Transcripts
1. 00 Welcome to the Class: Hi and welcome to the course on motion graphics
in after effects. My name is and I will
be your instructor. I've been a professional motion designer for more
than six years, and I've worked on
countless projects with lots of clients
all around the globe. In this course,
you'll be learning the intricacies of
motion graphics. And if you finish this course, you'll be able to call yourself a professional motion designer. In fact, by the time you're
done taking this course, you'll have a set of projects of your own which you
can show to clients. And that even if
you've never heard of motion graphics or
after effects before now we'll be using
the latest version of a DBfter effects as at
the time of recording, which is version 2022. Even though most of the things you'll be learning can still be achieved in most older
versions of after effects. We will start by
learning the basics of B after effects and navigation. After which you will learn about the principles
of animation. Then we'll look at key
films and the graph to the naviativedpe into shape
modifiers and layers. You learn character
animation and text animation in after effects. After this, you learn about motion tracking and you will explore some very
useful tactics. In after effects, you'll learn the factory effect
morphine animation, long shadow style,
wave wrap animation, electron animation, work cycle animation slide, how animations, advanced
text animations, modern data visualizations,
local an emissions, liquid gradient intro
animations and lots more. By the end of the
course, we'll work on more than six
real world projects. And be sure you'll
learn something new every single time
you finish a video. This comprehensive
class is made up of more than 40 well
structured video lessons, jam packed with a
lot of information. There are lots of class projects
for you to complete and lots of download resources
for you to follow along. Hope in class real soon.
2. 01 Interface and Functionality: Hello dear, and welcome
to the course on Motion Graphics
in After Effects. In this video, we're
going to be looking at the interface
of after effects. And we're going to
be also looking at some functionality in after effects when you open after
effects for the first time. This is the page you see. This page shows your most
recent files for me. These are my most recent files. From here, we can
see the sizes of the files and the
kinds of files. This is an after
effects project, and this is also an
after effects project. We can search for files. Also, what you want to do
here is start a new project. When we click on new project, it's going to bring
us to this interface. Now this is the default
interface of after effects. When you open it, in case
yours is not like this, what you can do is just come to Windows and come to
Oxpece, click on Default. When you click on Default, it's going to reset your interface to something like this here in after effects. What you would like
to do first of all, is start a new composition
or open an existing, A composition or a recent
project you've worked on. To open a project, you're
going to just come to file and come to Open Projects. When you click on Open Project, you're going to search on
the project you've worked on or you would like to open
for new composition. You just click on, here
it brings, this panel. Now here you can put
in the settings for the composition you'd like to open or choose from
existing presets. We're going to go through this
in more details later on. What you would just
like to do is, okay, now you can see we
have a new composition. What's a composition
composition in after effects? It's more of a work
space or the work space. This is where most of our work is being done while
we work here. In after effects, we see everything we do
here on this preview. This preview, yeah, this is
the idea of a composition. You can also open
a new composition by clicking on this button here, we can see that it
does the same thing. Right now, we're going
to be looking at the menus in after effects. This is the menu bar, and we
can see these are the menu, we see File and so
on and so forth. For the file menu, we can see that we can
open a new project. We can create a new project Rad and then open an
existing project. We can open recent files
and then browsing a bridge. We can the program, we can also close the project. We can save, you can
save so on and so forth. We can import, we can export, The options here are
similar to what you get in most software. Rather, we see that we can start a new
composition from a selection. We can see dependencies
and so on and so forth. We can see scripts, we can see project settings
and exits for dependencies. What this option does is it
collects the files you've used in this project and then interposit
them in a new folder. Has to make it easy
for you to move your project from one
computer to another. That's basically what
dependencies allow you to do. We're going to look at these
options in our lectures. Now on the Edit menu, we can see different
options, options to undo, to redo, to check our history, and cut to paste, to copy. To do a whole lot of things, we can see duplicate split
layer and so on and so forth. We're going to use these
options in our liter videos, we can see preferences. Preferences are basically
setting preferences. We have a lot of preferences. It basically settings you do to enable you to work better. We're going to look at
this in details more. If you come to porch,
how porch works is P enables you to clear up memory space when after
effects starts consuming too much memory space and starts slowing down
as a result of that, that's what porch
enables you to do. You can all memory and
this cache you can. For example, when
we click on porch, you can see that I show you
want to delete all files 604 MB from dis cache. When I click on Okay, it then cleans up the files. And that's it for the edit
menu for composition. This composition menu enables us to open a new composition, to edit the composition
settings to do a lot of things. We're going to look
at this more in our Fdlescens for the layer. We don't have any layers here, but when we start having layers, layers such as solid
layers, adjustment layers, we're going to see these
options come to life and we can actually create more layers and do settings for a particular
layer and open layer, and so on and so forth. We're going to use these options
again in for the lesson. This is just an introduction
for you to get familiarized with the basic basic
options after effect, for settings, or for effects. Rather, we can see that
we have this option here, Effects Control. The
Effects Control. It's a panel where you
are able to actually edit or control every effect you apply the layer
in after effects, we can see different options
to add the last effect, to remove all effects, this is tread channel effect, audio effect, blow and sharpen, and so on and so forth. We're going to look at
these options again in fodlscence modities
for animisions. Also you can see options to see admission preset to
apply animission presets. Check the recent admission
presets to browse presets to set key frame to Tooholkeyframe
on and so forth. To add an expression to track, camera to track in Boris effects
much which is a plug in, a third party plug in
that comes with after effects or comes with most recent versions
of after effects. We can see that we have a lot of options here which we're
going to go through Teran. The view takes care
of everything you see on the view pot. On the view we can on zoom out, you can increase the resolution. You can stimulate output. Show the rulers. When
we show the rulers, the rulers are going to
show on the view pot. We can show grids. We can snap to grid. We
can do a lot of things. We're going to this more
again, in fodolcensindows, the windows takes care
of everything you see on the interface
of after effects. We can actually on and off particular panels
from the windows. For example, when we click
on the effects and preceed, we would then see
that the effects and preset option here
just disappears. You can activate it,
you can deactivate it. You can also deactivate the
tools, activate the tools. You can basically do this for everything you see
on your viewport. For these panels, you
can actually move them when you click
on this panel, for example, when
you click on here. You can actually move it
to a different place. You see we've pinned
it to this place. We can move it around the fiscally take it back the way it has been. Yeah, Looking at help. This is just where you can
get help about after effects. About after effects and
so on and so forth. So that's it for the menu, and we're just going to look
at some of these panels. So we have the project panel. These panels where all the files that you use
in your project, which include images, solids, shape, layers, adjustment
layers, compositions. All of them will
be arranged here, so you'll receive there,
so you can actually see them from here and select
them and delete them. And you can see that we click here to create
a new composition. Like I said before, we can click here to create
a new folder. This folder can hold your
project files, can hold items. You could have separate
folders for separate items, maybe for images, for compositions, and
so on and so forth. This option brings you
to the Project Settings. Here you'll be able to do
settings for your project. You don't really need to
mess with any option here. But just for you to know, you can see this delete option. It enables you to delete
anything you select here. When we select this new folder or this empty folder
and we click on delete, you can see that
it gets deleted. Let me just do that. We control, you can also delete by
clicking on the delete button. That's, these are ways you can delete your file when
you also click on Clay. Should delete the file. You see these are
just ways you can delete an item for your project. The composition
panel, like I said, where the work we do is
being displayed this way. All the magic happens as
we work on our project. We see the preview here. We can see that we have some
options here to zoom in, let's say to zoom out, to do a whole lot of things. We can also zoom in
with the mouse wheel. We have many other options here which we're going
to look at more. In our further lessons, I would like to open the
effects control panel. Let's come to Windows and
come to Effects Control. This is the effect
control panel. Like I said before,
this panel is where you control all the effects
you apply to your layers. You can control them here, You can edit them, you
can adjust them here. This panel here, our timeline, So basically shows
us the layers we have on our project and gives
us a variety of options. That's it with this panel here. I also want us to look
at the text panel. Now this is the text panel,
or the character panel. This panel enables us
to edit our texts, to choose funds, to
choose font sizes, to edit our stroke, and so on and so forth. So that's it for this
lecture on the interface in functionalities and some functionalities
of after effects, looking to look at
more advanced topics in our further lessons.
3. 02 Composition, Tools, Timeline & Viewport: Hello and welcome back. In this video, we're going to be looking at the composition, We're going to be
looking at tools, we're going to be
looking at the timeline, and we're going to be looking
at also the viewport. So like I said before, if you want to open a new composition or
start a new composition, all you need to
do is to click on this option here or
this option here. So I'm not going to click here. And this window comes up. Now you can see that this is called
Composition Settings, right? And then first of all, we have the name of
the composition. So we can type in the name of the composition
less sivituss test. And we see now we have the
name of the composition set. Now when we come to basics, we can see that we have
this option for presets. And when we click here, we can see a variety of
options, different options. We can choose different options. These options have
different settings for our composition. We can see that
this is a HD 720. We can see it has a frame
rate of 25 frames per second. We can also look at this. It has a frame rate of
24 Fmes per second. It's 1920 P. This is
the width of the video, and this is the height. All in. We can increase them.
We can reduce them. Let's just choose this HD TV, that's ten TP, we
have 1920 by ten ETP. We can unlock the
expert ratio actually, and then increase the
sizes individually. But when we lock the expert
ratio by checking this box, when we increase the height, the we also will increase. We have this option again
for the pixel apt ratio. Let's just leave it
a square pixels. And the frames here, we can type in the frames. Let's type 60 frames per second. It means for each second
there will be 60 animation. 50 frames per second is
actually a high frame rate, and our admission will play very smoothly on 50
files per second. But we can also use
30 files per second, or 29.7 frames per second. Could use 24 frames per second. 60 frames per second
is just okay. Now the resolution, we
can set it as full, we can set it as half or third. And this is purely
for preview purposes, not necessarily for rendering. When you come to render, you will be able to
choose the resolution you want to render that also. Now here we can see
that we are given the opportunity to type in
the duration of mission. For here we have 30 seconds. We can make it 1
minute by writing one. Here we have 1 minute. 30 seconds, we could make it
an hour here by writing one. Here we have 30 seconds, but let us keep
it at 30 seconds. Okay, here we have
the background color, which doesn't matter
most of times. But here we can choose
the background color. We can make it red. We can make it whatever
color you would like it to. Let us keep it at white. That is it for the
composition settings, We can just click okay. And we have our new composition. Now we can see that the
composition is active here. When we select the composition, we'll just see a preview of what we have on our view
ports for tools. Here we have the select two. Here we have the home
tool which takes us to the first page of after
effects when you open it. This is the select two which
works like every select two, similar to the select
line photo shop. Similar to the select
line, Be Street. We select to select layers or objects on your viewport
and on your timeline. We have this Pan tool now. This tool is used to
pan your view pot. You can actually pan the zoom in and pan
pan with this two. We have this two which
is the zoom two. With the zoom two you can zoom
in and then also zoom out. I'm holding down the hall sky, you can zoom out and
then you zoom in. Now these three
tools only work with three delayers and
we're going to come to that in for the lessons or lateral
in this lesson. Here we have the rotation tool, which is used for rotation. Here we have the anchor
0.2 which is used to change the anchor
point of an object. Now the anchor point
is the point at which every other
transformation happens. When you have the anchor
point here and you rotate it, the rotation will happen here. When you scale it up, it's going to scale
from the anchor point. That's it for the anchor 0.2 Now these are the shape tools. We have the rectangle two, we have the rounded
rectangle two, we have the lyp two, we
have the polygon two, we have the start.
These are the ship. Now without a ship layer, these tools can be
used as mask tools. Also, we can only create ships
when we have a ship layer. But without a ship layer, it can be used as mask layers. Then we have the pencil. Now the pencil can be used just like the pencil
in Photoshop. Alus Strato is very
similar to those. Then this pinto can be
used to draw parts, to draw ships, to draw masks, and so on and so forth. When we pull down the
left mouse button, we can see that we
have the actual pinto. We can add vertex points and
do a whole other things. We have the type two, this is used to write horizontal and vertical
types or words on our video. With these two, we can
have texts on our project. Then we have the brush tool. This two is used to paint, it's similar to the
brush tool in Photoshop. Then we have also
the clamp stump two, which is also similar
to that in Photoshop. We have the Erisa two, this is also similar to
the era tool in Photoshop. Now this tool is used
to erase parts of, of our video of Ali, it's basically an eraser
two and it's used to erase. Then we have the
route to brush two, which is used to cut out areas on our videos where we want to see or
don't want to see. Then we have the proper too. Now this tool is used
in character animation. It's basically used to put points on characters and then we then key frame the
points or we then move the points in order to
create an animation. That's basically it for
this too, of course. We're going to look at them
as we go through the course. Now we're going to
look at the viewport. And this is the viewport. We can see that by simply
using our mouse wheel, we can zoom in and also
zoom out of the viewport. We can also use this option
to zoom in and zoom out. Let's assume we
lose the viewport. We can just use the feet, the feet option and it's
going to bring it back to us. Now here we have
this option which allows us to choose
a resolution. This resolution is strictly
for preview purposes. The higher the resolution, the more load is going
to put on your computer. And the lower the
resolution, of course, the easier it will be to work. You know that for projects that are large
for large projects, we might need to use probably
half the resolution. Yeah, probably half
the resolution, so as to enable
us to work first. Here you can see we can
half the resolution. We can make it the
full resolution. We can also type in
a custom resolution. So that's it for the resolution. Now on, this option
enables us to review our work in
different resolutions K. We can see that presently it's on
the adaptive resolution. We can choose to
wire frame mode. We can choose to final quality, which is the highest quality
we can preview our work on. This option enables us to have a transparent background or
a transparent composition. Yeah, we cagle transparency
and then we can turn it on. Or when we turn it on, we're going to see the initial
color of our composition. When we turn it
off, we're going to see the transparent background. Now this option enables us to togle marks and ship
path visibility. With this option, we can
actually see the parts of our ships and our masks when turned on and
when turned off, we tend to not see the paths
of our shapes and masks. This option enables us to
choose a region of interest. When we roll out a
region of interest, it then crops our composition to region and then
go to composition, and then crop composition
to region of interest. We see that it then crops down our composition
to this region. I'm just going to o, then
come to this option. Now this option enables
us to add grids, Rulers and Guides
to the viewport. When we click on grids, we see that these are grids that have been added to our viewport. Now these will enable us to
design more effectively, more precisely, that's
been too often for now. We also see that we have
this option which puts up a guide on the viewport. This enables us to
see a sea region where our active elements, like titles, should not go out in order not to be
cut out when previewing. Okay, now that's it for this. And we can see this option
where we are allowed to see the different
channels of our work. We can see the RGB channel,
the red, the green, the alpha, the blue, and so on and so forth. With this option, we
can actually reduce or increase the exposure
of our work. That's the brightness here. We can take a snapshot
of our composition. Let's just create a new solid, for example, let's
create a new solid. With this option, we can
actually take the snapshot. Now we look at our snapshot
holding down the option. So we've been able to take a snapshot and now we can
preview our snapshot. That's basically, we're
going to delete this layer. That's basically it for
the viewport right now. We're going to add some files to the project and
then bring them to the timeline so as to learn
more about the timeline. I'm just going to do
click Click here. I'm going to bring this logo
file. This is a logo file. Now, After Effects can actually handle a variety of file types. After Effects can handle
PNG files, GP files, photo chop files, video files, after effect files, of course. And Illustrator files,
Premier profiles, Cinema 40 files, and
a lot of things. I've just imported peg PNG image just for demonstration
purposes right now I'm going to hit for skill and scale down our
composition skin, our logo. We can see that we've been able to file to our
timeline right now. We're going to just create a new solid like we did before.
Let's create a new solid. But then for color,
let's make this yellow. Let's make this
yellow, pale yellow. Now we have the solid
on our time line. Now from our viewpoint, we can see that the solid has covered the logo image
we just brought in. Why did that happen? That happened because
the solid layer is now above the Luculayer. We can bring the
solid layer below the Luculayer by simply
selecting the solid. Rather double clicking, we can just select it and
drag it down like this. Now we can see
that now the solid is behind our logo layer. Let's just start with
the options here. Here we can see that
this is an icon. With this icon, we actually off our layer on our
layer, disable it. When working with multiple
files or multiple layers, we might need to our layers. Sometimes we can see
that this option enables us to isolate layer. You can see when we click
on Isolates the layer, this other option, this option enables us to lock a layer. We might need to lock a particular layer so as not
to select it when working. This is the shy option. This shy option can be very handy when we have
a lot of layers. This option just enables us to hide the layers we're
not actively working on. When I click on the
shy option here and then activated activated here, we can see that the
layer has been heated. So you can see that
nothing has happened to. But as we click on
the shy option, you can see that the
layers have been heated. When I just of the shy option here,
everything comes back. Okay, That's it for the shy. We have the motion
blow option here which activates motion
blow for the layer. Motion blow is an option which adds blow to our animations. And this is actually
good because it, it adds realism to
our animations. We have the three D option here. Now, this three D
option, when enabled, turns a layer into
a three D object. Layer is being treated
like a three D object. And you can see that when I
click on the three D option, Other new options appear here, like the classic
three D option here, then the active
camera option here, then the viewports option here. These options are tied
to the three D option. These options can only
work with a three D layer. Like for example, the
active camera tells you whether to check the
front camera or. Or the left camera at
the top of the back, the right, and so
on and so forth. Or to go back to
the active camera, which is the default. Okay, with this three D option, we see that the bit
two gets activated. Now with this two,
we can actually bit around our three D objects do. Then apart from it, you see that we have the
bit around scene two, we have the bit
around camera two, these are pretty much
self explanatory. Then we have the P two, which is also the
three D pound two we can panning into and out of, we are panning our scene or our object in the
three D work space. Then we have also
the camera two. We have this other
two which is the two we can do toward the cuso, the cusson to the camera. See they all give
similar effects. You can just try them
out for yourself. Basically, that's
for the options that three D feature provides. Now we have the
parent option here. Now this two enables us to parent a layer to a
particular layer. Now if I parent this
layer to this layer, it means whatever I
do to this layer, this layer will also follow. I can also parent the particular attributes
of these layers together. It mustn't be the whole layer. I could just parent
the transformation, or let's say the position of
this layer to this layer. It means only the positions are connected, not everything. So we have this option here which is called
the toggle switch. With this too switch, we're able to get more
options like the blend modes, we can see inside
the blend modes. And then more options like the track mats option
and so on and so forth. So that's for the toggle switch, so we can toggle switch back. And then we have the
previous options right now. Click here, It means when
we expand on our layer, we then see a
variety of options. We see a variety of options. We see the transform options. We see the geometric options, we see material options
and so on and so forth. Different layers usually have
different set of options. Most of them have
similar sets of options. Then as you work on
the layers here, let's say you add effects to the layers and then do
more work on the project. We will then see
the options gather on here when you add an effect, for example, let
me add an effect, we'll just add a random effect. Let's spectrum. You can see that it has appeared on the drop domain
here, we can see. And then radio spectrum
also from here we can actually control and
edit our effects to. Let's delete, let's delete the effects and then look at
some transformation options. When we open up the
transformation option, we see that let's disable
the treaty option. When we open the
transformation option, we see that we have
the anchor point. We can shift where our
anchor point is located. Then we have the position, we have the scale, we
have the route, we have the obesity add the treat feature here actually
gives us more options. It gives us more options to
play it, that's for this. In our subsequent lectures, we'll be looking
at these details, then we'll be experimenting. What we've just learned
and what we will learn in the future on practical
projects, real life projects. That's it for this lecture.
4. 03 Layer Properties & Animation: Hello and welcome back. In this video, we're
going to be looking at layer types and animation
in after effects. We're looking at the
different types of layers in after effects
which we have to work with. Also, we're going
to be exploring how the whole idea of animation
works for layer types. Coming to the layer menu, we see new layer on a new layer, we are able to see the different types of layers we have to work
with after effects. First of all, we can
see the text layer, we can see a solid layer, we can see the light, the camera layer also then the null object,
the shape layer, the adjustment layer, the
content aware fill layer, the photo shop file
layer, and the cinema. For the layer, we're going
to be using most of them, but there are a few
which we're not going to cover in this course to
access these layers. Also, we can also come to our timeline and
then write Click. When we write click,
we see discussions, see the new layer. Let's just create a text layer. For example, we can see that
this is our text layer. Now we can type, let me see, Hi guys, just
created a new text. Let me see little bit
and change the color. Now I changed the
color by clicking on the color on our
character panel. We can see that we have
a text layer here. You can see that we
have a text layer. And this is a basic example of how a text layer
should look like. Coming here again,
when we write Click, we can also create
a solid layer. Let's this color. Let's
choose this color. We consider the solid, it automatically the
size of our composition, that one line, 20 by ten TP. And you can see a few,
a few options here. For the solid then. Okay, you can see that now
we have a solid layer. Let's bring it below our text layer and go
back to the composition. Let's just change this
text layer to right. Let's change the
font. Let's change the Pontuallylet's Any fund. Let's use this one. Like it, let's use this font. Use the see. We have a text layer
now and we have a solid layer Also we
have a ship layer. After you create a ship layer, you're not going to see
anything on the view ports. All you then need to
do is take a ship and then draw out the
layer you like ships. The ship you'd like to have as the ship or rather the ship you would like to
have on the ship layer. This is an example
of a ship layer. Then when you come to
new a null object. Now, a null object is a null object just
as the name implies. A null object is usually
used to control stuff. We can, we can
parent other layers to the null object to give
them a similar transformation. After we parent them
to the null object, all we need to do is just do our transformation
on the null object. It's going to affect
all the other layers. That's basically
it for the object. We have the adjustment layer. Now the adjustment layer, an empty layer, as you can see, it's also an empty layer. On this layer, we can
actually add effects. We can add effects on
our adjustment layer. Let's assume we want
to add this effect. Let's assume we add this effect which is hue saturation
adjustment layer. When we tweak our
effects, it's going to. Everything under the
adjustment layer. That's basically it for
the adjustment layer. It's basically used
to add effects. You might don't want
to add the effect directly on that layer, so you just create
an adjustment layer and deposit the effect
on the adjustment layer. Basically, that's it for
the adjustment layer. We have the camera. The camera works with tread. Okay. When you have the camera and you want
to see it at work, you have to enable treat
for the objects beneath it. Now, you can see that when we play around with the
camera. You can see that? Yeah, you can see that all the other
layers which are treat, are being manipulated
in tread space. That's basically
it for the camera. When you come to the light is
a light just as it implies. But again, it works
only with treat layers. You have to enable the layers. Now as you can
see, the light has been applied to the
layers that are treated. We can see that we have the transformation
here for the light layer, just as we have for
all of the layers. We also have light options. Now here we can choose
the type of light. As you can see, the
changes have been made. As I choose the type of light, we can also edit
the intensity of light apart from the intensity, the color, the
color of the light, color of the lights
apart from color. We have the clone angle, the clone feather, and
so on and so forth. These are just the options for
the light layer basically. I think that's it for
the layers so far. In our further
lessons, we're going to actually look
into these layers in details and then learn how to use them in real
life projects. I'm just going to delete
these layers here. Going to delete them as to
create a simple animation. As to create a simple animation, the animation we're
going to create, first of all, let's
have a solid. Let's have a solid with
the initial color. Okay, let's lock it, because we want it to
be our background. Then all we would do now is just create a shape layer,
the ship layer. Let's create a circular ship. I'm holding down shift to
have this even sizing. Okay, yeah, can see we have
our sheep layer right now. I don't like this
color. I'm just going to get a better color. Yeah, let's see,
White. White would do. Should I change the stroke? Let me just change the stroke. Let's see, This
color as a stroke. Yeah, this is a ship layer and we have a field
color of white. We have a stroke of this color of the stroke width
is 40 pixels. What we want to do is we want to create a simple, very
simple animation. Just for you to have an idea
of how animation works. Okay, right now. All I'll do now is to bring
up my transformation options. And as you can see, besides each of these options, we have this stopwatch icon. Now this stopwatch icon is
what enables us to Mit. Whenever we want
to admit we have to enable this stopwatch. This stopwatch, for example, I want, I want to create
a simple animation now, and I want the object to come from the side,
from the left side. Okay? All I need to
do now is to take it to the initial position
where I want it to start to start coming from. Now you can see what I'm doing, all I need to do is to click on this stopwatch icon,
besides the position. Click on this icon, we can see that a
keyframe appears here, a keyframe appears here. And I move my time to where I
want the admission to stop. And then move my object to
where I want it to stop. Okay, when we play
our animation, we can see that our object is moving from the start
point to the endpoint. That's basically the idea of
animation in after effects. Okay, let's reduce the
size of our movement, 1.5 roughly 1.5 seconds. I think that's still, Let
me just make it a second. All right? You
will make it less. We can see, you can see the
admission in plea, right? So this is the admission. But of course, our
admission looks boring. And there is one thing
we can do to make our admission more interesting
and more realistic. Actually, when we
select our key films, let's right click on them and
go to key film assistance, and then easy when. What happens then is that our animation
goes more naturally. Our animation goes naturally. As you can see, our anission
goes more naturally. We can actually edit the key films by clicking
on graph editor, so it is the graph editor. When you come to
the graph editor, you might see it as
it is on my screen. What you want to do
is you want to write, click then just check this. Then a click on
speed graph rather. When you click on speed graph, you then see the speed graph. You can select the key films. And let's assume we want it to start slow and then end fast. It's going to start slow and end fast. That's
basically it. Animation. This
gives you a rough or a basic understanding
of how animation works, especially in after effects. Okay, with this, we've
come to the end of our lecture on layer
types and animation. In the next lecture, we're going to be talking about shape layers and masks
and so on and so forth. Hope to see you by.
