our animation here. Alright, and that's it for rendering our animation. I'll see you in the next lesson. 15. Class Project - Friction Exercise: Hi there, we meet again. Now that you've completed the class, it is your turn to make your own project using friction. I encourage you to share your work with the class, either to get feedback or simply to show off your skills. If you have any questions or doubt, you can express them in the discussion and I'll get back to you prompt. Now, each one of you is going to have different set of skills, so I recommend going with what feels the most comfortable for you. Take it step by step so you can gradually get comfortable using friction. With that said, go ahead and add some motion graphics. 16. Thank You for Watching! Friction Graphics: Hi there. I see you've made it to the very end of the class. Congratulations to you. By now, you should have a solid understanding of the basics of friction enough for you to jump on your own projects and at some point on client work as well, if that is what you're aiming for. If after this class you're interested in learning more about friction, you can always check out the Noctux Creative channel where I have lots of tutorials that dive into more aspects of friction. Again, my name is Jonathan. This was an introduction to Friction Graphics. Thank you for watching and I'll see you next time. Now, without any further ado, let's get started with friction.