5. 04 Shape Layers & Masks: Hello guys, welcome back. In this video, we're
going to be talking about ship layers and masks. Ship layers, layers on
which we have our ships. We spoke about ship layers
in one of our lectures. In this lecture,
we're going to be looking at them indepthly. We're going to start
with a new composition. So I'm going to
make my composition 1920 by 1,080.30
frames per second. I'm going to open it. You have to know that these are the tools used in
creating ship layers. We have the rectangle,
two rounded rectangle, so we have the ellipse
two to have the start to. We also have the pin. The pin is used to draw
out ship layers in case you don't want to
use these tools. Okay, then we use them for ship layers
and also for masks. Okay, it's possible to
have multiple ships in one ship layer that they have similar
transform properties. It means you can
use that layer and make transformation
to put ships. Okay, let me give
you an example. This is a ship layer. This is a ship. As you can see, the new ship layer
has been created. Okay? This ship has a stroke of 40 and
has a color of white. Let's just make it blue. Let's just see a stake of
this color then color blue. If I still click on
the layer and then draw out another ship, we can see that this ship is now inside the same layer the
first ship was created in. There is no new
layer for the ship. We can do this and
create multiple ships. All these ships I'm creating
now just keep being created inside the
inside the ship layer. They're going to have
the same stroke, are going to have the
same field colors. Even though we're still
going to be able to edit their individual properties,
such as individuals, as you can see, as you can see, we're still going to be able to edit their
individual properties. So this is for you to know,
just for you to know, apart from having the
ships in the same layer, we can also have them
in different layer. When I unselect the ship layer, then come and throw
out another layer, another ship rather, it's then drawn out on a different
layer, on a separate layer. You can see that right
now we then have two layers with two
different ships. Okay, this feature gives us more flexibility when
working with ship layers. Right now, I'm going to, I'm going to have different ships. I'm going to have
different ships. I'm going to have the polygon, I'm going to have the
rectangle ellipse and also the polygon in star. So that we see the different
properties individually, let's just have them
all in the same layer. This is rectangle ellipse. We then have the polygon
to the polygon ship, then we have the star. For the last ship, I just
want to draw a custom ship, that's a random ship. But I want, I want to have
it on a separate layer. Another method of
creating the ship layer, like I said in the previous
lecture, is common layers. And then the shyer, when I create the ship layer, it creates an empty ship, Lia. Then I can come on early
and then fill in the ship. I want to be here. Let's just draw this ship. We have the rectangle, the ellipse and polygon, and star tools, ships
all in one layer. And then we have this
custom drawn ship. Another layer. Let's start with these ones. When we open up the
options for these ships, we can see that we have a similar transform
property here. With this property, we can change the position
for all the layers. We can change the anchor
point for all the layers. We change the scale
for both layers. We can do them universally. We uncheck this box and then the manually separately
that's changing the height separately
and the weight separately was going to
undo link them back. We can rotate the ship layer and it affects the whole ships. Then we can also reduce
or increase the obesity. Okay, that's it for the transform property which
links the four ship layers, this transform property
belongs to the four ship. Any transformation you do
here is going to affect all, all the ship layers. When you open the
individual ships, we can see that each of them
has a transform property. Apart from transforming them using the ship that
connects them all, you can also transform
them on their own. This gives us a great
deal of flexibility. Now, this is moving on its own. We have an option for
the scales for skew. See the effect that
comes up with the skew. We have skew axis,
we have rotation, we have obesity and
so on and so forth. We didn't have field, okay, This transform property is just similar with each and
every one of these ships. Similar with each and
every one of these ships. Okay, We can see that each of them has
the transform property. Then right now for
the star ship, we can open star path one. Then we see the properties
that are available. Starship. You can see that right now there's a property
for the points. We can increase the
number of points, the reduce the number of
points. A lot of things. You can create different
different effects. Complex shapes, you
can move the position, then inter rotation,
then the inner circle. You can see the effect
that this gives us. Apart from that, the reduce, the inner reduce
rather inner circle, then the outer reduce. You can see the inner roundness. These are available
with star, star ship. You can see that for
each of these options. Here we have the stopwatch icon, which means all of them can
be animated individually. And we also have the
parent stood here, which means these properties
can be parented to other ships or other layers
or objects in the scene. Okay, we also see that
for the star shape, we have the color change the stroke color,
change the stroke color. Then we have the obesity. Then we have the stroke with and see how everything
is changing right now. We have the dashes to
create, to create dashes. And then we then can choose whether we want a round
cap or a projecting. We have a whole lot of options
here. We have the offset. All of these things
are animitabpp, which makes one end slimer
than the other end. Let's just remove this dashes
so you can see the past. See the effect, it applies here. We also creates very
nice effects with this. Just close this. Basically that's it for this. You see also the field
color can be changed, the opacity for the field color. So that's it for the
police or the star ship. We're going to go into
the polygon ship. For the polygon ship, we see that it has the
transform property too. It also has the points. You see that you can
also edit the points. The rotation rather
the position, the rotation, the inner circle, or the inner reduce.
The outer reduce. Let's include the points. Basically, we also have options for the stroke
and the field color, the stroke color,
and the field color. It's basically almost the
same as the ones we have in, as the options we have for
the star, for the star ship. Right now, the rectangle, you can see that the
options available for the rectangle are
the size, okay? This icon links the width
to the breadth, okay? When we check this, we can
modify the sizes separately, position the roundiness, see that we can make rounded
edges with this option. Then one thing I didn't mentioned in the
other ships for the stroke, we also have the
blend mood option. If you're familiar
with Photoshop, you should know
about blend moods. These blend moods give us very cool effects,
very nice effects. You can see some of the effects. Let's we are getting
the blend moods. That's it for the blend moods. Then we have the composites above or below the field color. We also have the color, okay? The opacity, the stroke width,
and so on and so forth. We also have the,
the dashes, okay? So you can create dashes. Likewise here to animate them. See, you also have the tipper. Have the wave, you
see the effect that this wave option gives us. Here it has the wavelength, what's happening as a
result of the wave option. All these options are very cool and can be used
for our animation. You have the field and so on. Basically, that's
it for these ships. For this other one, the
custom shape with you, you can see that it has
the transform properties. Also the transform properties
does the anchor point, the position, the scale, the rotation, the obesity. Then it has the contents. Now this content has the
path option with this shape. Animate the paths to see and contribute. When we clear our animation, you can see that, you can
see that it's an emitting, let's just delete
the key frames. Then we have the stroke, we have the field, color
and transform properties. Okay, that's it for
the ship layers. We've just explored the
properties under the ship layers. In further lessons, we're going to work more with
these ship layers. Okay, so right now we're
just going to delete. The ship layers and
then talk about masks. Let's go on and import an image. Let's import this image. All the project
files will be made available for you so
you can follow along. First of all, let's
create a ship or let's create a solid.
Let's create a solid. Let's create just solid
With the symp tools, we can just draw on the solid and you can see
that we've created a mask. Okay, we can create a mask on the solid by
just drawing on it. This can work also for image. This is one of the ways
we can create the mask. Okay, let's also just double click on this to
create a ship layer, ship layer without a field. And still select the
circular option. What I want to do now
is I want to create a mask on this ship layer. You can see this option
here, These two options. When this option is turned on, it means you can use this
tool to create a ship. When other option is turned on, it means you can use
it to create a mask. You can now use it, you see, to create a mask on the red rectangle
ship we just created. You can see that we've made
the mask on this ship. These are just ways through
which we can create masks. Okay, let's also create a new composition
from this image. Let's go to Composition
Settings and make sure the
composition is black. The composition color is black. What we can do right now, let's just click on the ellipse to you can
see that a circular mask has been created
around this image. What I want you to do
right now is come on the mask and open
the mask option. For the mask options
right now we see that we have the mask ship. We can actually key frame it. And then it the ship. That's the path of the
mask, the mask feather. This we can see that we've
edited father with the mask, so we see that it becomes soft. Okay, then the mark obesity
and then the expansion. These are some of the things
we can do with the mask. We've created more
of infinite effect on this image using the mask to. Likewise with the compositions, we can also work on the masks. Let's just press
on the M button. It's a shortcut for mask. The mask options
will then come out. You can see the Marks
path, then faders. See that we add the father. Then the OpCT expansion. These are the options
available for the mask. We can still do the same
with this oneCT expansion then basically that's it for
the masks for this ship. If you observe, you will
see this option here is no. These are what we
call ship modifiers. We are going to have
a separate lecture for ship modifiers,
Separate lectures. A series of lectures
for ship modifiers because we add very cool
effects also to our ships. And when you master
how to use them, you're going to be a very good motion designer
with after effects. That's it for ship
layers and also masks. The next video, we're
going to be looking at effects and layer styles. I hope to see you there.
6. 05 Effects and Layer Styles: Hello guys and welcome back. In this video, we're
going to be looking at liars, styles, and effects. I want us to just come here
and import some images. So like I said before, all
the project files will be available to you so
you can follow along. Okay, if you're familiar
with Photoshop, you probably know what
liars styles are. Liars styles are some effects
you can apply to your ships in Photoshop and likewise,
likewise in Orito. Let's change the
color field color. Hellas this P right now I have this saying, hello. I'm going to apply some
layer styles to it. So you can see how
layer styles work. In order to apply layer styles, you come here and then
you click when you left. Click to layer styles, we have drop shadow,
we have inner shadow, we have outer glue, we have inner glue, we
have imposed in Pv. We have satin, we
have color overlay, we have grading overlay.
We have the stroke. Let's start with the stroke. When we apply this layer style, we see that stroke is
then added to our text. When you come under our text, you see that a new option here appears which
says layer styles. We then see blending options. We see stroke on the stroke. We can change the stroke color. Change the stroke color. You
can change the stroke size. You can change the
stroke obesity. Then you can change
the stroke position, whether outside or
inside or in the center. That's for the stroke. When you right click
and come again, you can add gradient over
the gradient overlay option, then fills in text. You can choose a blending word. It's going to blend with
the existing color. Okay. And then you can
edit the gradient colors. Presently is black, where
you can add your color and basically do a
whole lot of things. Then the obesity you reduce, They then the gradient
of smoothness, then the angle, the
angle to the reverse. It reverse just by clicking, but in here and the
gradient style, you can make it linear, Particular angle then
reflected and then diamond. All of this give us very
exquisite effects on our text. Then the scale, you can
see what's happening here. Then the offset, that's options. Let's look at another option. The color overlay adds a color
field color to our text. It also gives us an
option to blend. Okay, we can try
different blending modes. We have a lot of
blending moods and you give us very cool effects. The color can change the color, Continue, obesity, and
so on and so forth. That's it for the color over. We then have the Satine. This is the certain, gives us, as you can see, gives us a trey effect. You can change the angle. All these options are imitable because we
have the key frame, the stopwatch icon beside them. Any option you see,
the stopwatch icon beside is animitable, can also change the distance. And the size. You can invert it. I
think I like this. What other effects? What
other liars style can we add? You can add the pevlmbos. We see what the pevolboset effects are. Very cool guys. Very cool effects.
I'll advise you to go ahead and play
with these effects. Go ahead and play
with these effects. You can achieve amazing
things with these effects. There are a lot of
options to choose from. Went have in glue. We see that it adds a glue
to the inside of our text. Noise Like you can change
the color of our glue, make it a little yellowish. You can increase the size, increase the range, the jitter, and so on and so forth. We also should add out, out Led, the out, out glue. It gives a glue to the
outside for a text out, out. Of course, we don't need all these effects on a single text. I'm just doing this for
demonstration purposes. We can now add the drop shadow. We see that the drop shadow
option gives us a shadow. Or add a shadow to O. This is our shadow. So this is what we've
been able to achieve with layer styles. Right now. What I want to do is do a little animation.
Do a little animation. But first of all,
I would like to delete some layer
styles because, because I don't need
all of them and we just make our work heavy. Let's delete, let's
delete the color over. Can just press delete. Let's delete the St
in the outer glow. Let's delete the drop
shadow. All right, sorry. Okay, so we've deleted the drop shadow.
Here's what we have. What I want to do is to
create a little animation. Let's press on for position
I just want the text to, I want the text to be in this
position after 1 second. Then it's going to
come from here. Let's select our key
films and easy ease. Then go to our graph editor. I did the graph cove
in a little bit. Let's start slow and
then end F. All right. Let's just, I like
this effect a lot. What I want you to do right now is come here and then let's create a rectangle.
Let's create a ship. This is, this is our rectangle. Let's make it blue, then bring it down. In one of our previous video, I spoke to you about
the tract option. What we want to do
is we want the text. Come from here, that's where
our rectangle ship starts. And then, yeah, we want our
text to come from there. What we're going
to do right now, we're going to
come here and then click on this too. Switch mode. What we are then
giving an option, we just come here and
the cl, alpha inverted. With alpha inverted, we see that our test comes of from here, and then our ship
layer is also hidden. So we can see this is a cool
effect I want us to achieve. I feel like maybe making this elizibitsitinal key film elizibits editinomisther
Liz bits, just that is it for Lea Styles and
others to just creates a new composition so we can talk about some effects. Let's bring in this image. There are a lot of effects
in B after effects. Of course, we are
not going to look at each and every one of them, but we're going to
look at some of them. First of all, I want us
to come to generate. Then look at the Field option. You can see that this option
feel our image just a color. You can apply this
field to an image, to a text, to a shape, to whatever layer you
want to apply it to. It's just going to
work for this effect. Let's just delete it. We have
our image back right now. Let's see what again
we can add from here. Of course, we're going to look at a lot of effects during
the course of this course, but for now, I just want to introduce you to a few of them. Okay, let's look at
color correction. Let's look at color correction. Let's look at this one. See the effect it adds our
whites brighter whites, and our blocks blacker. Then you can also blend
with the original. You can also the levels, can see the effects
that we get our levels. There are countless of things
we can do with effects. Let's come to color correction. Look at the ten. Okay, this image
is almost black, so you're not going
to see any change. But we're going to look at the
tins with the other image. Let's look at an saturation. We can find situation
this is human saturation. Can incre saturation too much. You see the effect, create the lightness. I like this. Let's go to effects again,
in color correction. And check the metric color. The lumetri color gives
us a lot of options. If you're familiar with a
premier, you know about. The lumetric color correction, the lumetric color ployging, we can do a changes, add a whole lot of effects
with this amazing ployings. Mostly important for people who are very interested
in color grading. I'm just doing this to, so to give you an example to show you
how effects are added. If you don't want to add these effects directly
to the image, you can come here and then
create a new adjustment layer. And instead add the effects
on the adjustment layers. These are some of the effects. Deletes ajustmentIink. Let's just delete most
of these effects. You can disable the effect by
just clicking on the icon. Here we can see that this
is our original image. After adding human situation, we get this after adding levels, we get this after adding
color, we get this. I tend to like the
outcome of this. Let's just open a
new composition. Let's open a new
composition rather, And then import our final image. This is our final image. Let's make it 108 Ts ten. Let's uncheck this.
It's just like this. And then let's click
on Skill Skill. So let's add the tent
effects correction. Why don't I? Okay, as you can see, the tint effect
removes all the color from the image and then mix it, the black
and white image. You can actually
change the colors by just clicking on this icon
here, change the colors. You can see the effect
this gives us O. You can reduce the amount or increase the amount
just how we want it. Let's just. And you can also
swap colors. That's it. About what are the
effects you will look at. Let's look at transitions. Let's, there are a
lot of transitions, so I'm just going to look at the transitions are basically transitions to transit from
one composition to another, from one image to another, from one scene to another. You can also reduce
the change the angle, change the angle,
change the width of the blinds, change the feather. Right now what we're going to
do is we're going to create a master composition where all these other compositions
will be added to. Then we're just going to make a little animation with them. Let's bring in this
composition by dragging it here and then just
increase the size a bit. Bring in this other composition. What we want to do, we want
to create a transition between decomposition
and decomposition. First of all, I want
you to just come to your scale and make a key frame, then go to 2 seconds
and make it like this. It's going to scale
gradually and we can easy ease our key frames. I want you to do the
same second composition. What we're going
to do, we select key frames and then
control C to copy. We come to our second
composition and open K, then control V,
it's going to piece the same animation we have here. We're going to pre, we're just going to drag it like this, then come here, go to it
and then split layer. We split, we then cut
this long composition. We can delete the
first composition. We can see that the
first composition translates into the
next composition. What I want to do is I just
want to increase the size. I just want to modify
the size, the skill. What we want to do
right now is we want to use one of the transitions
in after effects, probably the twister
to transit from, from this scene into this scene. At this point we just want to create a K film here and then then make it 100 K. Just open our effects action here and then create this, you know what, I don't
like this effect, I don't like the twista. I'm just going to
delete these effects. And then add another
effect, another transition. Let's add the blind. The blinds transitions. Ni blinds. Let's here, then 100. Actually, let's tilt
the direction a bit. This will do. Let's easy
ease our key frames. Here you can see
that we've created this transition from
our first image into our second image. The last thing I would like
to do is bring in our text. So this is a text
composition, I guess? Yeah, this is a
text composition, so we're just going to drag
it in here and drop it here. What I want to do is
just change the colors our text bits because it
doesn't blend with our image. Go to liars styles and then make the color
a bit brighter. Maybe remove the gredyent
yellow. Let's see. I think I might need to change the color brighter. We can see that this works
better now. Okay, that's it. So this is just what
we've been able to achieve with our
layer styles and also our effects come
here and do this. That's it for layer
styles and effects. This project will be
made available for you. All right then. See you
in the next lecture, bye.
7. 06 Rendering: Hello guys and welcome
to this new video. In this video, we're going
to be talking about, or learning how to render
our videos in after effects. Rendering is
basically the process you undertake in order to export your work or your video or your animation
from after effects, so as to be able to play on other devices such
as your computer, your phone, on Youtube, online, and so on and so forth. To render after effects, all you need to do is to come
to file and then export. And to render Q, when you click to render Q, it then adds the work
to the render Q. Now you can just
come here and then click Select where you'd
like to see your work at. Here I'm going to just VT and then you can type
in the name of the file, which here I'm going
to write render test. Once you type in the
name or once you write in the name of the file, you just click Come
here to the Settings. Now we see that the name of the composition
is composition four, and then the quality
is the best quality. So you can choose
the best quality. You can choose the draft
quality and wire frame. You can choose the
resolution as full, as half, as third, and so on and so forth. And you can see that the
size is 1920 by 1080. Then that's basically it, We can just click okay. And then here the output module. It's another set of settings
where you can choose the formats you would like to export in for now,
it's quick time. Then we have the formats. We have the PNG sequence where
it renders out PNG images. That's a sequence of images
based on the frame rates. If we have 30 frames per second, it's going to render 30 images
for 1 second of movement. So that's how the PNG sequence works and Photoshop
sequence also. Let's just choose a quick time. We just choose K and
then click on Render. When you click on Render, it
starts to render your file. We see that the
rendering is done now and we can now access our file. Now this is the file we've
rendered and we can see that it's 71.6 MB of size. We can see that it's MV. That's quick time format. 71.6 MB is quite
a large file size for the level of admission. We can see that the admission
is just for some seconds, but the file size is large. What we have to do now
is take it to a software like Premier app and render it out into a format
which can be used on our phone or on
our other devices. Here in Premier app I'm
going to to fail and create a new project and then name it. Tests, Render. Okay. Now what we need to
do is drag in our video. We drag in our video into after effects and
allow you to import. Let's come on the
video right click and new sequence from clip. It uses the settings. We've exported our video in
Create this new sequence, you can see it in Premier Pro. All we need to do
now is come to file and export the
media or control M. You can choose format, this is empty four format and
much source high bit rita. This will do and if you like you can render at maximum depth. Basically that's to you choose your output and see
if then you export. Our video has just
finished exporting. When we go back to, when we go back to our projects, we see that this is our test. Under we see it's just 5.87 MB. Now we can see that it plays very perfectly or very smoothly. Okay, That's it for this video. See you in the next by.
8. 07 Classwork 1 : Hello guys and welcome back. In this video, we're going to be creating this simple animation. So this is a class work for you. I would like to see how
you go about it after I put you through or guide
you through how we created. Okay. You can just share me your projects and
that'll be cool. To start off, we're going to start with a new composition. So we're going to start
with the new composition. We're going to call it
comp one then 1920 by 10,829.97 fumes
per second, okay? So right now I'm just
going to create a new solid then choose this color. This should do, okay. I'm just going to
see the project. I'm to see the projects, you can access
this project file. I'll make it available for
you so you can follow along. First of all, what we're
going to do is probably local background and then
create a new ship layer. Now on this ship layer, we're going to come and choose the rounded rectangle and
create our first ship. This is our first ship, our first ship for the color. I think we should
modify the color bits, make it something like this. This will do. Let's let's
and see how close we are. Maybe I adjust the
color quite a bit. Yeah, something like
this would do then. Okay, let's try to centralize our anchor points
with the anchor point tool. That's it for the first ship. For the next ship, I'll just use the pin to draw a custom ship. To draw a ship like
this can complete it. This is our custom ship. For the round rectangle, I'll just maybe
edit the roundness. Maybe make it a
little bit round. Yeah, a little bit more round. And this should do.
We have two ships. Okay, We have a two
ships right now. We're just going to
create the tires. We're going to create the tires. So we're going to
create the tires on a new ship layer for the tires. I'm going to create something. We'll have to choose
the ellipse tool and pulling down shifts create the tire
something like this. Then for the color, maybe we make it blue, right? I think it's blue. It's blue. We're going to make it blue. Bring it to this point. I personally think we
should probably increase the hold down shift again, going to increase the size, maybe not this much. That's it for the circle or for the first ellipse
representing a tire. What I want to do is centralize the ankle point again
for this layer, for this ship, bring
the anch point here. We then come into
the contents for the layer under the layer and select the circle from here. And control to duplicate it. The inner part of the
circle holding down, we're actually going
to duplicate this one. Control D, it's
supposed to be not inside the ellipse
one like this. Now we can reduce the
size for the field color. We're going to make it without
the field color stroke, we're going to make it
something like this. Probably increase
the stroke of bits. And then, and then
create or create dashes. I think something
like this should do. We have our first ships
and we're going to duplicate these ships right now to create the second tire. We're going to control D to create the second
tire and drag it out. To this point, these
are our two tires right Now what I want us to create
next is this rectangle here. This rectangular ship
that serves as a shadow. It's going to be in the same ship layer as the
tires come to our rectangle. Just create something
simple for the, we don't need a stroke for
this and for the feel color. Let's make it black. Then let's take it under our last ellipse. We can also reduce the size, the weight, the heights, also the transparency. It becomes a little bit more transparent like real shadow. Ok, I think this will do, this is what we have now. First of all, I think I would
like to animate the shadow. I'd like to animate the shadow. So I'm just going to come to the rectangle
transform here. I'm going to come to the first, second and create a key frame
for scale first second, create a key frame for sale. And then go to the zero second, link the sites on, link the sides, and
then this zero. This is what we have. I think the admission
is a bit slow. Let's adjust the key frames. Select your key frames. And easy ease. Yeah, I think this is good. This our first anission
here for the tires. Let's stick people. So the tires need to be rotating right from
the beginning. Okay, I'm just going
to come to the first, second two for the tires. I'm going to select them
and create a key film for rotation to select them. And come to transform
and rotation. Create a key film and then
go to the initial time, or the zero second. And let's make this three. Let's see, this is what we have. Select all our key frames. Here with the ones we
have here and here. Select all our key frames. And easy is then. Okay. I'm pulling down, shift to select multiple. So we want a rectangular ship to appear a bit litter. Yeah. Good. So I think what we
have here is it's okay. So right now we're
going to limit this to come from under e, it's going to come from under. And then the car, you're going to start moving. Let us come to our
transform, okay, transform. Then go to the position
we can hit for. That's this time and are the key film
on our position. And then go to the
initial time zero second, bring it here, this
is what we have. Let's easy, that's good. Cyto graph editor to do a little adjustments
to the speed curve is something like
this Should do. From here on. We like our car
to move out of the scene. To move out of the
scene like this. That's what we're going to do, so that's what we
have a bit too fast, something like this
will do right now. All we need to do
is come here and just tire ships
to our main ship. When we p this, you'll see that our ship
will follow our tire, ships will follow seed. Right now what's left
is to just animate the rotation for the tires as the main ship moves
out of the scene. Okay, right here, All we need to do right now is just
come on to the tires. I do want to add
a key film here. Here. Here, also in here. So let's just kind
of select them. When you're working with
too many layers like this, it can get quite confusing. I think we have to also
do the same for this. We have the new key
frames on all the layers. We don't need it
here. Just delete this one. This is
what we have. Okay. Then we're going to come here and increase our
rotation to, let's see, five year, Let's make this five. Let's five here again, symptenre. Let's see how it. Yeah, so this works perfectly and I think we've
made progress with this. We have our animation, our very simple car animation. I want you to go on and create something similar to
what we've created here. I'll like to see what
you come up with. Okay, that's it for this video. In the next video, we're
going to be working on our next class work, seed.
9. 08 Classwork 2: Hello guys and welcome
back to the course. In this video, we're
going to be creating a logo animation,
something like this. This is basically what
we're going to be creating from a PNG logo. We can see that this
logo animation has different parts of the
logo animating separately, even though we're going
to be using a PNG image, which obviously has no layers. I'm going to show
you how possible it will be or how
possible it is to make a logo animation like this with different parts
of the logo being admitted. Okay, so right now we're going to create
a new composition, then call come two with
1920 by tent square pixels, 29.97 frames per second. And then, okay, let's create a new solid
for the background. What I needed to do
right now is to come and get this automated
effects logo file, PNG file, You're just going
to come and import it. You're going to import the
PNG file and have it here. We just bring it into
the composition. Drag it into the composition. Let's reduce the
size and bring it above our background,
layer, background. Let's lock our background. And now we have our logo. Okay, we're going to
duplicate this logo several times because we want to mark out each and every
part of the logo. We can see that the logo has different letters and
then different shapes. So we're going to
mark out each and every part of this logo. First of all, I'm just going to duplicate it a
couple of times. I'm going to just of
the other layers. Let's start from the top. Okay, let's pick our, our rectangle for this one to mark the rectangle or
the square we have here. After we mark it out, we need to then bring in the anchor point for
this layer to the middle. Okay, So that all
transformations should happen from the middle. We have it for this layer
and we can just open the next layer and do the same. Yeah, and then for
this next layer, you can do the same for
this side of the logo. So let's just make
this a bit similar to what we have on
the other logo. Yeah, so now we're going to do the same
thing for this ship. Don't forget to always bring the ankle points to the
middle of the layers. Okay, For this year you need to bring the
ankle points here. Let's bring it cheer, this
other one to bring the cheer. We have this. Now we're going
to duplicate more versions of the logo and continue
from where we stopped. I'm going to just fast forward the video and mask each and every part of the logo and come back to the
video after I'm done. Okay, we're done masking out all our ships right
now we're going to go into the animation of our
individual ships. Give us the logo animation
we are trying to recreate. Okay, we're going to just select all our layers and hit to
bring out the position. Let me go through the files
to the layers and see if all our anchor points
are in the right place. Okay, let's bring this one. Yeah, you should just try to make sure
your anchor point is in the middle of your ship. This one is in the middle. We have all our
anchor points intact. We select all our ships, and let's come to
the first second and create a key frame. Then go to 0 seconds. All we need to do now is
to change the positions of our different elements starting from holding shift and
starting from this. We want it to come
from the right side. We're going to take
it to the right side. We want to also come
from the right side. We're shift and take
it to the right side. We want the D to come from
the right side too. Okay? We're going to do
the same thing for then do the same for them. For we do the same for the same, then do the same for,
and the same for. Finally for A, we want it
to come from the bottom. Take it this way, when
we play our animation, we see that different
layers come like this, K. Let's select all
our frames for now, then let's ease them. We're just going to leave
them like this for now. This is what we have.
Let's just finish up the other elements or the
other parts of the animation. Let's take a peep for these two parts. We want them to o
for the position. We want this one
to come from here. I want you to come
from here also. We want this guy to
come from here also. It's going to be
something like this. Then what we're going to do
for the two elements again, is that we're going to create
a key frame for the scale. We come here and make
them and make it zero. It's going to start
very small and come to this again
for the rotation. We want to have a little
animation on the rotation here. We're going to 18
degrees, okay? So. One of them has to be
minus itching degrees, That's this one has
to be minus itching. Yeah. Ts to be -18 degrees,
this is what we have. And then we're just
going to select all the key films for these
elements and easy edem. Right now we're just
going to play with our graph edital bits to make
the animations come to life in order to save time. We are not going to make sure we achieve something
very similar to that. You can also tweak for
yourself and try to achieve something very
similar to that if you want, but for the sake of time, I'm going to go on
do other things. Okay, that's it for this part. We're then going to
the top part. Okay. For these parts we're
going to it the position. First of all, just
like every other part, we're going to put
a key frame on. The position will have
to come from here. This one on the needs from sides, from the left side
physically, that's it. We're going to select our
key frames right now, right click and easy. And
this is what we have. We're also going to
with the skill of value for the layers
when we come here. Then we then create our
key frame for skill. Then come to the zero
second and make it zero. So this is what we have.
Key frame assistant is. Let's play with the graph bits. Yeah, so this is what
we have so far now. We need to create offsets. Didn't just appear
at the same time. All appear at the same
time we do presently. But before then, I want us to make more adjustments
to our key frames. So let's select these key films and come again to
the graph of it. Make. We're now going to create
our offsets so as to achieve chance to achieve
something similar to this. Okay, so for that reason our first layers will appear last from under and
also from on top. So this is too, so too slow. What we want to do is bring these guys a. So I think I like
what we have so far. Now we're just going to go on to do some more modifications on the other elements
of the logo. For these other ones, I think I think we should the easy ease. Let's redo their easy. I perform those, these
ones at the bottom. Let's just give you answers. An easy is again, then from here, something like this. Then let's go to the skills. Let's go and see if we can make the skills look
something like this. Yeah, I think we are
achieving progress. So something like
this would do know for, for these elements. I want our letters
to come first, then the elements will appear letter and I don't want this guy to come last. Yeah, so I think we'll go with this. So you can see that
the process of local admission has
a lot of twekins. Just to achieve what you want
to achieve what you want, you have to do a
lot of tweak ins. You have to check
a lot of options. Then when you get the one you are okay
with, you stick with it. We're just going
to use this now. I'm using the U to all our opened layers to close the
transformation properties, all the key frames
of our open layers. You see when I select
them all and then press, you see it opens
all the key frames. When I press again, it then the layers. What next we need to
create a null objects? We need the null objects to take care of some
transformations. We then now select
all our layers and parent them to
our null objects, so that our other
transformations will be done on our null object
and it's going to affect all our layers
at the same time. What we want to happen, we zoom effects, we are going to open
scale, no no objects. Then let's, let's see, 2 seconds and create the key frame and then
come to 0 seconds. And let's, let's make this 500 for now. You see that our mission out, I think of this 500
could be too much. Let's make it a 400 easy ease. And it's like this. Let's make it as long,
see what happens. Let's meet 3 seconds. We come to 9 seconds kits, so we have this out effects. Finally, I want us to create a blow effect to come to layers and create
an adjustment layer. And then come to effects and
presets and type in glow. We're going to use the, the Gaussian blow see the
Gaussian blow effect. So come to effects control. So this is what we have now. So we're going to come
to effects control mice, our blurriness to make our blurriness, Let's see, 70. You're going to start here and then create a key
frame for blurriness. When we come to the second, make our blurinesszo, see
that it's blow out first. And then as the
bluriness feeds out, let's click on Repeat Ages. Get rid of the, we can just hit you to
view the key film, the key frames for
the bluriness layer. Let's easy ease these key films. Basically, that'll be it for this video and for
this logo mission. Basically is the process I
followed to create this, the first logo admission. Now we can just trim our
composition by coming here and dragging it down to the point where
we want to end. Let's say 10 seconds. And then right click on it
and trim comp to work area. We now have a 10 seconds
worth of an emission. That's it for this lecture. In subsequent lectures
we're going to be diving deeper into animation
principles of animation. And so on and so forth
in after effects. So stay tuned by.
10. 09 Principles of Animation: Hello guys and welcome back. In this video, we're going to be learning the principles
of animation. There are tough principles
of animation first introduced by two Disney
animators in the year 1981. These are Johnston
and Frank Thomas. They released the tough
principles of animation in the year 1981 based on
previous researches they did, and observations of animations that had existed
right from 1930. They actually introduced about 12 principles
of animation, but we're going to be
looking at only six of them. These principles
very important to guide us in achieving
very realistic animation. The first principle we're
going to be looking at is squash and stretch. Squash and stretch is arguably the most important principle of animation when applied
in our admissions. It gives our objects the
illusion of gravity and weight, and it gives us the imitation of gravity, weight,
and flexibility. For example, here we
have two balls bouncing, one has squash and stretch, and the other doesn't
have squash and stretch. The first ball has
squash and stretch. We can see that as it goes down, it stretches on its way going. And then as it bounces on
the table, it then squashes. That's basically the idea
of squash and stretch. This other ball has no
squash and stretch applied, but this one has
squash and stretch. One thing to consider
is squat and stretch, is that you make
sure the volume of your object remains the same during the squashing
and stretching. So when we look at
the scale values of our object here that has
the squash and stretch, we see that it has 100
hundred, 200 in total. What you have to make sure is that during the process of
squashing and stretching, your entire value here
has to add up to 200. You must have 200 throughout your entire
squashing and stretching. At whatever point we come. Well testify that when we add the first value
to the second value, it still gives us 200. That's the idea of
squash and stretch. The second principle of
animation we're going to be looking at is
the anticipation. Anticipation. What it does is it prepares the viewer's eyes for what's going to happen next. We can see that our first object here has no
anticipation applied, but our second object here
has anticipation applied, makes our movement
more realistic. We can see that the second object before it moved forward, it moved back a little bit
before moving forward. Move back a little bit, move back a little
before moving forward. That's the typical example. We can see anticipation
even in real life examples. For example, if
you want to jump, if you want to jump, you
have to bend your knees. Bending your knees is an example of anticipation for the
action which is jumping. That's basically it
for anticipation. The touch principle of
admission is staging. I'm just going to bring
it here. What's staging? Staging is more of
composition in design, if you know graphic design, you will understand what
I mean by composition. It means arranging
your elements in such a way that the
viewer gets to see the most important things
and gets to receive the message you want to pass
across very explicitly. Staging is very similar to that. In staging, we guide
the viewer's eyes and draw their attention very
important within the scene, towards important
within the scene. For example, if we play it, we see that this is an
example of good staging. We see that every element comes out at its appointed time. The objects do not
appear randomly or they appear one
after the other at the appointed time
so as to guide the viewer's eyes to
what's important. This is basically a good example of sting, of good staging. And then this is an
example of bad staging. Now we see that everything
is coming out disorganized. In a very disorganized manner, one after the other.
Everything is Coming out at the same time. And the viewer's eyes
will not be guided to, to what's important. That's basically it for staging. Then the next principle of
animation is follow through. This is an example
of follow through. We can see that when the object moves and comes to a standstill, the other part of the object
come to a standstill two. But not at the same rate
as the mean object. That's basically it
for follow through. We see that this gives us more
realism in our admission. It makes our admission
very much more realistic. Then we have the ease
in and ease out. This is an example of
ease in and ease out, what is easy and ease out to
understand is in and out. Let's use a car, for example. When the car starts to move, it starts very slowly
and then liter accelerates to the speed which the driver wants
to accelerate to. When the car is
trying to slow down, it goes gradually
from the high speed, it gradually slows down
to zero and stops. That's basically it for
easy ease and easy out. It's the same concept. Objects ease in and
ease out by nature. Moving objects have ease
in and ease out by nature. That also gives realism
if we remove in and out. If we make the objects, for example, this object here
doesn't have in and is out. So we can see how
very unrealistic it looks very unrealistic just moving on in street
line, just linear. It's not looking good at all. Is in and out gives
us a lot of realism. Finally, we have the C. This
is an example of the Arc. What is the Arc? As a principle of admission, when objects move in nature, they usually move in arcs. Take, for example, you
tossing a ball into the air. When you toss the ball,
it flies in the air. Before landing, it lands as a result of gravity
acting upon it. You observe that when
you throw the ball, it follows a neutral arc
path as gravity works on it for objects without basically
work this other way. We can see the yellow ball. That's how objects without work and you can see that
that's very unrealistic. Objects with Arc are
going to go like this. That's it for the
principles of animation and hope to see you
in the next. Bye.
11. 10 Keyframes: Hello guys, and welcome back. In this video, we're
going to be looking at types of key frames
in after effects. There are basically
about seven types of key frames in after effects. And we're going to look
at each and every one of them with examples. Now, the first type
of key frame we are going to be looking at
is the linear key frame. This is the most basic form of interpolation
in after effects. The most basic key frame, whenever you create an admission or whenever you
create key frames, this is the key frame you get. It's very mechanical
and there is no, no realism in the
linear key frame. This keyframe is indicated
by this diamond icon. Here is indicated by
this diamond icon. This is how the speed graph appears when you
create this key frame. Right now, I'm just going to create something
we need to create a simple animation to show you an example of the
linear key frame. So let's bring the anchor
points to the middle, right? Let's create
a key frame on the position for
the first key film. We're going to have
the key frame here. Let's have some frames forward. We're going to have our
first key frame here. And then we're going to move, we're going to move
some frames forward and have our second
key frame here. As you can see. We get them the diamond icon. When we play that,
this is what we get. This is very
mechanical movement. It's very unrealistic because in nature things do not
move in this manner. This is the linear
keyframe. Now, when we come to the graph editor, we see that this is
the graph editor, just just like our drawing here. Just like our drawing here. You see that this
is what we get. You see that this
is what we get. This is basically what the
linear keyframe looks like. Now, for the next
type of keyframe, we have the key frame. This is the key frame, and this is the symbol
for the key frame. This is the symbol and this
is how the graph looks like. This type of keyframe is less mechanical than the
linear key frame, and it gives us a
morealistic view or a more realistic movement. Rather, the movement starts slow and then speeds
up and ends slow. That's the whole idea
behind the easy key frame. I'm going to show you
an example right now. Let's bring the anchor
points to the middle. Let's play with the position. Let's position rather, I'm going to create
my first key frame. I'm coming here, I'm going to read my objects here. Let's just go to 1 second to create the EE key film, all you need to do is
select the key frame. Right click keyframe assistant. Easy. Now we have
the easy key frame. We see that it starts slow, then speeds up at the middle, towards the middle,
and then ends slow. Coming to our graph editor, we see that this is what
we get with the key frame. We see that we now have
handles here which we can use to modify our
speeds as we want it. Basically that's it
for the key frame. Thirdly, we have the easy out, we have the key frame. Now this key frame has this
symbol, it's seed graph. The way this key frame
works is that the movement starts almost immediately
and then ends. It starts first and
then ends slow. That's basically how
this key frame works. Let's create an example
to illustrate our easy. Let's create our
first key frame here, move 1 second in time. And now in order to achieve the key frame, you select your key frames
and click keyframe assistant. And then in now this
is what we get. As we can see, it starts very fast and then ends very slow. Coming to the graph editor, we didn't see that
this is what we get, just as we had in
our illustration. We also have handles
here which we can plea to adjust the
speed as we wanted. That's it for the
easy in key frame. Now, the easy out keyframe is basically the opposite of
the easy in key frame. The movement starts very
slow and then ends abruptly. I'm going to show you
an example rather. We haven't seen this, but
this is how the symbol looks. It looks like the opposite of
the easy is also the graph. It looks just like the
opposite of the easy in. I'm going to create a
shape here to illustrate. Come to 1 second and let's move our object in order to achieve the
easy out key frame. After selecting our key frames, all we need to do is right click keyframe assistant, easy out. Now we see that it starts
slow and stops immediately, starts slow and stops abruptly. Coming to our
keyframe assistant, we see that this is what we get. It comes slow, starts slow,
and stops immediately. Starts slow, go gradually, and then stops immediately. That's it for the easy
ease out keyframes. In our further lessons,
definitely we're going to use these keyframes and
creates very cool stuff, even in life projects. For the next key frame, we have the Led key frame. Now the toguled key frame type is a very strange
kind of keyframe and it's not used very
regularly by most animeters. It practically does
what the name implies. It holds a layer on
a particular frame. The Togo Hook frame is indicated by a
square, ship or icon. In order to create a
Togo hole K frame, we're going to
create our rectangle and then bring our anchor
points to the middle. Yeah, right now in order
to create Togo hook frame, create a key frame
on the position. And we now hold down control. And when we hold down Control Alt and click on
our existing key frame, then we take time
to where we want it to be and then take our object to the point
where we want it to be. Basically, that's
it. Now we can see that the square icon
has been created here, that's showing us that we've successfully created
a Togo hold keyframe. Now we go back to
the last keyframe. We don't see it
going to this point. That's to the next point. We just see it A we
can keep doing this. Over and over again. You can see that, yeah, we can see how
we've successfully created the tooled key frame. That's it for the
Togole key frame. Our next key frame is the
linear continuous key frame. The linear continuous
keyframe tends to act between two conflicting
key frame controls. These two conflicting Kem
controls are then merged together into single
K film control. And that gives us an
easy control right now. This is the symbol for the
linear continuous key film. In order to understand
more, I'm just going to share you an example. Let's create a rectangle here. Let's create a ship. Then bring the anchor point to the middle. Let's go for the position. Increase our first
key frame here. Moving, move into ten frames. And bring our position here. Then move again, bring
our position here again. Finally, bring our
position here. We have this V movement in order to control the key frames or in order to edit
the key frames. First of all, let's
make it easy. Ease, we have them at easy ease. Coming to our graph editor, we see that the movement here is not slow, it's not smooth. When we try to edit
our key frames, we see that we then have two control points
here and also here. It makes it very
difficult for us to work. In order to solve this issue, we use the linear
continuous key frame. In order to achieve the
linear continuous key frame, you just come and hold down
control and click key frames, your selected key frames. You will see this
circular symbol appear, showing you that you've successfully created the
linear continuous key frames. Now when we select
our Q frames and go back to our graph editor, we didn't see that the
conflicting frames have been merged into
one key frame right now. We can simply work on our
frames and edit as we want. This makes it easier
to work with this. Okay, let's just have something like this. Not so cool, but we see this is what we get using our linear
continuous key frame. So that's it for the
linear continuous firm. The next and final type of firm is the roof
across time frame. The roof across time key frame is quite similar to the
linear continuous key frame. It's also used when we encounter
problems while trying to edit our complex
animation movements. For example, let's have
our shape once more and create a complex
movement, right? Let's create a key
frame on the position. And then bring our
position here. Bring one here. Let's see, we have the final, just like
the previous one we had. What rove across time does, it turns the selected
key frames in between. Right now you see
that we encounter the same problem we
encountered previously. In order to solve this,
we're just going to select all our key frames. Right click and click
on Rove across time. We see that this is
what we get when we select the rove
across time key frame, we see that it turns these
key frames in between. It actually makes
it very easy for us to did our key frames. Basically that's it
for the Ra cross time. You can play with the in betweens and create
whatever type of admission you'd like to create thanks to the Ra
cross time key frame. That's it for the types of key frames and hope to
see you in the next by.
12. 11 The Graph Editor: Hello everyone and welcome back. In this video, we're going to be looking at the graph editor. We're going to be studying
the graph editor. And the graph editor is one of the most important
tools in after effects. We use the graph
editor as animals very often because each and
every key frame you create needs editing to look like
what you want to look like, what you actually
intended to look. And that brings us
to the graph editor. Because we use the
graph editor to practically edit our key frames, we use them to modify our speed to create very
nice looking animations. And once you can master
the graph editor, I'm telling you your
admissions will look very sweet and
very professional. There are basically two types of graph editors enough defects. We have the speed graph and
we have the value graph. The speed graph gives us the
ability to modify our speed, to edit, speed, admission speed. While the value graph
gives us the ability to edit the position
value and also the time. That's basically it
for our graph editors. Now I want us to create
a little animation here. Let's go to our
position T and P. For that, let's create
a key frame here. And after 1 second I want to move our objects
to the right. This is the little
animation we have. So we're just going to
easy ease our key frames. In order to come to
the graph editor, we just have to click on this icon here,
which says graph. Now if you click on this icon, you're going to see
something like this. Now this is the value graph. We're looking at
the value graph. In order to go to
the speed graph, all you need to do is right
click and edit speed graph. Now you see this is
the speed graph. It value graph, and this
is the value graph. Now as you can see
for the value graph, it gives us two values. We have the position and time. While the speed graph
gives us the speed value, we have the ability to
edit the speed value. Anything we do on
the speed graph reflects on our composition. Okay? You can just select
the busier handles here. Any modifications you do, it affects our speed. As you can see now, our admission starts very slow, gets very fast here, and then slows down at the end. There are some of
the things we can do with our speed graph. Okay? I'm just going to
create this other graph. You can see now our
animation starts, starts very slow and then becomes very
fast at this point. And then slows down
towards the end. Now we can also
have something like this animation very slow and then come to
an immediate stop. These are some of what
we can do, speed graph. We can have something like this where it starts very slow, we get very fast at the middle. And then, yeah, see that's
some of the things we can do with our speed graph. Thank you. So you can see what we have now. Starts, it starts fast, slows down at the middle. Then when we come to our P to add key films, using our pen to so
we can add key films. You see key frames, our pencil, you can see
the effect it gives us. So you can see how flexible
the speed graph is, gives us. A lot of controls,
things we can play with. So you can see the things we're achieving with our
speed graph. Okay? That's it for our
speed graph right now, I'm just going to
make our frames easy. Again, easy, okay? To select our k frames and go back to the graph editor
instead of the speed graph. Now we are going to write Click and then go to Edit Value graph. Now we see that this
is the value graph. We have our value graph. You can see that we
have two values. Okay, Let me see that as we move our object
on our composition, our value graph
also moves because it's reads the value
of our position. As we move the position
on the composition, our value graph also moves. But when you come to speak
graph and move your, your object, the
graph does not move. Okay? That's one other
thing you should notes. I'm going to come to the
value graph now in order to edit our value graph, we can just come into
the position and then hit separate dimensions. It gives us two different
dimensions to work with. We have the x position separately and we have the
y position separately. We can see that we can now
do some modifications. You can see the
value graph gives us more flexibility and it's a little cooler than
the speed graph. This is one way we can achieve
this with the value graph. Let's have an S. You
can see that it starts, gets faster at the middle
here and then slows down. These are some of
the things we can achieve with our value graph. Yeah, you can see
this. I like this. You can do a lot of cool things, cool animations, our
speed and value graphs. You can see we have, we have
four key films all in total. Two key, our exposition and two key frames on
our value position. We also have this per two, which enables us to position our separate positions to whatever object we
want to perent it to. Okay, see that we can
also add key frames here. Also add key frames here to make things a
little too cooler. These are some of the things we can achieve with our speed and value graphs. I'm going to, just now, I just created a new composition and we're going to create something a bit cooler
with our value graph. We have our tube here. In the previous composition. And what I want to just do is I want to make our cube jump. So I'm going to create a
key frame on the position. I'm going to create
a key frame here. Then after this time, I want to bring our
cube to this point. Okay, So our cube
is going to move from point A to point B. We can see how boring the
admission is looking right now. We're going to add our easy, this is what we have so far. I'm going to go to
the graph editor. Of course on the value graph we need to write click and
separate dimensions. Now we have our two dimensions. We have the Y A axis
and the x axis, that's the y position,
and the exposition. Let's go to the exposition. Let's just come and
the pentel here, create something like this. Yeah, create
something like this. And also create
something like this. And create something like this. We've actually created
the jump effect. We've created a jump
effect by simply adding frames on our Y axis. I need to make our
jump a little bit, a little bit more intense to
make the first jump intense. Then the second one,
then for the second one, will have a reduce in intensity. And also the third one, let's see how it's
going to look like. You see, this is what we've got. I don't like the
way it just ends. Suddenly I'm going
to add another one. To add another one, I'm
going to add another one. So this is all we have so far. I think we'll stop here. This is what we have with
just editing valeo graph. The value graph is very handy when editing or
when making jumps. Okay, on the next video, I'm going to take you
through the steps I will use to the squash and stretch
on the jump ball. That'll be our next
hope to see you, bye.
13. 12 Class work 3: Hello everyone and welcome back. In this video, we're going to be creating this simple
bounce animation you can see on the
screen right now. This is a bounce
animation as you can see. And I have applied some
of the principles of animation we covered in
our previous lectures. Now in our previous lecture, we learned about creating bounce effects with
the graph editor. That's the value graph editor. In previous lectures
we also learned about the principles of animation
and so on and so forth. So we're just going to
bring everything in action. In this particular video, we're going to create
something like this. In order to start,
we're going to create a new composition, 1920 by 1080 as usual, we will just leave it
as composition two. And leave it like
this. This is it. We have this composition
of 4 seconds. The first thing
we're going to do is create a shape layer. We're going to create, we're just going to take the
paint and draw out our ship. We just want to create the ground where the ball will be bouncing off
for field color, we're going to make it empty
and then we're going to make the stroke this color
and then reduce the size. Lots, Maybe you add a few dashes. I think something
like this should do. This is our ground where the
ball will be bouncing from. Next, we create another
ship layer and use our ellipse to create a
circle or an ellipse. We're just going to try to copy the color of
our circle here, so we can see that this is
the color of our circle here. We're just going to try
to mimic the color. We don't need a stroke for this, I think. Let's just
copy this ship. Bring it here so as to sample the color and
also get the size right. I'm going to sample
the color like this and increase
the size a bit. So let's delete this
layer we have here. I'm going to bring
the anchor points of ship to the middle. Then while selecting this ship, this, our existing ship layer, I'm going to create the eyes, this are the E, this is the
make it a little darker. I'm going to control D to
duplicate and have another. The next I'm going to do is creata structure we have here particular one. I'm going to have
a new shape layer. Then I'm going to grow out the antena like this
pulling down shift. I'm going to have another
point here for field color, we have nothing for this color. This should do. Let's bring the ankle
point of our antena to this point because our rotation will be happening from
this point, okay? So our ankle point has
to be here and we have to do two adjustments
to our ship. Basically, this is what we have. Now what I want to do
is to our antenna here, to our ball, okay? I want to parent our
antenna to our mean ship so that the antenna follows
our ship as it moves. I'm going to select the antenna, then use the parent link
two and come and drop. You see that our antenas be parented to the ship to layer. You see that, Tina, to lose our ship
wherever it goes. I would like to start
from the points. First of all, we should
take our ship above, outside the frame and then create a key
frame on our position. After some frames, you just bring it down
here. Let's take a peep. Yeah, so that's, it comes from
above and hits the ground. So let's easy ease
our key frames. We have this right now. I want you to select the
key frames and then go to the graph editor Of
course the speed graph. If you're not on
the speed graph, you can just write click
and come to value graph. If you're not on
the value graph, you can write click
Edit, value graph. It's going to bring you to what you see on the screen right now. We're going to come on
position right click, and separate dimensions.
This is what we have. Now for this, we're going to go to the Y axis and then use our pencil to create extra key frames in order to
create our bones effects. This is what we have. So let's have some
more key films. So you can see that
our bouncing stops at about ten frames, at about 2 seconds. And 15 frames. 2 seconds, 15 frames. That 2 seconds, 15 frames, about about you're going to come and key frames beats. A bit away from from 2 seconds we have so far. I mean, to reduce the
bound here a bit. Here also we have, so I think I like this. I want us to add our
stretch squash effect. Our stretch and
squash effect coming to our layer. A heat. To bring up the skill, you can see that the skill
value is 100 by 100. The first thing I'll
do is to unlink the values by checking this box. Our ship skill values are
no longer linked together. Now when our squash
and stretch effect, our skills at every point
add up to the addition of these skills when
our object is quashing, when our object is stretching, When we add the skills
that when we add the value here and the value
here at every point in time, they should add up to 200, okay? They should ad up to 200. At this point, I want to
create a key frame here. At this point I want to have let's see here and 120 here, so
this is all we have. Then when it hits the ground, I then want to 120
here and here. That's basically,
that's basically our skills are point must add up to 200 in order to
maintain the same volume. Okay, so let us copy this key film
piece using control C, control V for copy and Pete, it's going to stretch again. Squash, copy and Pete,
copy and piece again. Let's copy piste. Copy, piste. Let's copy the first
key Freeman piece to give it its final, its final size, that
its original size. So far, this is what we've
been able to achieve. I'm going to do a little more tweaking to
make it even better. Let's compare with
what we have here. So first of all, let's
select all the key frames and just easy ease them. Let's add a little
more bounds to this. My mission I don't like the
way just ends very suddenly. So I think you just add
a little more Bounce A. Yeah, so this will be it. We want to make sure our object is hitting the ground
very properly, so you can just drag it
to make sure it's hitting the ground at the
required points. That's cooling down
shift, of course. One other thing we need to do is reduce the rate of
squash and stretch as our bouncing reduces K. For this point we have AT
and 12128 T and 12,120.80. That's okay. Here we have 120. So what I want to do is make here 9110 okay? And then here 1090 here. So let's just make it 9110 also. And seem here. So this is all we have so far. I think we might need to do a little more adjustments to the key frames we just modified. Let's bring this up a little bit to bring
it up a little bit. That's it so far. We can see that we've added the squash and stretch effect. I just want you to observe how the antenna is moving
during the jump. That's what I want to add. Right now, it's moving from right to left,
from left to right. We will have to do
these modifications on the rotation to bring out rotation and then
create a key frame. So let's just peep to see how
these key frames have been. We have it at about 16
frames, About 16 frames, we have a first key frame, just tick the rotation
to have rotation here. After another 15
frames or 16 frames, we have another on to select all our key films. And as we might need to do some more
adjustments to the key films, that's to be anti Now of course, so let's kind of
increase our putition. Actually the restrictions
don't have to eat too much. Now we just need a
subtle movement. This is what we have so far. And now I feel our key frames. Let's see, Maybe our rotation, maybe our bouncing
a little too much. First, you know what? Let's just leave it.
Let's just leave it. I'm just showing
you the process. You can make it as perfect as you want it
to be on your own side. But I'm just going to leave
it this way right now. I want you to key
frame the X axis, create a key frame
on the X axis. And then let's go back a little bit to
create the anticipation. Copy, copy on the Sm key
film to create a delay. From here on we just
move to the right. Okay, Yeah, so let's
see what we have now. Good, I like what we have. We just need to work
on our key films a little bit at work. So let me just take a look
at the key frames here. Key, I made it so
it's a simple S Cove. So it's a simple S Cove. Yeah, this will do it. We now have our bounce effect with the squash and
stretch applied, the anticipation applied,
and also the follow through. Finally, I just want us
to work on the antena once more. We want, we want a simple follow
through rotation here, we want it to eat this week. Good. Let me delete
the diction pod. When it comes here, we want our, we want our Tina to come back and finally
settle at the middle. So, I don't think we need
this, chief. Alright, sorry. We've come to the end of our
video and as you can see, we've been able to replicate
the bouncing effect. Please make sure you do this. Make sure you complete
this project, and I'll love to see
what you come up with. Okay, that will be
it for this video, and hope to see you
in the next. Bye.
14. 13 Merge path, Offset path & Trim path: Hello everyone and
welcome back to the cause on motion
graphics in after effects. In this video, we're going to be studying ship bondifiers
in after effects. Now, ship bondifiers
are a feature in after effects that enable us add more interesting
animation to our ship layers. They can only be applied
to our ship layers. They give us the ability to add very interesting animations. Now I'm going to create a
ship right now to create a ship layer so as
to demonstrate to you how ship modifiers work. Ship layer, and then
let's just create a simple square ship. This is a simple square ship. As you can see, ship modifiers can be added by coming to the content part
of our ship layer. When you come to the content
part of our ship layer, you can see that there is
this option that says Add. When you click on this option, you see your ship modifiers. These are the ship modifiers. Like I said before,
the enablers are very interesting emissions to our ship layers or to our ships. Now the ship modifiers can be
added to the ship layer and thereby affecting every
ship in the ship layer. And they can also be added
to individual ships. Okay, in order to add the ship modifier to
the particular ship, you have to select the
ship under the contents. Let's assume, let's
assume we have more than one ship Here we
have two ships right now, as you can see
under the contents, we have two right now. The ship modifiers
can be applied to individual ships and can be applied to the two
ships at once. In order to apply the ship modifier to
the two ships at once, all you need to do is to
select the content and then come up here
and then apply. Let's assume we want
to apply the zig zag. As you can see, it's been
applied to booth ships. Now when you apply
the ship modifier, it comes under the, it affects when we move the ship modifier
above a particular ship, it no longer affects it. Okay, Now the ship modifier
affects the ships? It is. Like I said before.
Let me just delete this. Like I said before,
you can also apply the ship modifier to individual
ships by basically just selecting the individual
ship you want to add the ship modifier
and then come and add. Now you see that the
ship modifier has been added inside this ship. That's one other thing about ship modifiers
that you should know. In this lecture we're
going to be covering three ship modifiers
and then we're going to cover subsequent ones. In subsequent lectures, we're going to be covering
the merge part ship modifier, the offset part ship modifier, and also the trim
part ship modifiers. I'm going to select
the content and then come to add and
add the merge part. Now when I add the merge parts, the met ship modifier has
been added to both ships. Because you can see
it under both ships. What the merge part
does is enables us merge the parts of the
ships as you can see. Now as I move this ship, it's merging with
the other ship. There are different options
for the merge parts. We have the add mode, which enables us physically
add the ships together. Now you see the ship we're creating by just
selecting the Ad mode. Now we have the subtract mode, which basically
subtract our ships. And then we have
the intersect mode, which creates an intersection between ship one and ship two. And we have to exclude intersections which cuts
out the intersection. Okay, basically these
are all we have, the merge which merges
our ships together. Okay, that's it for
the ship modify, we can actually do
mission. Let's limit. This ship. Let's do a
little limitation here. Let's just go to the
transform properties of this poll ship. And then create a key frame for the position After
the number of frames, let's say 15 frames, we just bring our
ship here. Okay. And then as you can see, this is a simple animation we've created with our merge
parts ship modifier. There are a lot of
things you can create with this ship modifier and with the other
ship modifiers. The limitation is actually
your imagination. There's no limit to
what you can create. We also have blends. We also have blend
moods. If you're familiar with blend moods, you know how blend moods work. You can use them with the merge part shape modifier.
So I'm going to delete it. I'm going to go to the
next shape modifier, which is the offset path. Okay, the offset
path shape modifier physically creates an offset
on the part of the ship. It's affected. The ship, it affects, okay, I just added to this ship and you can see
the effect given us already. You see this is
basically how it works. So you can create a key frame
on the zero second and then just move it pick up
and easy ease, sorry. Let's just. Okay, let's let
us go to the graph here. You can see this is what we've created with our offset part. That's it for the offset part. It just creates an
offset though there are other options like
the copies options, offset, copy, and
so on and so forth. But you get the point. This is basically what you can do
with this ship modifier. Like I said before, the
limitation is your imagination. There is no limit to
what you can create. As you can see,
we've been able to achieve something like
this is actually cool. Take note that I'm not trying to create something specific. I'm just trying to show you
how these ship fires work. Now you see what's little
animation we've created here. We're just cleaning around. Imagine we get very
intentional about this limit. What can create? There's no limit to
what we can create. Actually, that's it
for the offset path. Now let's look at
the threm parts. Okay, you come to contents
Select Contents Parts, Parts. The part ship modifier
works by just creating a trim around
the parts of our ship. As you can see, this is what
we can achieve with them. Part ship modifier, it's a very popular ship
modifier and animas, motion designers use it a lot to achieve very nice animations. So you can see this
one we have so far. So let's just remove our Sts. We can see what we've
been able to create. So let me just go through the
options of the trim parts. Okay. So we have the
starts. We have the starts. We have the starts. We
have the end. Okay? We have the start and the end. As you can see, this is
what we are achieving by just cleaning around
with the start and end. Then we have the offset. Now the offset creates movement around the
path. As you can see, we can actually admit each and every part of
this ship modifier. So I'm not creating
anything specific, just trying to show you and
what we can achieve this. So that's easy ease, let's try to offset
these key frames. And as you can see, this looks kind of cool. So this is what
we've been able to achieve with ship modifier. That's it for the trim part. Ship modifier, as you can see, our ship modifiers give us a lot of options and add a lot
of fun to our ships, thereby giving us the ability to create storing animations. We're going to work with the
ship modifiers more closely. In subsequent lessons, we're going to work on real projects
with the ship modifier so you can see how to actually integrate this
knowledge in life projects. That will be it for this video and hope to see you
in the next. Bye.
15. 14 Plucker & bloat, Round center: Hello everyone and welcome back. In this video, we're
going to be looking at two shape modifiers, the plucker and blot, and also the round
center shape modifiers. In order to add our
shape modifier, we select our content
and then come to add. And we can see the plucker
and blot as we add it. You immediately see
effect it gives our ship. This is basically what
it does to our ships. It gives us the
ability to create nice ships or very
interesting ships from our existing ships. All these can be animated so
we can create a key frame and just play around with it. Okay. As you can see, the animal intersinableds
to create sinableds. Turned our initial ship, which is just a
normal rectangle, into this amazing ship. Let's create another
ship and add key. As you can see, I'm
creating this new ship, our ship layer, and the Plc and blot automatically
affects our new ship. So as you can see, we've
created a star ship. But this is the effect that the pluck and blot has
applied to the star ship. Let's create another one here. Maybe let's just remove
the stroke for that one. Change the color bit. Yeah, And then let's create, let's add. Okay, sorry. So you can see we are achieving
very nice looking ships now. This is what we have achieved by drawing this polygon
in the ship layer. As you can see,
this is an ellipse and this is what we've
been able to achieve. Can actually add multiple
of ship modifiers. We could have this
plot and blot, and still have other ship
modifiers like the zigzag. We've not studied the zigzag, but as you can see, it adds zig zags to our ships. Let's just undo that. The
possibilities are limitless. With the possibilities
are very limitless. Going to delete
the ship modifier and try to delete
these other ships too. Let's look at the round
round center. Round center. In order to add
it. Again, we have the common contents
and add round center. What does it do? Round center simply adds
roundness to our edges. As you can see, we had a
rectangular ship, right? Or a square ship. By
adding the round centers, we've been able to turn it
virtually into an ellipse from rectangle to a rectangle or square with rounded edges
and then to an ellipse. That's basically what we
can achieve with this also. And of course we can key frame
and creates our omissions. We see we are transforming
from an ellipse to a square. There's no limits to
what we can achieve with the ship modifiers. That will be it for this video. In the next we're going
to be looking at twists, go part in zigzag. Hope to see you, bye.
16. 15 Twist, Wiggle path, Zigzag: Hello everyone and welcome back. In this video, we're
going to be looking at three ship modifiers. We're going to be looking
at the twist ship modifier, the wiggle path ship modifier, and the zigzag ship modifier. These are very simple
ship modifiers and we're going to take a
look at them right away. We're going to start with
the twist ship modifier. The twist ship modifier
is going to create a simple ship here when you take our anchor point to now the twist ship
modifier simply. Now the twist ship modifier simply does what
the name implies. It adds twists to oh, the twist ship modifier. Here you can see that our
ship now gets a twist. Okay, we have the angle, we have the angle, and
we have the center. The center is basically
where the twist happens. Where the twist, the center is where the twist starts from. The angle is the
intensity of our twist. As you can see from a star, we've been able to achieve this amazing ship by
just adding the twist. So let's animate, let's
do it. Illegal animsion. This is actually interesting. Let's easy see now this is what we've been able
to achieve with the twists. Let's just copy our
first key frame, PTT. See what we're going to get, what we've been able
to achieve by just adding some key frames
to our twists animation. So, so this is what we've
been able to achieve. What we've been able
to achieve by adding a simple twist to our ship. Of course, with a
few key frames, you can see the
possibilities of the ship. Modifiers are limitless.
It has no limit, your imagination or
your creativity. Please carry the
limits to what you can create, what you can achieve. I'm going to add the
next ship modifier, which is the part, the wiggle path ship
modifier to the wig parts. The wiggle paths
ship modifier is a simple ship modifier that, that creates wiggles or
wiglar animation to our ship. That's without
adding key frames, we don't need to add
key frames to have the Go part ship modifier
give us some animation. As you can see, we
have an animation by simply adding the Go
part ship bondifier. The size controls the amount of Go size controls the amount of the effect rather
on the ship and the Is controls, the
amount of detail, the amount of
details on the ship. Points, we could have points, okay, for points, we could
have corners, sharp points. And we could have smooth points. Okay, With smooth points, we now have smooth edges. So as you can see, I like this like this, this is like an amber. The ship looks like an Meb. Very shipless. Everything is
just looking interesting. We have many other options. We have the wiggles per second. That's of course, the speed of wiggle or the speed
of the wiglmissionee. We can achieve a lot of things. We can see dancing. Yeah, we have the correlation. So you can see what
we've been able to achieve by simply
adding correlation. Temporary fast, the partial fast. Let's make this form and
see what we can achieve. Random seed adds randomness
to the whole thing. So you can see, this
is nice, this is nice. I like this, I like this. Imagine adding a twist
to this animation. Like I said, what
one can achieve with the ship modifiers
I limit less. So let's just limit
the angle here. Give. It's so this is cool. This is cool. Please guys, just have time to go through the ship
modifiers again. On your own, you can try to create different
things on your own. Okay, I would like to see
what you come up with. I like to see what
you come up with. Now we are going to look at
the zigzag ship modifier. Now let's add the zigzag. Now this is the zig zag. It just adds zig zags to
our ship. We have the size. You can see what
we're achieving by simply we have the
ridges per segment. We have the points, whether we want them as sharp
edges or corners, or we want them smoothened. Let's just get them smooth
and see what we can achieve. Let's make this, this is nice, this is what we've been
able to achieve by just simply playing around
with the zigzag. I'm not creating
anything specific here, I'm just having fun with it. Just having fun, We do need to see, we
don't need to see. You can see what we've been
able to achieve by just adding another ship
to the ship layer. We just added the line. Yeah, that's it for the zig zag and for the ship modifiers. In the next video,
we're going to be looking at other ship
modifiers such as the repeater and Wig
transform ship modifiers. Okay, hope to see you
in the next video, bye.
17. 16 Repeater and Wiggle Transform: Everyone, welcome
back to the course. In this lecture, we're
going to be looking at the repeater and also the go
transform ship modifiers. We're going to start
with the repeater. And to illustrate
that, I've created this small square ship
or rectangular ship. What the repeater
does is it creates copies of our ship and also gives us options to plead with in order to
add the repeater. Of course, we select Content or our particular ship and simply go to Add and then
click on the repeater. Now we've seen that immediately. We click on the repeater. It's given us pre
copies of our ship. We can add the number of copies. We can create an off between
the first the position of the original copy and the remaining copies we can
composite above or below. We have even more options
under the transform. Under the transform, we have an option to change
the anchor point. As you change the position,
you see that it gives us a space between the copies. Okay? We can also
change the skill. Now we can see what
changing the skill results. Okay? We can change
the rotation. Change the rotation. You
can see what we achieve. We can change the start opacity. That's the start opacity
and then the end opacity. That's basically any, this is the end opacity
and start opacity. These are some of the
things we can achieve with this particular ship modifier. So I'm going to boost
up the number of caps, reduce the position of bits for the kid. I'm going to do
something like this. Okay, so you can see we're starting to get
a very interesting ship. Let's just increase our copies. 26, I think. 20, maybe 22 or 20. So do 18. Here's what we have so far. What I want to do is I want
to add another repeater. Okay, I want to add
another repeater. We have another repeater
and what we want to do right now is to change
the position for this one. We want to have them
coming in downwards. Okay. When we add the copies, you can see that
we're starting to get very interesting ships. So you can see starting to
get very interesting ships. So we can emit all this. Let me create a key frame
for the position here. This is cool. We just continue pan with other options, you see what our rotation does, This is what we achieve just
playing with the rotation. You can see this
is cool actually. Like this. Like this. Let's add the wiggle
transform ship modifier and bring it under the repeater. It affects the repeaters. Okay, for the wiggle transform, right now we see that we
have the wiggle per second. Of course, this is the
speed of the wiggle effect. We have the coordination.
We have the temporal phase, the partial phase,
the random seed. We transform under
the transform. Let's just do a little
modification to the position. We can see that by just adding, by just editing the position, we've been given an emission without even adding key frames. Sees what we can achieve by just playing around with the position of
the Le transform. Let's play around
with the size so you can see how dynamic. So this is what we've been
able to achieve by simply adding the repeater
and we go transform. I'm not creating
anything specific, I'm just enjoying myself with what I can achieve with
the ship modifiers. Ship modifiers are very
important enough defects. In subsequent lessons,
we're going to actually see how to use them, even in life projects. That will be it for the repeater and we're transform
ship modifiers. Hope to see you in the next by.
18. 17 Extra Modifyers: Hello everyone and welcome
back to the court. In this video, we're going to be looking at our last set of ship modifiers here
in after effects, as you can see, I've created a simple rectangular
ship to illustrate them. These are the ship modifiers
we'll be looking at. We have the field,
we have the stroke, we have the gradient, we have the gradient,
we have the rectangle, we have the ellipse, we have polygons,
and we have parts. Let me just explain to you what these ship modifiers
for the field. What it does is it adds a field color to
the ship selected. When we create a ship, it automatically comes
with the field color. But this optional allows us to add another field
color to the ship. We have the which enables us
to add another to the ship. We have the ingredient field, which enables us to add
ingredient feel to the ship. We have a redentk, which enables us to add
ingredient stroke to the ship. With this, we could
have multiple strokes, and the rectangular option enables us to add another
rectangle to our ship. Enables to add an
ellipse to our ship. The enables us to add
a put to our ship, the bus add a path to our ship. I'm going to go to the field
for you to see how it works. I'm going to select our
ship and then come to Feel. As you can see, we now
have a second field color. Now we see field
one and field two. We have a blend mode here. As you can see, we can blend our two field colors together, different options. Here we have a lot of options. We have an option to
change the field color. We can use this eyedropper to, to actually sample a
color on our project. You can use, see, we've sampled this color, we've sampled this color. You can use it to sample
practically any color on, in your composition. We have the opacity, so you can see that we're
reducing the opacity. So it's actually lending with the initial field
color basically. That's it for the field option. These options are to be
added to a particular ship. Okay, let's see. This adds a second to our ship. Complete the stroke. It adds a new
stroke to our ship. We have the rounded cap,
the projecting cup. Basically all the options we
get with the normal ship. With the normal stroke. Okay, We can also,
let's delete it. We can also add the
stroke gradient. Okay, The gradient, the ingredients adds a
gradient to our stroke. And we can come here
and it the colors. So with endpoint and
start points, it's fold. We can even add dashes, dashes. We can add a tip. We can add a tip. We
can limit all these. We can add start. That's the start for the taper. Okay? The start length.
The end length. The start with the
end width, and so on. And so we have a wave, gives it a wavy effect. We've looked at these
things in the past. Was going to go and add a ship. Let's see, pull, you see
what has been added. We've been able to add a pulling star into
our existing ship. Actually, you should go through all the others and see what you can
achieve with them. Okay, so that will be it for this video and
ship modifiers. And then in the next video
or in the coming videos, we're going to look at
projects class works using the ship modifiers
and what we've learned in the past videos to see.
19. 18 classwork 4: Hello everyone and welcome
back to the course. In this video, we're
going to be creating, or we're going to be recreating,
this simple admission. You can see on screen together, this was put together using the ship modifiers which we just covered in our
subsequent lectures. As you can see, we have two
ship modifiers applied here. We have the three parts
and also the repeater. I'm going to start by
creating a new composition, of course, first of all, an ellipse, right? We have an ellipse
and we have a stroke, and we have a path. Let's create our ellipse. This is our ellipse.
We're going to, we are not going to give
it a stroke color for now. We're going to give
it a field color. Instead of working with
the original color. Let's just this color, we're giving our
ellipse this color. Okay. And then make sure our
ankle point, the middle. Good, This is our ellipse. Let me just increase
the size of bits. Yeah, this is our ellipse. We have it duplicated control
D for that for the second. We are not going to
the field color. Instead we're going to have a, we're going to stroke. Okay, let's make it
a stroke of ten. And then let's just
increase the size. Holding down shift. Of course. Let's, let's evenly
increase the size. I think this is okay. Let me let me use a lighter
gray for my stroke. Okay. So this is what we have
so far for the admission. Our ellipse coming from below and we have it
animating from below. We have an animation. We have key films
on our position. Okay, 1 second, 12 key
films on our position. Our Let's hit skill. A key film. Then let's make our
initial skill we have, let's hit you to bring up the key films and
let's easy ease them. So what we have so far, let's go to the
tour graph editor and let's see what we have here. So it starts slow and then suddenly suddenly becomes first. Okay? So it's
something like this, starts suddenly becomes first. Probably something like this. So this is what we have so far. Let's make our key frames, let's make our time long. Okay, let's compare
it to the initial. Okay, I'm tempted to just see
how these key frames are. Okay? Okay. Okay. Okay,
we got it right wrong. You got it wrong from here. Something like
this. Instead, this might be a need to be too. Yeah, we have something
like this, I guess. Okay, let's lasting
for too long. Let's try to make it
1 second and see, okay, I think we are
closer to what we have. Let's make it easy
once more. Let's see. This will do, yeah. So this will do. This should do. Then the next step is
actually to create a trim path for the
second ellipse, ellipse. We come on the contents
and add them parts. We're going to start from
zero then, let's see. Yeah, we're going to
create a key film here. This, we're going to make
the value of the end to 100. Let's easy ease our key films. Let's see what we have so far. We are closer to the ideal lue, I think I'm feeling this better. Maybe a little bit like this. Okay, so what next we have skill up a bit. And then, and then skies down. And then skies it
down afterwards. For that, let's
create a null object. Let's create a null object. What we have to do now is per our both layers
to our null object. We select them and use the Perent tool to perent our
layers to the null object. Okay, at this point, after the parts we want to go to our ski and
create a key frame, then make it scale up a bit, then stay for a while. We're going to repeat
this key film here. And then finally to scale down, let's hit there and
select all our key films. Key film assistant, easy ease. This is what we have so far. So this is what we have so far. I think we have, we've
gotten it so far. So the last step is to add, to add this effect. Okay, The explode effect, which is a simple trim
path on the ship layer. Okay, On the path rather. So let's create a ship layer, then use our pen to
draw from the middle. Okay, from the middle
to draw a simple path. So we have, let's
just make out a bit. Okay, we can make it a
bit darker probably. Let's use a color. I think we use the color here. Yeah, we use the
color, it's yellow. Let's reduce. Let's
make it 11 will do. Just select your layer and then let's give it a cream part. Then I want to cut
our layer around. This time what I'll do is I'll bring my time to
where I want to cut, then go to Edit and Split layer. So you can see that it then
splits our layer into two. We can now hit delete
the unwanted part. Good. So what we want to do
right now is come here and let's add our repeater. Let's add our repeater. And now on the repeater, let's make it six copies
for the transform. Let's make our position
00 for rotation. Let's make it 660 degrees. We have an even
distribution of our shape. This is what we have
for the repeater. Then for trim parts, all we need to do is
come on the trim parts and let's play with
the start and the end. Okay. 400. Let's see, we're saying from 00, 0-100 then we're
starting 0-100 to zero, to 1000 to 100, 0-100 0-100 Yeah. We then creates a simple offset. Yeah, this is what we
have now is key frames. Yeah. So as you can see, we have achieved, well, we have almost achieved
what we are looking for. So this is okay. This is okay. And, and basically that's it guys. That's it guys. So
we've practically replicated our work here. Do well to complete
the exercise. And I'll see you in the next by.
20. 19 classwork 5: Hello everyone and welcome back. In this video, we're
going to replicate this simple animation you can see on your
screen right now. You can download the project
files to follow along. First of all, we see that
we're trying to mimic a fun here, okay? This is more of lightning
striking the fun. And then the fun blue in this is more of Vp particles
flying around. Okay? We can see that we
have three basic layers, three basic shape layers. First one is the lightning. By first one, of course, I mean first from below, right, this is the lightning. And we can see that we
have the trim parts and legal parts of ship
modifiers applied. This other layer is
the fan and the stand. We see that we have a polit, an ellipse in the middle, and we also have a
ship which represents the stand for the ones
for the police star. We can see that inside
the police star. We now have a twist. Okay, we have a, that's it
basically for this ship. For the last one here we have an ellipse and then we have a repeater and Gal
transform applied. In order to start, I'm going
to create a new composition. We start by creating
a polystar ship. Polystar ship, to
give it a color. To give it this color just like our original file, darker. Then come to our poll
star option here. Let's say make it six points in reduce
something like this. Red, like this, okay? Okay, The outer roundness
should be something like this. Let's see for the
path of points, let's just make it okay. Let's start with
five points. Okay? And so far I think this will do. We can come on our ship again
and create our ellipse. And our ellves should
be red in color. We should be pleased
at the middle. Okay. Also we can see that, we can see that this layer is a tree layer. Okay. We can observe that
our fun is a bit tilted. Okay. In the trees, that's because this layer
was made a tree layer. Again, selecting
our shape layer, I'm going to create
a simple path, remove the field color, and give it a stroke color. Let's use a blue color. Let's use this color. Right now, we can just
bring our path under our other layers and
boost the stroke. This is what we have so far, this is what we have. Let's make our layer three D come to toggle switch Sk modes. We can now see the tread option. Let's make it Tre. Let's
give it a little twist. Okay, let's come to the Y direction and
give it a little twist. Something like this.
Something like this. Should do, okay. Sounds like this should do. And I think it's a little
bit too, too much. I said no. Yeah, this should do this
should do, this should do. The next thing we
want to do is to create a new ship layer. And creates our path which will represent
our lightning. Let's make it black. Let's reduce the stroke bits. Let's bring our layer
beneath our first layer. So this is what we
have is what we have. I feel we should make the
shock a bit smaller. Okay. Yeah, so this is what
we have. And finally we have our last layer, which on which we have ellipse. Okay, our Ep, which
represents our Bobo. We have it here without a field color color,
true color of black, dark color, maybe ingredient of a four
pixels like they should do. Basically we have this
and we can start adding our shape modifiers
for our lightning. We're just going to come and add them parts
for trim parts, we're going to come
to our trim parts. Let's start. Let's
do the starts. So let's I'll meet the start. Let's see, let's see,
After 20 frames, start goes to zero, it's a bit too slow. Yeah. Do select your key films easy. Let's increase our time
to 6 seconds because I guess this admission
is 6 seconds long. Let's go to Composition
Composition settings and increase your time to six, 6 seconds. Then to six, you can just select all your layers and
extend them to 6 seconds. Copy your key film and pet
copy your last key film or your first key film
and pit so that we have a beginning and an end. Okay, so on this we want to add. Let's check the parts, okay? The wiggle parts parts. All we need to do for wig parts is increase the size a bit. The details. Now the
details will do the magic, the details are a bit too much. Let's increase the size. This is what we have
so far and with this, we are done with this layer. Okay, let's just lock this layer so we don't
select it accidentally. Now let's go on to admit that's our police
star ship for our part. First of all, we
can add the twists. Okay, let's add the twist. We've added the twist on
our Police star part. Now police star ship adjusting the angle. We see that we've created
a very nice look here. So let's make it
something like this. Okay, let's just check our original project to
see what else we need to add ever twists. Then for pulley parts, we anim the points, the rotation and position. I think animitting the points
and rotation we just do. Let's just create a key frame. Let's create a rim on Titan. So we're starting from here. Okay, then down here, let's, let's make
this five and C. So we can see that we are beginning to have the
rotation or the fun effect. These are fun rotating. Let's just peep to see
what we have here. Okay. For rotation, we have a key.
Yeah, this is what we have. For rotation, we basically
have our key frame down here and we have it at 15 five. Let's delete this one, of course, we have a motion
blow applied to this A, that's why here you can
see the motion blow here. You see, you can see
the motion blow. It gives an effect of realism. So you can see I just activated the motion blow and you can
see how it's now looking. Okay, just just with
the reputation. The next thing to
admit is the points. Okay, let's see how we
did the point started. Around here, around here, so a lot of points. So we have five points here. And let's see, points got increased and then
they were fairly constant, so many points, so we just had 74 points. I think here, yeah
here we have 142, so we're just going
to change it to 74, so the rotation is gradual. Then let's copy here and pit so that we have
the same film. Let's copy our initial rotation so that we have a quiet ending. This is what we have so far. I think with this we've
achieved what we want. Select all your key films
and key film assistant. As we can see how gradually it's starting
because because of the easy, we can also see the motion
blow being applied. We're basically done
with our two ships and we go to our last ship. The effect we'll
be adding here is the repeater effect
first of all, then the Wig transform. Finally, let's work with
the repeater first. The repeater, I think we have about eight copies. All right. Okay, our copies are
actually animited. And our offset, our
offsets 9-0 copies. 0-13 Okay. Yeah. So this is
what we have now. So let's just play
with small settings. Let's see what we
have this skill. So let's have a little
admission on our opacity. So the start opacity can be zero here, then 100 here. Yeah, Then for the end, let's
see how we have it. Zero to 20 end. So just select other key
frames and easy as then. Okay, so this is all we have so far. I think we just need to add, ah, our wiggle transform
to finalize things. For Weg transform,
all we need to do is a little modification
to our position. We're actually some different from what we have
originally, but still work. I think the video is
getting unnecessially long. I wanted you to see the process and try to
create something like this. I'll just leave it to you.
That will be it for the video and what we are covering
under ship modifiers. Hope to connect with you
in the next lecture by.
21. 20 Character Design & Rigging for After Effects: Hello everyone and welcome to this very interesting episode of the cost of motion
graphics in after effects. In this episode we're
going to be looking at two D character
admission in after effects, so we're going to be taking a character admission
after effects. Basically that's for two
D character animation. So we're going to see how to design and structure
our characters for the sake of rigging and
animation in after effects. So we're designing our
character in B Illustrator, so we're using Illustrator
files for our characters. And when design
characters for animation, there are certain things we
tend to make sure are in check even from Illustrator so as to enable our
animation go smoothly. Okay, we're also going to be
talking about facial rigging for the sake of creating facial expressions
and lip sings. That's in after
effects. Of course. For two D animation
for facial rigging, we're going to look
at just basics. Of course, just basics, but this will give
you an idea of how to do facial rigging
on a larger scale. Now we're going to bring in
our illustrator character. And all we have to do now is double click here
and come to this page. And note that every
single file here will be available for
you to follow along. Just click on the Work
Cycle mission and come to where it says Import
us and select Composition. That's Retain layer
Sizes and Import. Now we've imported
our Illustrator file, which is our character. Let's just double
click on on this. And we can see that this
is now our character. And we can see the file has come with all its layers intact. This is how we design characters for animation
in after effects. We have to make sure all
the layers are intact. We have to make sure every part which is going to be
involved in a sort, movement comes in
as separate layer. When I isolate some
of these parts here we can see that
they have round edges. We can see that points where the rotation will be taking
place at the joints. Having round edges, this is
a mechanism that has been designed to enable easy
rotation around joints. Okay, I'm just going to undo
the movement right now. All I need you to do is
select all our files. I'm going to select the
first one and then shift, select the last one. Okay, let's just for rotation, for opacity rather and then
reduce it to, let's see, 46. At this point we
can see that our, our joints are showing
very clearly now that by joints where each
of these parts intersect. Okay, we can say this part
intersects with this part. And we can see it as
a round of ship here, we can see basically the same thing happening
here and here. Okay, that's the
mechanism we're going to use to achieve realistic
rotations around our joints. The first thing we need
to do is to make sure our anchor points are
in the right places. Our anchor points have
to be at the middle so that our rotations
happen from there. So all I will need to do is take our anchor point
tool and then in, okay, for this part
we have to bring it here because the rotation
is going to open here. For this part, for this
part we bring it here, okay, so as to enable easy rotation or proper
rotation rather. For this part, we bring
our anchor points here. This is the middle,
and for this part, we bring it here because the rotation
will be happening here. Okay. Now we have now we
have this second hand here. We have to bring it to this point and we have to
look for the other one. Which is this one, Of course. Yeah, Which is this one. All right, which is this one. Now, this anchor point
has to be around here. For the head, you have to
bring it to this point, okay? For the legs or for the. It has to be here also with
the other, which is an one. It has to be here.
For this path, which is two, which is
two as you can see here, the anchor point should be here. And the other one
should be leg one, I guess a leg one. Then we have two here
and one should be here. For the wit anchor
point can just be here because it is the
middle point of movement. It's the one and only layer to which every other
layer will be parented. Okay, Then we have this
layer, this final layer. This is the abdomen. Now the abdomen has
to rotate from here. Okay. This is basically how we've been able to locate our anchor
points at the right places. Right now I'm going to have to each part to the next part. This part will not
just move on its own, it has to move in
accordance with what the bigger part does, okay? This part has to move in relationship or in
agreement with this part. And this part has to move in agreement with this
part, which is the wist, also the head has to
move in agreement with the abdomen and also
the hands have to move in agreement
with the abdomen because they are
connected to the abdomen. Of course, basically that's how our parenting is
supposed to work. So I'm just going to take my
time and to this and this, to this, and so on and so forth. I'm selecting the layer now. This is ankle two,
and this is leg two. Ankle two will have to
get parented to leg two. Leg two will have
to get parented to two, we can see this. Then two have to get
parented to the wistetst. Two is connected to the wist. Let's do this for
the leg one. C 1.1. Okay? The ankle one has to
be connected to the leg one. The leg one has to be connected, the thigh one, of course, And then the thigh one
has to be connected to the wit the wrist is all right. Now this is the wist, okay? Our thigh one is
connected to the whistle. We've perfectly rigged
our legs as you can see. Now when we move this part, the lower part also
moves along with it. When we move this
part, the lower part also moves along with it. When we move the wrist, we see that the two legs
move along with it. Now, after parenting every
other part to the wrist, well then see that
the wrist will control the movement of
all the other parts. Okay? Now let's just
parent the head, or let's parent the
eyes to the head, then the head to the abdomen. Okay, Remember we have the head connected
automatically with the neck. We don't have a neck layer, but we have the head and
neck as the head layer. That layer will then be
connected to the abdomen. The abdomen is then
connected to the wrist. Okay, for the hands
now we have the wrist. Now rest two is
connected to hand two. Hand two is connected
to hand one, sorry. Hand two is connected
to hand 22 and hand 22 is then connected
to the abdomen. Now we're going to do
the same wrist one, hand one, hand 11, and so on and so forth. For the wrist one, it's
connected to the hand one, then the hand one is
connected to the hand 11. Okay. That's in 11. And hand 11, hand 11 is
connected to the abdomen. Now, we can see that
every other part here has been parented to another part except the wist, like I said before, the wrist is the part where all
major movements, all major rotations happen. It's the major
point of rotation. I'm just going to boost
up my opacity to 100. We can see that when
we select the wrist. All right, When we select
the wrist here and move it, we see that every other
part moves along with it. The head can move on its
own, but the abdomen. Move along with the head
and also the hands. We can see the same
thing, the same thing. We've successfully
rigged our character. And right now we're
just going to go into animating a walk cycle. We're going to do a walk cycle. All I want you to
do right now is to select all our layers. Just close them. We're just going to shy the
layers we're not going to be using
right now so as to create room for easy animation. I'm just going to activate
the shy option here. And then come and
select the eyes, the head, the
hands, the abdomen. But I'm not going to
select the wrist, to select the hands, also the wrist and I'm
not going to select the thigh and the other legs. So I'm just going to
shine these layers by enabling the shy option here. As you can see, all, all of them have been been shed. What I'm going to do is I'm
going to hide them also. We're going to hide them. We need to hide them
and shine them. We don't want to see
them on our scene. Okay? So I'm going to shy the, the, the ankle one and
also the leg one. Okay? I'm going to also hide
them and shy them. Now we only have
three or four layers rather, to work with. The first thing we're going
to do right now is select all our layers on our two K two and leg
two for rotation. Then create a key frame
on the first frame. Come to our, sorry, and come to the waist
And hit P for position. And then create a
key frame also. So now we've created the key
frame on the position and also the rotation for these. What I'm going to
do right now is I'm going to enable our ruler. After that I'm going to drag a line here to give us
a level for our ground. Let's assume this is
our ground level. It's going to guide us in achieving a realistic
work animation. First of all, I'm going to
create our first pulse. I'm going to select
our thigh layer and then come to
this rotation too. And just bring it to this point. Let's just bring up this
layer or this line a bit. This is our first. This is our first. Yeah,
this is our first pose. I'm going to go to 15 frames. I'm going to go to 15 films
and then create a second, I'm, I'm going to
create key films here. And then just come and
have a second pose here. Okay, sorry. I'm going to zoom in
here and just try to have this rotated like this. This is what we have right now. Let's just go around
our timeline and see what we have so
far at this point. At this point, what I
want to do is to create a key frame on the
position of our white, because we know that
all transformations will be happening
around the west region. I'm just going to
bring this up a bit. Yeah, I'm just going
to bring this up a bit. This is what we have. We have this up
and down movement, up and down, up and down. Basically, this is what we
have so far and we're just going to create a key
frame for our tie. Then let's just do a bit, let's just have a little
rotation for our ankle here. Let's just have
something like this. Come here to. Let's see, something like this. So let's just see
what we have now. This is quite okay,
that's for the ankle. Let's just go to 1 second. Then let's just copy the key frames we have
here to 1 second. So I'm just going to copy
here and pit copy this, Pt. Copy this and Ploy and P, we can just come around here and basically creates another
key frame on our thigh. This one will be
something like this and something like this to
basically something like this. Just what you see on
the screen right now, we can just zoom in again and just play with some
of our Q frames here. We can do this like this also. We can just bring
back our Is position. Okay, At this point
we have it here. Let's copy this key. Femcyiink. We can just do some
more rotations to our uncle here,
something like this. Let's just see if this, okay, We should copy the position here and
piece here instead. Okay, so we should have
something like this. Yeah, for this last point, let's probably have
something that says this. Okay, this is what we have. And what I want us to
do now is apply what we call expressions
to these key films. So we're going to be
applying loop expressions. Expressions that will allow our animation happen in a loop, so you don't have to copy
and keep copying key films, All our key framing will
happen in the loop, okay? So all you need to
do right now is to just come to the
first layer here and then pull down Alt on your
keyboard or on your PC, or the option key on the mark, and click on this
stopwatch icon. And then this is
what then happens. Just come here and
go to Properties and just go to this
option loop out, okay? And then select it and
come to the next one. And do the same process that's holding down Alt
or Option on the mark. Come to properties again, do the same thing for the
third layer we have to do and the same thing
for the last layers. Let's just play our
admission and see what we have is what we have so far. This is what we have so far, hit you to close our
key framed layers. Then let's check
this option here. Bring and come on, hide our other leg. Okay, so let's just
shy the remaining. Let's open all our key frames. Let's just hit for
all our key frames. We have the, the, the ankle one leg one. Let's select all of them.
And then it R for rotation. At this point, what we need to do is to copy the rotations, all the key frames from the previous layers
we just emitted. Let's come to the
first one which is the select all the key
frames on the rotation and copy or other two and then go to th one here
and piece them. Okay? Then the next one
will be ankle two and then copy all the key
frames on the rotation. Come to an one, piece them. Now the last one
should be leg two. To select all the key frames. Copy. That's control of course. Then come to leg one. And we have physically the same thing happening
for both layers. Put layers. We have basically the same thing opening
for pot layers. All of them are emitting. Look, no, I think
we made an error. I think we made an error here. We have to, let's
just open all layers. Let's hit you for all
our key frames then. I think this guy doesn't
have key frames. This is leg one again. We're just going to copy the
key frames on the leg two. Then come to leg
one and piece them. Let's see what's happening. As you can see, we have the same thing happening
in boot layers. I'm going to select
the last three layers and then just bring, drag them out to this point. That's 15 seconds. Okay. Or rather 15 frames. And we select every other thing, everything and then just
make it look like this. This is what we have now. Yeah, we now have
our, our work cycle. We now have our legs an emitted. Let's just come here and
bring everything like this. As you can see, we have
our complete work cycle. All we have to do now is just do the same thing or
animate the other parts, which won't be any work, since they've been
parented to the wist, they've been parented
to each other. Let's hide the ones and the come here down to waste I guess. And then on them
and also hide them. Now we have everything
happening like this. Yeah, we need to do this too. So basically we have everything
happening like this. Let's, let's do this
for the wit also. So let's the legs.
Let's she the legs. Now we're going to
unmet the hands. Okay. Now let's just come to the wrist and then hit you
to see the key frames. Yeah. We then select our hands. That's the hand 22 to rest two. The hand 11, hand
one and rest one. Okay. We're going
to hit R and create our first key frames for this leg or this hand has
to be rotated like this. Because this leg is
behind the hand, has to be forward. Let's go to the other hand
and rotate like this. This is what we have. Now we can see that this layer does not have its anchor points
in the correct place. Let's try to bring it here. Let's hit, and try to minimize. So as to, as to bring the anchor point
to the right place. Okay, So it has to be here. So let's just push it up now. We're selecting the layers we're using, admitting the rotation. That's okay at this point. We want this guy
to look like this. We want this guy
to look like this. Okay? We want this guy
to look like this. Okay? We want for first pause, then going forward in time, this is how we have it, right? Going forward in time, we
want it something like this. Thank you. So let's, let's copy of first key film. The first key films and pieced. Okay. I think we'll have
to just do that manually. Be the first move. This
will be the second move. So this guy has
to be here. Okay? This guy has to be here. Okay, so what we have now, and I'm going to apply the same loop expression
like I did before. So I'm going to hold down Alt on my PC option on the Mac and click on this
layer, this icon here. And come here and go to
Properties and look out, Do the symptinge for each and every unimitted
layer or key framed layer? Key sympting here. Yes guys. So we've been able to successfully achieve our
walk cycle animation. So thank you guys for stealing this long and hope to see you in
the next video. Bye.
22. 21 Facial Rigging: Hello again everyone and welcome back to
this amazing video. In this video, we're
going to be looking at official admission
or official reading. So I'm going to just
come here and click now we have this file which
says Fees Admissions. Now come and import
it as a composition, retain layer sizes, and
then just heat import. When we open our layer, we see our layers. This is again an
Illustrator file. As you can see, we can see
that this is the main head. Let me just leave the mean head. Okay, so we can
see the mean head. We can see mount one nose. I think this nose layer is just not needed because we have the nose on the mean
head and we're going to use this nose for other rigging. We have the mouth one, we have the ice on the ice. Two, okay, we have
the mouth two, we have the mouth three, we have the mouth four. We can see that
each of the mouths, or each of these layers, serve as specific
expressions for an emission. They give us a specific
look or a specific message. Okay, when we use Mot five
rather mouth four and ice one, we can see that this is a. Wow, okay, mo mo four again, two. Let's see if it's going
to give us an experience. So we can see that the guy is a missed but then
sad again from the ice. We can also see, let's set one too so we can
see, let's see. Confused but happy. Again, we don't get
the idea, okay? This is a happy expression. Of course, we can see that. Say we can see that this is a sad one, okay? This is a really sad one. Let's see, we have
something like this. Let them just do this. Now you can see that we're creating a mimic of him talking. So we can see that as we hit our mouth enable and
disable that layer. Or as we hide and
unhide the layer, there is an illusion of
someone making a speech, okay? Of the character
making a speech. That's just about
how distance works. That's a basic idea. All you need to do is, is create the specific
expressions you want. If you want to lips, you have to create
the specific words. How the mouth will look or how the face will look while
seeing those words. Then just arrange them
on the time line. Okay? You have to arrange
them on the timeline. Of course, using the
voice over as a guide, the voice over is supposed to
guide you on where to use, what expression and
where to use what. That's just it.
I'm just going to do a little demonstration here. I'm, I'm going to just
come on this layer. Going to edit. In split layer we have something like this. Okay, I'm going to start with going to do the
same thing here. I'm going to just go to
edit and split layer. Cut the layer into, I'm going to be like, whoa, okay, I'm going
to also create a, I'm going to create a blink, come in here and split layer. I'm duplicate this layer. Duplicate this layer and do something like
I'm going to start. So we can see that he has. So we can see that this way. We have, we then have
the guy talking. He's talking, he's not talking, he's talking, basically
making a speech. You see, as you can see, you have demonstrated how
the thing works here. And then he blinks his eyes, Then we have something like him talking we could upon more frequent so as to give more
interesting illusions. We're basically animating right now speaking. And then we can use as many
expressions as we want. We can use as many layers
as we want to mimic or to pass the message we want to
pass across as animeters. That's just it. I think you
can do a lot with this. That's it for this
video on is admissions. And I'm going to do a little composition in the next video that's using
our work cycle admission. I'm going to just
show you how to add our work cycle admission
in the background in moving background and in a
static background by moving in a background
where the camera is actually moving with the
character in a background where the camera is static and then the character moves
across the background. That's it for this video and I hope to see
you in the next.
23. 22 Walk Scene Composition: Hello guys, welcome back. In this video, like
I said before, we're going to do a
little composition for our walk through
work cycle animation. So I'm going to
come here and then import this animation
background file. And let's just hit import. Okay, import. I'm just going to come
here and then create a new composition with the
default settings of course, or with the settings we have
been using 1920 by ten ATP. Then, okay, I'm going to
create another composition, since I told you I'm going
to do two demonstrations. Okay, now let's bring in
the background layer. This is the background.
Let's bring in the background
layer here also. Now for this layer, we want
our background to move. Okay, we want our back to move, that our camera to move. What we do is just
come to just hit, that's a position, then
have it here at first then. And then create a key frame and then basically run it through. Let's make, yeah, this is now we have
a moving background, right then all we
need to do now is import our work
cycline emission. Now, grab it here. And then just for skill, and reduce the, reduce the size. Let's, let's just
reduce it a bit more. Have our guy at this point. Okay, let's reduce
it a bit more. Let's see, 38. It something like this. This is what we have
now. So as you can see, within a few minutes
have been able to composite our walk cycle, a mission into a background. So that the guys, I want to make the background move a little bit faster to
catch up with the character. We've been able to achieve this cool mission within a
very short period of time. I'm going to trim
our composition. Our time then stream
come to work area. Okay, we've trimmed
our composition. Then we'll go to the second one. Let's just try to achieve
a good view here. All we then need
to do is to bring in our work cycle admission. I'm just going to copy this one, since we've scaled it down.
I'm just going to copy. Let's go then. This is what we have so far. What we need to do now is
on the animitted character. And just bring him out of
time on the first frame. And then hits, then create
a key frame for position. And bring, sorry, where
is our character? I can't even see our
character. I don't know why. Okay. Okay. Okay. Our, our
key frame needs to be here. This is what we have now. Yes. So as you can see guys, we have our character
practically walking across our scene. So, that's it guys,
and hope to see you in subsequent videos. Bye.
24. 23 Text Animator 1 - Anchor Point, Position, Scale, Skew, Rotation & Opacity: Hello everyone and welcome back. In this video, and of course in subsequent
months to come, we're going to be looking at text animation in after effects. Text animation enables
us it in after effects. With this we can animate
different features of our texts and create very
beautiful animations. Of course I'm going
to take the text too and just type in
something that's designer. We've created this, this text
for demonstration purposes. In order to access
our text animation, all you have to do is to come
here and then click here. Now you see animate. When you click on an Emit, you'll be able to see
the different features we are able to
animate in our text. Now we see that they are
divided into sections. We see that this is
a three D feature. And then we see
this section which covers anchor points,
position, skill, skew, rotation, opacity, and
all transmission properties. Which means all of these properties are under
this particular one, okay? And then we have
the field color. The stroke color color, sorry, the stroke width. Okay? So with this we can also admit the field
color of our text, the stroke colors, and
also the stroke width. And then with this we
can admit the tracking, the line on the line spacing. And then in this
section we can admit the character offset,
the character value. And then lastly, we
can animate the blow. Okay, so we're going to start
with the second section. We are going to leave out this one for now and
come back to it later. For the first section, or rather for the
second section, which starts with Anchor Point. All you have to do
now is to select the feature which is Anchor
Point for this section. Okay, select Anchor Point. And once you select it, you see that some new
options have come. We see that options such as path options and
then source text, more options, animal one, ring selector and so
on and so forth have been added to our layer. What I need you to come
now is just ring selector. When you open ring selector, you're going to see the start and then the end,
and then the offset. Then you're going
to see Advanced, and then you're also going
to see the anchor point. Okay, Basically the anchor
point is the anchor point. We've spoken about
anchor points in almost all lectures so far. You just have to so that
the anchor point is the point at which the
transformation occurs. So this effect enables us to animate the ankle point
of our text characters. Okay, when we come
on the advanced, we see that we have a
lot of options here too. Now we can just come here and play around with
our ankle points. Now you see as I am
playing around with it, we are having changes, okay? Now we can also play
around with this option. You see what we have been
able to achieve so far. Let's assume I kick the anchor
points to this, please. Okay, When I now come to
offset and it is my offset, you see that I'm able to bring the anchor point back to
the original position. With the offset, we can even see that it enables
us to move our text. Okay, because we are playing around with
the anchor points. Okay. We can see
the effect it has. Now let's just
animate the offset. I'm just going to create
a key frame here. Then come to 20 frames and then take zero. Okay, This is what we have now. We've unlimited
the anchor points. When we come under advanced, we can see that we have
the percentage, the index. Based on my experience, they
basically do the same thing. Now this enables us to choose words our
animation effects will be based on will
affect our characters only. Will it affect characters
excluding species? Will it affect the
words that each word? Will it affect the lines? That's in a situation where you have multiple lines of words. You can see that we presently
have it on characters. It's affecting every
single character. And then characters in
excluding rather species. Now you can see that the effect almost the same
thing now for word. We will then see that
the whole word moves. Okay. Then you won't see multiple lines move because we don't
have multiple lines. It's going to be the same
line or the same word. That's it for the son. Then we have the mode, we have the art, we
have the subtract. Basically do this of course. And then for subtract, it's basically do
the opposite of the act or of the D rather, based on my experience,
all these other ones do just the same
thing as the day. Then we have the
amount. Now the amount is the feature that controls the amount
of our admission. You see now we've
reduced it to nine. And this is how we've reduced our admission
to when we increase it to, let's say 65, we see
that we have it here. And then we increase it to 100. We see that we have our
original animation. That's it, and we
have the square. I don't think
you're going to see any effects or any
serious effect. Okay, it turns out
that it's working. We have the ramp up. We have square, square is the one that we've
been seeing so far. We have the ramp up, this
is the effect for ramp up. We have to ramp down, this is the effect
for ramp down. Then we have the triangle. This is the effect of triangle. You see that it creates
a triangular ship. And then we have the
round, we see that. We see that it
creates an arc shape. Okay, that's a round shape. Then we have the smooth, we see that basically it does something similar to the round, so we're going to leave it
at square for smoothness. It basically tells us how smooth we want
our movement to be. We see that we've
reduced it to zero. And we can see how mechanic our movement
is when we reduce it. When we increase it to 100, we see that our movement, or rather when we add as we're
going to be able to see. So the smoothness
effect more accurately. Okay, let's assume
we have our easy. Let's we have this now. This is the effect we have
when we make smoothness zero, we see that we have
it still mechanic. Okay. It's very mechanic
in its movement. But when we increase
our smoothness to 100, we see that we see
our E is at work. We have our high
and low effects. Based on my experience,
they don't really do much, just play around with them
and see what you can achieve. Okay? Basically that's
it for every option here we have this
advanced option rather. This advanced option
is basically the same for for every other emitter. Okay, Now we haven't
seen the randomizer. Now the randomizer creates a
randomness in our admission. Now we see that the admission is now happening very randomly. When play around with
the random seed, we can see that our randomness also changes different results. Basically, that's it. I'm just going to off the randomizer. Basically, that's
it for the advance. Now the advance is the most
important effect here, based on my experience. Because it is where you have most of the interesting
options to choose from. For the path option, we
have to choose a path. And of course we don't
have a path here. If we had a path, we're
going to see it appear here. These options
basically work hand in hand with the path options, the anchor points Anime. The next animator we're
going to be looking at is the position
animterI'I'mjust. Going to delete the
layer and then creates a new layer or a new text. The word designer. Now we
see that when we come here, we'll add our anime. The next anime is
the position Anime. The position animator
basically enables to create animation in our position.
That's the position of. The words, the position
of the characters, the position of the lines
if there are any lines, if there are multiple
lines rather. Basically that's what
the position animo does. We can see that our path
more options did not change. And we can also see that we have the position here
instead of the anchor point, as compared to the
previous example. We can see that for Animo, we have the ring selector,
we have the advanced. Like I told you,
that the advance is basically the same as it is every other option.
A little bit to common. Let's bring our
initial position here. Okay, we are then going to bring down our
position to this point. Okay, we've brought down the position here to enable
us to work with our offset. When we don't play
with our offset, we can see that we are
able to change between our initial position
and our new position. I'm just going to take this 200, I'm going to create a key
frame and bring it zero. We see what we have now. It's physically working
similar to the anchor point. But of course, this is not the anchor point,
this is the position. For the previous
example, we were actually animating
our anchor points. But for this example, we are actually animating the position. Let's easy, we have a
smoother animision right now. Let's just split with
the curves like this. We feel like extending
our animation to about a minute,
or rather a second. Yeah, what we have right now. And let's go to advance now, like I said before, the index and the percentage
of basically doing the same thing now we have Don. We have based on characters
based on characters without line and characters
excluding species. This is what we have based on characters,
Characters, species. We have the words. This is what we have
because single word. Okay, Now let's assume we have designer boy as our text text. Now we can see that
because it's on words, each word is now an
emitting separately. We have lines, lines. We still do not have
multiple lines. We have a single line. We have characters excluding
species characters. That's it for that.
We also have, oh, we have the ramp up. The ramp down which does
the opposite of ramp up. Then we have the
triangle that we've seen before we get to the triangle, then we have the, this is
what we have with the round. And then we have
the smooth smooth, take it to square and look at. So smoothness for this
is basically the same with what we saw in
our previous example. We can see that our easy
is no longer applies. It's very mechanic
in its movement. Edit the smoothness. That's it for smoothness
and randomizer. Basically the same thing
as the previous ones. For this, I've deleted
the position effect. And I'm just going to delete the key frames we
have on our offset. I'm going to bring
the position of our text back to where it was originally, which is here. Now we're going to
add our next animo, which is the Sk animo. Now in this animates, basically everything the
previous animos do except that it does it for the skill of
the character of our word. Now as we've added
our skill animator, we see that the animator
one option is here. And then under it we see the skill and we see
the ring selector one. Now this ring
selector of course, is like the previous ones. The start, the end, the offset, and the advanced. Then we have the
skill here, okay? Now, for the advance, the percentage in the index, that's the units of
the skill, okay? We have percentage and index, just like before we have. Based on words and based on
characters, based on lines, Based on characters,
excluding spieces, The mood we have add, subtract, and so on. And so we have the amount, we have the smoothness,
we have the high low, we have the randomizer, just like how all of the
ones we've looked at have. Now I'm going to create a key
theme for the scale here. First of all, I'm just going
to come here and increase, increase the species
between our characters. Okay, we need to just
reduce the scale here. Increase the species like this.
This is what we have now. And we're just going to
play around with the scale. We're just going to make
it something like this. We're just going to
make it 100.138 Okay. This is what we have now
when we come to offset of, we play around with offset. Now we see that we are
now being able to, or we're now able to go from what we have now to
what we have originally. And we can see that as we animate our key
frame, our offset, let's make it zero, let's
make it 100, our offset here. Let's, let's just create a
key frame and then come to, let's say, close to a
second and make this zero. This is what we have is
this is what we have. And we can see that
our characters are skilling individually. When we come to advanced,
we can see characters, species, characters
excluding species we have. We also come to, it's going to skill
based on the words, you see what we have. We also have lines, of course we only have one line. This amount controls the
amount of our skiing, just as we've seen before. The ship controls of the
ship of killing also, just as we've seen before. As you can see this is ramp up. We also have the ramp down.
This is the ramp down. Then we have the triangle. We have the triangle, we have
the round in the smooth. Basically, that's
it. We've looked at these options in
previous animes. We've looked at all of these options in the
previous kill meters. So basically do the same thing. I don't have to go through
them over and over again. Now when you look at the skew, let me just delete the
animo. Delete the scale. And delete the animo animo one so as to add other animetos. I'm just going to show you briefly what all the others do. This is the skew, the skew, the skew does this, you see? This is the effect we
get from the skew. Every other thing is the same as the previous
ones we've looked at. Okay. We can now
play around with the skew value here and then come and play
around with the offset. And you can see this is
what we can achieve. We can change to the
characters excluding species. We can change towards that, we can change the amount, we can change the smoothness, we can change the shape, and so on and so forth. Now, after the skew, we then have the rotation. The rotation enables us
to rotate our characters. We see what we're able to
achieve with a rotation. We can edit a
rotation like this, and then then come the offset. Then edit our offset. An admission on rotation. I would like you to go through
all the options and just play around with
what we have and see the things you can achieve
with what you have. Coming to opacity or opacity, of course, you know the opacity. We know that it reduces the transparency
of our character. So we can see that our
transparency has been reduced 100-0 Now we can
just come to our selector, come to our offset and
then work on the offset. We can randomize this.
We can do a whole lot of things to make sure we
achieve something amazing. At the end of our lecture
on text animation, we're going to create
something very cool. So that you have the
experience of combining these animators and creating something very
cool for yourself. Let's look at the all
transformation properties, which is the last one for this. When we add it, we can see that we have options for all the
transformation properties. We have an option for the
anchor point position. We have ski skew, we have skew axis,
we have rotation, and we have opacity. So we can edit them individually
and we don't have to add them separately
like we did before. So basically it, that's it for
our first section of text, animeters which include
anchor point position skill, que rotation capacity, and the last one all
transformation properties. So that's it for now and in the next lecture we're
going to dive deeper to look at even more
interesting text Animeters. Hope to see you day bye.
25. 24 Text Animator 2 - Fill Color, Stroke Color & Stroke Width: Hello everyone and welcome back. In this video, we're
going to be looking at the next text, Animeters, which are
the field color, the stroke color, and
also the stroke width. We can see that the field
color has under it, the RGB, the hue, the saturation, the brightness, and the opacity. Also the strep color also has the same options as
the field color. What I'm going to do is
I'm going to go through all these options with
you and you're going to explore these other
options on your own because they are basically
the same as the field color, only that they
apply to the stroke of our character,
all of our text. Okay, Right now coming
to the field color, we're going to add
the first one which is RGB. And this is RGB. Now what RGB does is it busos give our text
a new color and then creates an effect of blending between our new
color and our old color. Apparently we have
read and when we then look at range
selector here, and then we come to Advanced, we can see that we can edit between our old
color and our new color. Let just change our color, Blue. Okay, change color to blue. And we can now see that we can edit from our color or from our present
color to our new color. Okay? What we get
with the color, with the field color
or with the hue, field color property. We have these options here on the advanced
and like I said before, they are basically the same as the ones we've
looked at before, but we're just going them once more so that you see what
you do for the field color. Okay? We have
percentage and index. And like I said before,
they basically do the same thing. We have bad. Now we have based on characters, we can have based on characters, excluding species,
based on word. And we can see that each
word has a different color, okay, based on lines. Now for that, we can see that whole line has
the same color. Then we can see that
we have the amount, we have the mode,
we have the ad, we have the subtract, which does the direct
opposite for the ad. And we have all others which do almost the same
thing as the Ad. We have the amount,
that's the amount of blending between the two. Okay? Then we have the, now we have the ship, This
is square. We have the ramp. Okay, We have the ramp, ramp operator and ramp
down the triangle. We have round and we have the ship and we have
the smooth rather, let's make it ramp up. Let's just rather, let's come to our offset here and create a
key frame here. After 1 second change, let's make this zero, then come here and make it 100. Yeah, 0-100 We can come to randomize and then just turn on randomized to create
a random effect. The effect, okay, you
can see the randomize as added a touch of randomness
to what we have here. That's it for the hue effect. Looking at the next one, let's just delete
the animeter here. Looking at the next one,
we're going to add the hue. The previous one was RGB and
now we have the hue, okay? The hue effect works
like this. Okay? We can see that we are able to create different
colors without hue effect when we come on random orange selector
and then advanced. We can see that turning
on our hue here to, okay, let's just make this two. When we make this two
when editing our offset, we can see that our color of individual characters is
changing, changing randomly. Now this is the hue effect
we can make the words, and then you'll see that the colors are changing
based on the words. Okay, what I want to
do is just to make this zero and then
create a keyframe here. And come to this in time. Okay, so basically
it is what we have. We have the effect we have. Let's just make
these characters. Now. You see what we have, okay. We have the mood, we
have the subtract, we have the art, we
have the others. We have the amount which enables us to adjust the
amount of the effect. We're adjusting the amount, you see what we are
able to achieve here. Okay. So that's it. For amount, we have the
ship, we have the ramp up. Now for ramp up, you see the beautiful effect
it has created for us. We have the ramp down, you see the effects
it has created. We have the triangle, We have the round, we have the smooth,
basically, that's it. We have the randomizer also, which gives a touch of
randomness to our effects. That's it for the hue effect. For the next one, we're going to look
at the saturation. The saturation is
basically the saturation. We all know what
saturation means. Basically what it does, it makes our color either more saturated or
less saturated. Now we see that by reducing
our field saturation, we can see the effect
it's giving us. It's reducing the saturation
of our field color. When we take it down to 100, we can see that we've
completely lost sight of, of our text because our text is basically white right now. Now when we take it up, we can see how saturated
our color is now is our color is now very saturated by boosting up
the field saturation. Okay, now we see that we then all of the effects, the options on the
effect we can work on the offset on the units we
can work on based on which, which will apply our effect
based on the character, on the characters
excidence species, the words, the lines,
and so on and so forth. We have the mode which is add, subtract, intersect,
and so on and so forth. We have the amount
of saturation, we have the shape,
these options. We have the random mize also,
and so on and so forth. Basically, just go
through all these and see for yourself what
you can achieve. Okay? See for yourself what you can achieve with what
we've learned so far. There is so much we can achieve. The possibilities are
basically limitless, I would love to actually see, come up with, we
have the brightness which increases or reduces the brightness of
our field color. We can see that
by making it 100, our field color is
very bright by 50. Of course, the saturation, or rather the brightness
reduces when we make it zero. We can see what we have. Now when we make it -50 you can see that it's turning dark
As we take it lower, we can see that we've
achieved total darkness. You can see it's
basically black. Now that's the effect
you get by playing with the other options under your ring selector and
under your advanced, you get different effects
or amazing effects. Of course, the next one. The next one is capacity. Now, opacity is
basically opacity. We've looked at opacity in previous lessons
and it basically works like the opacity
we've looked at. I don't want to make this
video unesscially long. I would like you to check out the options under
Str color for yourself. We have the RGB,
which works similar to this RGB except that
it's applied to the stroke. We have the stroke
hue saturation, the brightness to opacity. All these basically work
like the ones we have here, just that they are applied
to the stroke, okay? And we have the stroke width. And you need to know
that in order to use the stroke option here. In order to apply these effects, you have to have a stroke
applied on your text. In the next video, we're going
to be looking at tracking line line space and hope
to see you there by.
26. 25 Text Animator 3 - Tracking, Line Anchore & Line Spacing: Hello everyone and welcome
back to this video. In this video, we're
going to be looking at our next text, animus. And there are the tracking, the line, ankle,
and the line spec. Now the tracking when selected enables us to increase or decrease the species in
between our characters. As you can see, I'm not able to increase or decrease the species in between my characters. That's basically what
the tracking does. And we also have
the ring selector here and the advanced option, just as the previous text animos which we've looked at have now, we can just create a key
frame on our tracking amount, come to 20 frames, and then adjust it. Yeah, let's adjust it,
let's adjust it to 100. And this is what
we basically have. I'm just going to
change the positions of our key frames so we can have
something like this now. Easy ease our key frames
and play with the curves. This is what we have
right now, guys, by the tracking amount. Okay. When we come on our selector, we can see that we have offset. We can also admit
this with our offset. So we can see what
adjusting our offset does. I'm not going to make this, I'm not going to add
anything on our offset. As you can see, we have
our advanced options, just like the previous
ones we've looked at. We have the mode which is subtract and so on and so forth. So let's just take it
to the randomizer. Doesn't do much here.
Just go through these options by yourself to see what you can achieve with this. The next effect is the line cho. This effect enables us to
adjust the anchor of the line. This effect should be added alongside the tracking effect. Okay, do work hand in hand
with the tracking effect. By adding it, we can see
that it has basically moved our anchor to the middle. We see our admission
more of in the middle. Let me just delete it so you can see what it looks
like without it. This is what we have
without our line Co. When we add our line Cho, we can see that our admission
is known like this. We can also play
with the line O. Now It's currently
at 50% We make it 100% something like this. We can make it zero and have something similar to what
we had in the beginning. I'm going to take this to 50, so our admission
happens in the middle. You can just play around with all other options to see
what you can achieve. The last antimatter here
is the line spacing. The line spacing enables us
to adjust the spacing between multiple lines when we have
multiple lines, for example, when something like this, you can see we have three lines. When we have three lines, our line spacing can then be used to create coolan emissions. You can see by adjusting
our line spacing, this is what I'm
able to achieve. We can just something like
this then come to our off. Then now we can adjust it with the offset was going to
create a key frame here. Let's make this zero. We come here and make it 100 to easy ease. We need to play with the curves a bit like this. What we have a very
simple animation by adding our tracking, our line anchor and
our line spacing. I just want you to go through all the options to see what you can
achieve on your own. And in the next video, we're going to be looking at
our next text, Animes. See.
27. 26 Text Animator 4 - Character Offset, Character Value & Blur: Hello everyone and welcome back. In this video, we're
going to be looking at our next text, animators. And they are the
character offsets, the character value,
and the blow. Now for character offsets, what it does is it
changes our characters, it completely changes
our characters. And we can create nice looking
at animations with that. Let's make this 16163. Okay, now when we come
to our range selector, we can see that
editing helps us to come back to our
original characters. Of course, we can also create
a key Fm on the character offset to allow us to go through several
other characters. Okay, let's just
take our offset to zero So you can see how
the admission goes. We can see that by animating
our character offset, we then have this admission which chose different
characters. Get down is what we have. Basically what the character
offset effect does. We have the character value. Now the character value pretty much does the same thing
as the character of set. Only that it changes
them into values. It changes our characters
into values, make this 200. With this, we can see that
our characters are then limited to become
different values. Of course, we have different
options here to choose from full unique code and
preserve keys and digits. I just want you to through all the options we have to see
what you can come up with. We also have the advanced
and so on and so forth. You guys just go through all these other effects to see
what you can come up with. There is a lot that can be achieved with these
effects that I can assure you right now. We're just going to add
the last effect here, which is the blow effect. The blow effect is
basically a blow. It adds blow to our characters, and you can see what we can have or what we have
by just adjusting, the blow can be omitted. We can use our ring selector, our offset under
the ring selector actually to actually adjust the application of our effects
when we have it at 100, you can see that the
effect is applied to when we have it at zero. You can see that the effect is applied to every character. But when we adjust it, we can see what we
are able to achieve. We can see that the effect
adjustment then moves. We can play with the
offset and then make this 100 is what we have. I just want you to go through
the advanced options and other options to see what and what you can achieve
this effect. Basically, that's it for
the character offset, the character value, and also
the flow of text animeters. Next I want to look at
the three D text animo. But before then I
want us to just take a look at the path
options we have here. Now the option, like I said in the first video
of this section, can be used when we have a part. We can use this to enable
our text be applied along. Let's just draw a part here. This is the part I have. Now when we come here, we'll be able to select max one, which is the new part we have. By simply selecting this, we can see that our text has been arranged along our path. We definitely have many options with which we can play with. Okay, we have this first
margin and last margin. Now these options enabled
us to move along our path. To move our text along our path. Okay, that's the first
margin and the last margin. Basically, it does nothing here, but we can animate
our first margin. Let's make this zero and
then create a key frame. First, margin, come to 1 second. And basically take it down here. The easy. I see what we are
able to achieve by adding a mask
or adding a path. So out this for this video
guys and in the next video we're going to be looking
at our three D text. Animo, hope to see you. Bye.
28. 27 Text Animator 5 - 3D Text Animator: Hello everyone and welcome
back to the course. In this video, we're
going to be looking at our three D text animo. This is our three de text animo. But before then, we're going
to look at the feature which I skipped from
the previous videos. This feature can be applied
to all text animos. Also, now I'm just going to add tracking to explain this
feature which I missed. This feature can be seen
here under our Animo one. We can see that we have
this do when we hit Ad, we have two options here. We have property, we
have the selector. The property enables us to
add these text Ani meters. Again, basically same thing as adding the text animos here. But the second option, which is the selector,
enables us to add a range. We are able to add another range which then gives us access
to options like this. We are able to add the wiggle. Now the wiggle is an
effect that enables us to wiggle the particular
text animo effect. Here if we have the characters blowing the wiggle effect
will wiggle the characters. If we have the character
killing the wiggle effect, we'll actually wiggle
them while killing. If we have the characters rotating or skewing
the wiggle effect, we will wiggle the characters while doing the
particular animation. We have expression. Now
we touched expressions a bit from previous videos
or from a previous video. I think from the previous
section we touched expressions. But we're not going to look at expressions in this course. Expressions will be covered
in subsequent courses. Let's us look at the range
when we add the ring. Now we see that we
have selector two. Under the selector two we have an additional start and offset
and advanced elector one. We can see that we have start
and offset and advance. It just gives us
additional features. You can plead. Let us
come and see the Wg. Now we have the wiggle. Like I said before,
the wiggle gives us the ability wiggle
our characters. So let's just add
tracking to our text. Okay, let's just come here
and then increase this. Okay, this is offset. Let's come to track in amounts, create a key frame
here, then come here and do something like this. I don't want us to create
any specific them, I'm just trying to show you how the wiggle effect
will work for offset. I'm just going to come here
and do something like this, something like this here quickly. Let me just add
the wiggle effect. Okay, the effect has
been added here. When we come on
the wiggle effect, we can see that we have options, we have the mode,
we have intersect, we have defaulters intersect the subtract minimum
maximum difference, just like how we had it
in the advanced options here we have vehicle per
second, we have correlation. Let me increase the
vehicle per second. You see that our vehicle
effect is presently active. Let us delete the effect
here to see what we have without the E. So this is what we have without
the legal effect. Okay, this is what we have
without the legal effect. Let's just control Z to
bring back the legal effect. Now you see what we have with the legal effect, basically. That's it guys. That's it. And we're
just going to look at our three D text. Animeterow. In order to add our
red text meter, you come to animate
and then come to enable per character treat. This immediately
turns our text to a three D layer and then
gives us a set of options. Now we can see that gives us this gizmo icons here where we can physically transform
our character. Now we can rotate, we can, we can move,
we can rotate. We can even scale
based on tre D, That's in three D space. We can see that we
have our z axis, we have a y axis, we have x axis. You can see we're
rotating this along this axis so you can
create key films. And then just create nice
nice tredmissionsk text. Now let's just make
this, let's see. Okay, let's just come under to see more
options which we have. Now let's look at
material options. We can see that we can make
the cast shadows, okay. We can play with
light transmission, the light transmission effect. We accept shadows, we accept light, and
so on and so forth. But you are able to
see the effects being applied because we don't
have a light in our scene. A light in our scene will enable our characters
interact with the light, thereby making the effect valid. Okay, I'm able to
create a light to come to the layer and then light, I'm to create a point light
for demonstration purposes. Now, as soon as I
create a point light, and you can see the light
being applied to our text. Now as I move our light, we can see that our text is now here
and then brighter here. I'm willing to edit
our composition. I'm going to make our composition
background with this. We see, we can see the effect we are achieving by by playing around
with our lights. Okay, I'm willing to change
this to spot lights. Now you can see that by
moving our spot lights, we are able to even
hide the character, or hide the characters because our light does not fall on them. By changing the
position of our lights to fall away from
the characters, we can see that our
characters are even being hidden in the
background because the background is dark of you can create very cool
admissions with this come to our light transform
properties and then just create key and then come in time
and move our lights. Just move our light like this. This is just for
demonstration purposes. I'm not creating
something specific, okay. Just for you to see how our light interacts
with our characters. You can see the simple
effect we able to achieve by just playing
around the lights. We can come here and play around with the
options we can see. Let's make this, let's see, this feather softens the edges
of our lights even more. We have the fall off of smooth, we have none, and we have
inverse square clamp. You can just go through the options to see
what effects we get. We have the radius, that should be the
radius of our cone. Okay? Because this is a spot
light with a cone ship, we definitely have Dus. Critically, this
is what we have. Radios and emitting our lights. Let's open the transform
properties under our character, and of course you
can see that we now have a third dimension
added to every option here. Now for position we have the X, Y, and Z scale. We have X, Y, and Z orientation. We have X, Y, and Z. And we have the rotation X, Y, and Z. Okay, because it's
now a red layer, Let us select
everything and then just create a simple animation. I'm not creating
anything specific, I just want you to
see how we are able to work on our text layer which is now a red layer. Let us rote. You willing to delete that? Fi need to but it
kind of backwards. Yeah, so this is a subtle effect we're adding
here, nothing serious. Just to show you how you can make edits to our
three D texts, Anima. Basically, this is what
we have achieved so far. I wanted to just go through the options on your own to see
what you can come up with. I'd love to see what
you can come up with. Okay, so that's it for this
video and in the next video, we're going to be
creating something cool with of course what
we've learned so far. Hope to see De by.
29. 28 Classwork 7: Hello everyone and welcome
back to the course. In this video, we're
going to be creating this simple admission on
our screen Right now. This was achieved by
using our text animos, which we just learned
in previous videos. It's basically the
text animos and a few other skills which
we learned in past videos. Let me just post it for now. As you can see, what we
have here is the texts. Here we have 365,
we have engaging. We have a rectangular shape. Here we have, we
have this creative, we have design this
little square sheet. Here we have the image. Yeah, we have the image. The project files
including the image, will be made
available for you to follow along for us to start. We're going to create
a new composition, make our background white. We have our new
composition just like the one we have here
with a white background. Okay, now you need
to do is to go to the project folder and
then select the image. Now this is the image
we have used for this. When you import it, you're going to just drag
it into our composition. Just little bit, Little bit. Now you can see this
is the original image, but we've added some effects to make it look like what
we have presently. Yeah, I'm going to align
our image like this, just like what we have here. You can see that our image
should be somewhere here. Our image is a bit bigger, image is a bit
bigger. Let's see. Okay, let's just check this for a clip of how large images to 100.414 Now we have to apply a few
effects to our image. For starters, we're going to apply the key light effect so as to remove the background. Okay, just come to your
effects and appreciate here and type key light light. This is the plug in here. Now we're going to come here and then select
this hydroper two. And then just select background. As you can see, we successfully removed
the background and given this effect we have here, okay, that's what we have. Now our images completely blended the background
with the white background. We added another effect which is a transition
effect because we can see that we transit from
nothing at the initial, at the beginning to the image at about 3 seconds, 15 frames. Okay. This is the CC
image wipe effect. It's a transition
effect CC image wipe. Let's come here and
type image P effect. All we need to is
turn this to hundred, let's say come to 3
seconds and 15 frames. Then come here,
create a key frame. Come here and then make it 00. Let's hit you. To bring out
the key frames, we just, this is what we
have. Start playing our image wipe effect and
our key light effect. I'm just going to
select all key frames. Easy, easy. Then
let's just check this hit and see what we have o
it's just a normal we have. I'm just going to lock
the layer and close it. I'm going to create, these are the elements right
now. We have the 365. We're going to come here
and create our text 365. Okay, this is this event. Let's just bring our anchor
point to the side here. Let's bring our Anch
point to the side here. What we can do is just duplicate this with
control D and then come in typing engaging By
hitting this icon here, it replaces our color
with the field color. In the field color
with the color, we just have the
color as a color. Let's disable our stroke because we don't
need the stroke. Let's reduce the size a bit
of our anchor point here. Let's just take a look at
what we have here for a clip. We have Ivan Bold
and we have 133 -53 Here we have -53
Ivan Bold and 133. I'm just going to create
our new new ship layer. Then rectangular ship. Just draw our rectangular
ship and select our hydro two and make the
same color as our text. Now this is supposed
to be under our text, text color is
supposed to be white. Our text color is actually
supposed to be transparent because cuts out
of our shape here, we're just going to leave
it as white for now. For the next element,
we have Creative Design and also this square, square shape here for the
creative design font. This is the font, and then we
see it's 219 pizzels large, and also minus -53 Let
us make this bit bigger. Let's duplicate our
text layer here, and then just change the color. Yeah, so we see that our text, our phone size for Creative is 209 19 to 219 phone size, and this is -53 Also
edit the color bits. Mm, I want to have something
very similar to this. Okay, let's duplicate you
again and then have design. I think they are the same size, so they are the same size. Finally we have this
squared ship here. It's basically a ship layer. We need to create a
ship layer ship layer. Then we're going to have
something like this. The co points, where is it? The Co point, this here, I'm going to grade it to this point. The anch point for this
text here should be here. That for this one
also should be here. Yeah, that's for this ship, also should be at
this point because all transformations were coming in will be happening
around here. Guys, this is what
we have so far. And in our admissions from here, we can see that we have
this guy coming in. Then our engaging
coming in from the left to engaging. Let's hit you to
see our key film. So we can see that
we have key films on the position and tracking. The text mo has been
applied to the tracking. Okay, let's just come here and we can also
see that it happens, the tracking starts
from around 15 frames. From around 15 frames. That's about here. What we need to do is just come and come on or engage in text. And then let's add the tracking. We've added tracking and let's
just, the tracking amount. Okay, let's create a key
frame on the tracking amount. Let's bring the key
frame here to where we want the tracking animation to end and then make
the first key frame. 160. Yeah, this is what we have. Let's come in time here. A key frame on the
transform property. Position on the
position property. Let's make it like this. Then from here,
let's just bring, or transform, Let's just
bring the position here. We have something like this. What I want to do now is to
just add another effect, which is the line. So let's add the
line. Let's 100. So this is what we have. All we need to do now is
just make our Q films easy and then play
around with the curves. So I'm just going to come on, our film assistant, our graph. And then just like this. So as you can see we
have something similar to what we have originally. I'm just going to increase
the length of our animation. I think this is good. And what
we need to do now is our, our rectangular ship here. As we can see from here, the rectangular
ship appears first before our engaging comes in. We're going to just tick the engaging and then
shift it a little bit backward so that to give room for our
rectangular ship to appear. For this, I'm just
going to hit for scale. And I'm going to
click this icon here to disable uniform
transformation. Okay, so that we can only
scale one side of our ship. I'm going to come
to 15 frames and then create a key frame. Create a keyframe here and
then come on zero second. Just move this. So I'm just going to
change it to zero. We can see that this
is what we have. Ok, select my key frames and as then just play
around with the curves. Okay, let's see how the
curve here appears. Let's hit, you see that? It's about 16 frames and this is how the
graffiti to looks like. We just make it similar to this. Okay. Was 16 frames
longer, the 16 films? Let's make it a
little bit longer. Yeah. So this is
what we have so far. I think we have pretty much done justice to this
part of the admission. So what I want to do is I
just want to hide our here. I'm going to hide.
I'm just going to she them to give room for other Yes. Okay. I think I'll
just leave them. I won't shy them because
I actually Okay. Yeah, I think I can
she these ones. Yeah. So I can
shae them for now, but I'm not going to she
these ones. Of course. This is what we have right now. I'm go into meeting the remaining parts
of the, the video. I'm going to hit on this layer, the creative text layer. And then come on and
then let's just see what text and meter we have. This is creative. Lets see what text me can see. We have position meter. We also have the scale meter. Position meter, skim. We have key frames
on both of them. Keyframes offset, we can see that our animation ends at about 2 seconds
and five frames, or 2 seconds, three frames, we will come to 2 seconds
and three frames. Just add our position Animo
here in other position. Animo something like
this, look like this. And then come to the offset, Then create a key frame. On the offset. Okay, And then
come back in time and yeah, the offset needs to be 100 here. Okay, So I'm going
to come back in time and then make
our offset zero. Okay? Okay, Sorry, I forgot to create
the key frame. So we have to create the
key frame on the offset, so we have to make
it 100 and then come back in time
and make this zero. So what we have, okay, we're going to select our key
films and easy ease them. And then let's just kind
of make it look like this. The next text, Animeto, will be the skill text Animeto, the skill, we're going to
just have it look like this. Let's see, 65. And then come to the offset
and make this 100 and create a key frame and go back
in time, make this zero. So what we have then, Kim assistant, easy ease. So this will do. And now we have our text and admission for the
creative text layer. What I want to do right now
is just make it invisible here by using a shape layer. By using a shape to cover it, and then using the
alpha in track mat, just like we did in
previous videos. All we need to do now
is just come and hit this button to show
the track Mat option. And then come here and, okay, we come to Creative and there's alpha in
this is what we get. Okay, so we can see our text coming
out from this, please. I just want to shift
our ship a little bit. Ship a little bit, yeah. So this is what we
have, and this is cool. The next thing to do is to create the mission for this guy. For this guy, We come here, let's just check
what we have here. You can see that the
scale animation, we have the position
animation and we also have the space animation. This should be the
tracking animation, the position scale,
and also the tracking. I'm going to come here
and add our position. Okay, we can see that from here, our mission starts from O, starts from about 1
second and 19 frames, 1 second, 19 frames, and ends at about 2
seconds, 20 frames. Okay, 1 second, 19 frames
to second, 20 frames. 1 second, 19 frames,
Somewhere about here. And all we now need to do
is come on the position and then take our position. Okay. So let's just come to orange elector here
and come to offset. This is the offset we create
the key frame on offset. And then go to the end
and make this 100. We just easy ease. So this is what we have so far. And let's just add
our skill animo. Our skill animo can come
to the end of our time. And then just o just 49, right. And then come to our select,
come to the offsets, make this 100 and
create a key frame and go back to where
the admission starts. Then that we have
something like this. Then let's just easy ease and also play
around with our curves. Finally, we have one more text animito to add to this layer. Which tracking text
animo on the track. In text animo, you know what? Let's just add another
text animo on this. Let's add the line care as to bring our
animation to the right. Let's just make it 100. This is what we have now. We just have to the key frame
on the tracking amount. Come to tracking amount, create a key frame and then come here, let's see, 00 keyframe
assistant, easy. Do something like this. Yeah, do we have the final thing we need
to do to our layer, our design text
layer is hide it. We have to hide it the way
we hid the creative layer. What we have to do right
now is to create a ship like we did before and
then just practically put it on top of layer. We have our ship has to be
above the design layer, right? Yeah. We come to design and
then select Alpha invert mats we have so far. It's cool. Yeah, this is cool. And finally, I think
we need to admit this guy so we can just
shine these layers. Now to give room for clarity, you can see that
this guy appears at about 1 second 20 frames. 1 second 13 frames, or 20 frames it appears. And then I just want to
see the view of our ship, it appears and does
something like this. 1 second 20 frames, 1 second 20 frames,
we have our ship. Just hit for scale. And let's the dimensions
or the sites. Now we link the sites and
just create a key frame here. And then just move this
way, just make this zero. Just come a little bit in time. Just make this 100 or Si, I think this is okay. Okay. This is okay. And we need to now
create a key film on the position we have this. I think we need to
create a key film. It's about at about trees, con, and nine frames. Trees cons and nine frames. So the position needs
to calm down here. Key film assistants, sorry, it has to be
the other way round. Yeah, so that's it for this. I think we have one
last thing to do. Maybe not the last thing to do, but we need to admit this guy. We need to add two text animes, which are the opacity
text animeter. Also, let me see. We have, we have the character value
and also the opacity. Okay, we have the character
value and the opacity. Our animation starts at
about 2 seconds and then ends 15 frames
afterwards, 2 seconds. Then we have our
character value. Okay, so let's come to 15 seconds and create
a K M on carta val. And then come here
and let's make this, let's make this 57. Let me just see how I did it here. We actually have our key
frames on the offset, not the character value. The character value
has to be just 57. Okay, so we can just
delete our key frames. Here we have the
character values 57, when we come to you
to 15 seconds offset, under our offsets we can make this 100 Crete, the key frame. And then come back to
the second second, that's 2 seconds and
then make this -58 Okay, so our off still be -58 Okay. So this is what we
have. Just select our key frames and easy, sorry, this is what we have. Okay. Actually the
character value ends at about 2
seconds, 25 frames. So about 2 seconds, 25 frames. Yeah. While the other one, which is the opacity, ends at
about two second 15 films. I'm going to add the
opacity right now. I'm sorry, opacity. So we've added opacity. And what we need to
do is just make this 100 and come here,
make this zero. We have one final effects, which should be applied
on an adjustment layer. If you click on this
adjustment layer, you see that the optics compensation effect
has been applied. Okay, All we need to do is just come and create a new
adjustment layer. Then take it up and come to our effects, effects,
and presets. And then look for the
effect compensation. These are optics compensation. We can see that
the effect starts. And you can see that
defect starts at about 1 second on five frames and then
goes down to the end. But the effect is
very subtle here. You can see that defect
very subtle here. Let's make it starts from here, we're going to create a
key frame on the field, on the field of view, then hit on reverse lens distortion. So this is what
we have. I'm just going to make this, so for now. And then come down here and make this okay. Yeah, I think this should do. So we'll just hit you for the key frames and
easy ease them. Yeah, that's it for
this video guys. I just want you to explore more. Go on your own and see
what you can achieve. I'm very sure there is a lot
you can achieve with this. So that's it for this video
and see you in the next. Bye.
30. 29 Motion Tracking 1 - Introduction: Hello everyone and welcome
back to the court. In this section, we're
going to be looking at motion tracking
in after effects. As you can see on my
screen right now, there's a video plane and we
can see that this tax sign has been actually attached
to this video externally. By externally, I mean it's not originally
part of the video, but we can see that it has been attached realistically,
it's realistic. And it's actually
following our car, our tax car, wherever it goes. When I play our video, we can
see what's happening here. This is basically done
through motion tracking. After effects this
motion tracking, and that's what we're
going to be looking at. Motion tracking allows us
to do stuff like this. It allows us to add objects to our scene and make
it look realistic. We can add a text here, We can add an object
on our scene. With the head of
motion tracking, it's going to look
very realistic as the object was shot
initially in the scene. Okay, that's the idea
of motion tracking. In this video, we're
just going to try to achieve something similar, okay? And in subsequent videos
or in the next video, we'll need to do
something more advanced. Okay, So this is just simple. And all you need to do
right now is to come and import the footage. This is the footage just come
to your project folder and every other file apart from the footage will
also be made available. Come to your folder, to the project folder and click
on this work footage one. When you click Import it,
it's going to appear here. This is it. Just
right click on it. And then new composition
from selection. It then creates a new
composition with our footage. Now our footage is too long, I just want to make it four, 4 seconds, eight frames long. Okay? And then just
trim it this way. And right click and trim
composition to area. This is what we have, 4
seconds, eight frames. In order to achieve
successful tracking, what we need to do is to select a point of
contrast on our footage. A point of contrast is basically a point that stands
out from the environment. Okay, from its surrounding. Now we can see that the
predominant color here is yellow. And colors like black
here are points of contrast because they stand out from the predominant color. Okay, we can also see
that points like this, points of contrast, points like this, are
points of contrast. So some points of
contrast are more powerful than other points of contrast, points
that stand out. More more powerful
than points that don't stand out very much. Okay, and we can see that tracking places like
this will be very difficult because we don't have points that stand
out for this video, we're just going to be using
this Toyota logo here now. We're going to use
this Toyota logo as o point of contrast. In order to start we just select the footage
and then come to motion when it track motion after effect gives
us a track point. Okay, This is a track point. It uses these points
to track the motion. We're going to place this track point on
the point we want to. That's the point of contrast. Just place it this way and
then look something like this. Now this square inside
is the main track point. And then the one outside
is you basically telling after effects not
to go outside this point. Okay, that's for accuracy. In order to start after
arranging our truck point, all we need to do is to just
come to our tracker and hit alyesardhen hit analyze
forward after effects. You're going to try to follow our video tracks,
our track points. Successfully tracked our video. So it has truck the motion
of our tuckpoint and now we can export this data to
objects on our scene. So we're just going to
create a new null object and then this is our
new null object. We're going to transfer this data to our null
object and basically track our appearance stuff to our Nod object in order
to make the movement. Okay. All you need to do right
now is just come to edit target and select our no
object, that null tree. Okay, so it okay. And Click on Apply. It
then asks us to choose whether we
want to apply this to the x and y axis or
X axis A lm, y axis. We just use X and Y axis. We can then see
that our nod object has then been attached
to this point. What we need to do right
now is just create our sign and parent it
to our north object. In order to do so, we're just going to create a
new composition. Then we're going to
select our tan group to grow out tan group like this
basically come to our parts. To that selecting our
ship to our ship layer. Rather, come to our parts, to the throw out a part, drawing the part
on the ship layer. Now open the ship layer
and come to add and merge parts in order to merge
two ships together. The next thing to do
is to come and pick the text to the tax. That's what I want
to do right now, is just to crop our composition to this
region of interest. When I do this, I
come to composition. And crop composition
to region of interest. This is what we have crop our composition to our
region of interest. And then come back to our
work footage and bring in our new composition
for scale. Reduce the size a bit
to basically are our, our new composition and
make it look realistic. That's making it look
realistic as much as possible. Let's just make this
layer treaty and try to just play around with the kismosill. That's it guys. All you need to do now is just
come and select the perent per come to three. Okay, so when we play it, we see that our taxi has
successfully been attached to, or rather our taxi sign
has successfully been attached to our video
and it looks realistic. So that's it for this video. In the next video, we're
going to be looking at even more advanced stuff.
31. 30 Motion Tracking 2 - A step futher: Hello everyone and
welcome back to the case. In this video, we're
going to be achieving something similar to this. This is a call out and he's
basically typing a message to his wife telling her he's not going to be
coming home early. Okay, that's it for this one. And we're also going to be
achieving something like this. Now this is three D tracking, so we can see that
these objects, which are basically texts, have been added to our video. They look realistic,
very realistic. See if they've been there
right from the beginning. This is three D tracking, they've been added
in three D piece. In order to start, we are going to
import our footages. Just right click or double
click there and then bring in these two footages.
May you bring them in? You're going to to the first and create a new
composition from selection. We now have it as
a new composition. We can see that
our composition is just about 5 seconds long. We need to crop this
to about 5 seconds. Trim, comp to work area. Yeah, 5 seconds, 5 seconds long. Like I told you in
the previous video, in order to track, we
need a point of contrast. We are trying to track
his phone right now. We're trying to track his phone. We need a point of
contract on his phone. We can see that the phone is, it's going to be a little bit harder to find our
point of contrast, but we can see this point, that's this camera point. Okay, I think we can use this
point to track his phone. Just come to the track windows and then track come
to the truck and then track motion
like we did before. You're going to arrange or keep this track point on the camera going to achieve
something like this. Just scale this other guy
down to something like this. And now we can track our motion. Just hit an yes forward after effect has successfully
tracked our motion. It actually did a
pretty good job here. What we need to do now is transfer our data to a null
object like we did before, null object, and then come to edit target and choose
our null object, okay? And then apply X and Y. Good. Now you can see that our null object has been
attached to our t points. Now we just need to create our call outs that we need to
create something like this. This looks similar to
a hologram effect. I'll see how we create this is come and create a new
composition like always. Then come to a rectangular to just draw out
something like this. Let me see how it a draw
something like this. And then you can just use the Pin tool and draw something like this to make this guy a
little bit bigger. Just come to contents. Then let's round the edges around the corners
to this guy here. To make round corners
similar to this, let's just make this 45. 45 will then just
to the ship layer. The ship layer and then
come to add merge parts. We've merged our parts. The next thing to do is to turn or to create
our gradient effect. To come right click
and then come to layer styles and gradient. You see the gradient of
kicks out our stroke. Let's just come and
work on the gradient. For now, let's edit colors and
make this green and green, dark green, light green,
something similar. So for the style I'm
going to use Do is going to use Ski myself
something a little bit better. So this will do guys, let's just reduce
the skill a bit. And then we can see that we see that we have a, okay, let's play this
animation we have initially. We can see the type of
animation we have here. We can also see that
this green call out has an opacity of 72% This opacity in 72. Okay, let's just
reduce the size again. And then coming creates
a new ship layer. Sorry, reduce, let
met this fro red, this white, this onda. So let's just make
the anchor points. This guy here, this lea, let's make it here because our costs from this point, okay? Just like how we have it, just like how we have it here, you can see that this is
what we have originally. For this, I'm going
to hit A and reduce the opacity to, let's see, 19. Let's say 28. Or to control duplicate,
pulling down shift. Let's just make this one
a little bit bigger. Below the put them and then holding out the
holding down shift. Let's yeah, a little bit
smaller what we have so far. For the text, we
have him saying, hey, baby won't be
coming home early today. I've got a lot of work, so let's just copy the
texts we have here. Text a little bigger. It's not. What we want to do is we want to admit our texts. We want to admit our text
reveal just on your text. And come on select
the rectangular too in order to mask and
create a mask like this, the first mask,
create another one. Then make this one a bit bigger or just
adjust the position, create another, another
mask like this, just like this and kind of bring points. Yeah. Hey, come home. Okay, won't be coming
home early today. I've got a lot of work. All we need to do now
is animate our texts, reveal it for masks. Then the first, let's see, 20 frames the, and then create a key
frame on the mask path. Then come to our starts
and cooling down shift, Grab our mask to this point. So this is what we have. Yeah, we have. We can leave it like
this if we want, but we can see that
our text appears. It doesn't look as
if it's being typed. It just looks like a real
normal reveal coming here, we can see that we have it. It, let's just reduce
the resolution to have. We can see that it's an, it's being typed on our own, which is this new one which
is looking just like this. How I was able to achieve
this is that I came, let's say, to this point and then created
another key frame. And then came here. And then just copy this key. Then come here, create
another key frame here. We can also just reduce the
sizes of the tuition of our Animsion is basically how you achieve that effect, that type effect, Okay, come to wound and then
create a key frame. Grabs, then copy this guy and
paste here, Then come to B. Okay, so this is what
we have right now, and we can just do the same
with these other ones. Just come here and
create the key film. And come back in time
and draw, get out, come here and then make our
key film control C contra V. Let's pretty feel, just select all of
our key frames and then bring them here. Yeah, bring them here so it looks as if there
is a continuation. Yeah, let's just do the same
thing for the last mask. Come here and then cut
our mask, our Q film, and come back in time and
then drag this guy down here. Film copyion piste. Q film expanded to
pitts copyion pit. Create a key frame, so the length of our
key frames can be proportionate to the
sizes of our texts. Okay, so when we
have a short text, like you can see that let's just have a short key
frame, something like this. Physically, let's just make this the minimum something like this. So it appears fast more quickly. Because it's of course
a shorter type. It takes shorter time
to type shorter words, right, for this guy. Just make it like
this and crag it out. Copy and Pete, Same here. Copy and piste, same here. Then select all our Q films
and then bring them to this point to we've
achieved that effect. Now what we need to do is to just come and create
a new ship layer. Okay? And then let's just
two ship just make this, let's change the
front size to pixels. Or four pixels. Okay, now we need to apply a strike to
our ship layer here. What we're going to do is just
come here and right click, then layer styles and stroke. Okay, so now we've
added the stroke. Just come here and change the color to
something like this. Okay, then for size, let's just, let's
just make this four. I think we need to add
this other ship here. We're going to copy this. We're going to copy
the St size three. Let's just duplicate this
layer. Bring it here. I think we are good to go. Let's just make this
so a bit bigger. Let's make this six. First of all, we need to, this guy to skill out
to pop out for skill. And then just let's see, 15 films, 17 films. Then create the key
film for one skill and then come to 0
seconds and hit zero. It's going to skit to select our films
and Kim assistant ZES what we have so far
for this little guy, we want it to skill also it's going to were to
create the key Fm on skill, then come back in time
and make this zero. To select this key film copy and then come here and paste it. Select our key films
and easy ease. Make this a bit bigger. Let's change our resolution
size to have, okay. So as to improve performance, what we need to do
is to create loop. Want to create a loop here? What we can do is
just come and pull down Holes option on the Mac. And click on this icon. Then go to the Properties
and then select Loop Out. Okay, so it loops out
through through the video. We also have to
animate these guys. Okay, that's this
guy and this guy, we just have to emit them. We just have to use
the trim parts. Okay? Also the trim
parts. Trim parts. So let's come to 1 second and create the
key from on the start. Then come here and make this
100 Select our key films. Des come to our graph editor, make our graph look like this. Thank you please. Of the guy. We also have to come, let's see, 1 second. Let's create a
keyframe on our end. In this case, let's
create our keyframe on our end and come in time
and then make this sale. Let all our key frames and easy, let's just make our key
frames look like this. Create an offset. Create an offset by
dragging this guy up a bit. All we have so far and the last thing we have to
limit is our mean ship. Is our mean ship and
we need to limit it to out from the
point of anchorage. Okay. Let's just come
to 1 second and hit S, create a key frame and come to zero second and
make this zero. This is what we
have. Let's also, let's also R rotation and then commcrete key frame
here, make it like this. Let's see, let's make
this, let's make this 19. Let's also, let's bring it down a bit. Okay, let's hit you
for all our key films. And then select everything. Give my assistant easy, easy. Come to our graph editor, Select our graph, our key films. Doesn't look too cool. Let's do it this first, and let's see what we
can do with this guys. Okay, basically I think we have what we need for our tracking. Let's just add one
more effect to our text and that's
the glue effect. Lets us create a glue effect, just a subtle glue,
not too strong. Blue intensity. I think this should do for blue
intensity, the blue reduces. This should do and
then let's just hit for transparency
and then reduce our transparency a
bit. Let's see 92. Let's just see this with
transparency on okay. I think this is okay. Now we need to make an okay, we need to make all elements
come out at the right time. First of all, we want the guy. The guy, yeah, the two of them. We want them to come out first. We want them first before
we have our mean call out. Okay, so we have it like this, then we have the guys, we have this. And then our texts
will come out last. Still adjust them bits. Yeah, I think we
can work with this. So let's just come to
our region of interest. And then just draw
something like this. I'll just draw this ship. And composition and then crop composition
to region of interest. Now all we have to do is to bring in our
composition composition to bring it here and
then to no object. It's test for Ski. Ski tab. Just okay, we have to just, we
have to bring this guy. Let's just take that.
It's starting at about 15 frames.
About 15 frames. So we want to see
the whole thing for now so as to enable us
arrange it properly here. Okay, so let's just make this layer tre D and then try to rotate this guy this way. Then rotate it a bit more. Yeah, I think this would come back to composition two and then make it starts
at about 15 frames. Yeah. Come back to footage and then select a composition
and parent it or no. Object to this guys. We see that we've been
able to successfully create this kind of call
out and hulu gram effect. That's it for this
particular one. The next video is
this one where we at where we create three D
text objects in our scene, Not only text, we can see that. We've also attached this after effects logo to the
wall of our scene here. Okay, that's what we're
going to achieve right now. In order to start, just select your footage and then come to
your truck again once more. You now instead of truck motion, you have to hit Hit camera. Just come here and then hit Render Track Points and
then go to Advanced, then hit Detailed Analysis. Okay, so this is just
what you need to do. You can also make these track points a little bit bigger and also the track point size
a little bit bigger. So this is the track point size and this is the target size. Okay? You can make them
a little bit bigger. And after effects will take some time to
analyze the footage. And I'm just going to forward the video and come back
after the analysis is done. Our video analysis is over, and if you followed
process correctly, you'll have a video
looking like this. And I actually had to
crop out the video. I had to reduce the length of the video to about
11 or 12 seconds. Okay, 11 seconds, it
in frame had to reduce the length of the video to this long because it was
taking too long. This is what you. Then you have the points. These are what we
call track points. We have different track points when we increase the sizes. Here, when we boost
up the figure here, we see that our track points
increase by size. Okay? Them and we can reduce them. This is the target size,
this circular icon. You see that this
oval shaped icon, which is red, is
actually the target. By increasing or
reducing this number, you can see that the size of our target increases
and reduces. We're going to keep it this way. Right now, what you
need to do is come and select the plane on which you
want to create your object. On which you want to
attach your object. Rather, right now I want to
attach a text on this plane. I'm just going to mark select them and then click and
Create text and camera. Create text and camera. We have our text right
now. This is now our text. And what I want us to do is just come here and
come to transform. Let's try to reduce
the scale a bit. Try to reduce the
scale down shift to make this happen faster. Then we can route
our text layer. You can see that
now we're having our texts are touched properly. So let's just use the gizmo here and move our
text layer like this. So let's just click
and then write, let's say three D. Okay, we should scale our texts a bit more at it a bit more. We have our text
in treatise piece, and when we play our video, you can see that it's being
anchored very properly. And realistically
with this method we can add different other
stuff into our scene. We can just select our footage
and then just come here, select and right click
and create solid. So let's create a solid. Okay, so when we create a solid, let's just come to our solid
here and reduce the size. Let's make our
rotation, make this, yeah, I think this will do. What you need to do right now is just select our solid and
then come and precompose it. Precompose, Just hit, okay. When you double
click on our solid, we see that our composition
now opens up with this. We can now come to our project panel and drag in the after effects
logo we have here. Then just to the
point which you want. After you do this, you just
have to off the solid layer. Okay, And then it's
save then just go back to your video and you can see that solid has been replaced
with the after effects. Look here with this same method, you can add many other
stuff you can add. Let's see another text here. You select this and
then text right to come to transform. And let's repeat
our text like this. Then let's move it blue. We can then click on our text. And typing typing after effects us drag text the Batsakds. We play our video. Now we see that our text has been cored properly and this
looks very realistic. If you want to not see our track points
widely in the video, you can just come this render track points,
you can just check it. When you play a video, you can see that
the track points no longer show you guys. You can use this method to add more texts and more
objects to our scene. Basically, that's it.
That's it for this video. Hope to see you in the next by.
32. 31 Morphing - Between basic shapes: Hello everyone,
and welcome back. In this video, we're going to
be learning about morphine. Animation. Morphine
is physically the transformation of
one object into another. Morphine can be used
not just for objects, but even for transitioning
between scenes. And morphines are one of the good attributes
of motion design. Okay, now when creating
morphine animations, speed is very vital. Speed is very important. And you have to create
enough distractions so that the viewer does
not see the transition. Because we are actually
transitioning between one object to another or
one scene to another, or one picture to another. So we have to do it in
such a way that you distract the viewer's eyes
from the actual transition. Some of these distractions to be elements such as bounces, contraction, expansion,
and so on and so forth. So you could use the
elements of animation, or the principles of animation
that we've learned before. We are going to see
how to use some of them also while
learning morphing. Okay, there are basically two ways to handle
morphing emissions. The first one involves replacing the initial object with the new object in the
point of high speed. Okay, I'm going to play the admission on
my screen right now. And then we can see
that this simple ship, which is a square ship, is transitioning
into an ellipse. Okay? And then from
an ellipse is then turning back into a square ship. Just play it and see how the transition or
how the morphin happens. You can see that the
square ship here is transitioning into the ellipse and then back into
the square ship. The first way I will handle
morphing animations. Okay, we're basically
changing the layer, okay, We're basically
making the next layer. That's the layer of the object, we want Siple or the layer
of the second object, which we want the first
object to morph into. We're actually changing it at
the highest point of speed. Okay, this is basically the first way we will
handle morphing. The second way is basically changing or editing
path of the objects. We are actually modifying
the objects ship. We can see that we only
have one layer here, and then we have key frames on the path and also key
frames on the positions. The key films of the positions determine the movement of
the ship from left to right. Okay? You can see
how the key frames have been arranged or modified. Okay? We can see that when
I play this admission, we can see that
it's transitioning between the ellipse
and the square. Okay, So we can see that this is basically the same layer. So we've been able
to modify the path to transition between the
ellipse and the square shape. Okay, there are
other complex forms of morphing which we're going to be looking at in foderlens. For now, I would like us to recreate these examples we have here so you can see how I will basically handle a
problem like this. We're going to start with the
first one we just viewed. Then in order to start, I'm going to create
a new composition. Let's make this 1080 by 1920. This guy, Ten T by 1920. Okay? And then it. Okay, I'm just going to change my composition
background to white to create a rectangle
or square rather, this is my first square ship. I want to transition from
this ship into an ellipse. I'm also going to create a
new ship layer of my ellipse. I'm also going to use
the Ancho points to, to bring the Ancho points
to the middle. Yeah. So what we basically do
now is hit P for position, and then create a
key frame here. And then, let's see. Okay, just 1 second long. Let's move to 1 second then
rather object to this point. We can see that the first
our admission is done, morphing admission is done. Let me just a guy like this. This is what we have so far. All I need to do now is
make these key films easy. Then our graph like this so that it speeds
up in the middle. We have keep in
mind that speed is a vital aspect of morphing so
as to distract the viewer. Okay, so now we have to do is come and select
the other layer, and then just parent the other
layer to the first layer. When you do that, we see that the objects now move together. Okay, then let's just select these key films and then open up the graph editor to
see our speed graph. Okay, at this point we know that we're
having the highest peed. All we have to do now is to
select this layer and then come to Edit. Split layer. Okay, we're going to do the same for this guy, Split layer. The control, the shortcut for split layer is control
shift that's on your PC. Now we have this. All we now need to do is delete this layer and then
delete this layer. We can see that our square is now transitioning
into our ellipse. Basically, that's how you will handle this guys. You can see that we've been able to transition between
the square ship and the ellipse and you can see that we did our
transition at this point. You could admission more interesting by
adding other things. You could add a little
bit at this point. That's the point
of transitioning between the first ship
and the second ship. This will also help in
distracting the user. Like for example, I could create a new adjustment layer and then just come in
hold down control. Shift D to split it and then come here also
shift D to split it. And then I could apply an effect such as the
troubulent display. Troubulent display, rather
troubulent display, Okay, then apply it on
my adjustment layer. What I would do is make
this amounts zero, then create a key frame. Then at this point make
these amounts 100, and at this point make
these amounts zero. This is what we have. It
gives more character. We could add the complexity. We could admit the complexity, aim a whole lot of things. This is just to give
you an example of how we could also make
this guy interesting, this admission interesting,
without even adding principles of animation such as the bounce and the
squash effect. Okay? That's basically it for this type of morphing animation. For the next type, I'm going
to create a new composition. I'm going to create a new ship, which is a rectangle, or sorry, which is a
square, square ship. Then just drag our anchor
points to the middle. What I need to do now is animate the position P a position. Here. And then just
come to 1 second, bring our position here. Let's make it easy. Easy. And of course, edit our speed graph. You said this is what we have. Now the next thing will
be to actually come here and let's type in path to open the path attribute
of our ship player here. And then just come here
and click on this part. And convert to parts. Okay, now we've converted
our rectangular ship, square ship to Tobi parts. Let us close this, hit
you to see key frames. We can see that our object
is moving from here to here, Okay, in 1 second. What we're going to do right now is while selecting the layer, just come here and then
create an ellipse. We need to create
an ellipse in the, now we have an
ellipse in this ship. Okay, we've converted
a rectangle to path. Now open the ellipse
and then come to the ellipse path and click
and convert to busier part. What we have to do
right now is come to the end of this animation and then select the path
for our ellipse. Then create a keyframe here
and copy this key frame. We can now delete the ellipse. Okay, Then come here to the first key film
and then open here. That's the part property
for our rectangle. Then just create
a key frame here. When you come back here, all you need to do
is to the key frame. Okay? I think what
you need to do is just copy this key film like
this and then come here. We can just, this guy
let, we can delete it. That's it. We can see
that we've been okay. We didn't do this at
the point of speed, that's the mistake we did here. All we have to do is just bring our key films to this
point like this. That's it guys. You can see we've been able to
achieve this very easily. Okay? We are morphing
from this ship to this ship using the part method. Okay? To actually
modify our parts, we just copied the
parts key films from the second object and
into the first object. You might need to
watch this again to really grasp how I did this. But of course you
have the video, so you can just watch
it on your own again. But that's basically how
you can go about with this. Again, you can add some
other features of admission to distract the eyes of viewers away from
actual transition. So you could add
squash and stretch. You could add bounce effects, you could add distortion
effects, and so on and so forth. Just to distract the viewer, remember speed is very vital
in morphing animation. Okay, that's it guys, for the morphing animation,
we're done with this. In the next video, we're going to be looking at a more complex form of morphing, Okay, and hope to see you. Bye.
33. 32 Morphing 2 - Between complex characters: Hello everyone and welcome
back to the course. In this video, we're going to be recreating this
morphing emission. Now this is quite simple
morphine mission. But quite complex too. Because it's more complicated than the ones we've looked
at in our previous video. Now, morphings're happening
between two basic ships, but this one is happening
between two compound elements. Compound in the sense that these elements have multiple
ships in between them, multiple ships in them. Rather, the morphing
is happening between the multiple ships
or these multiple elements. This is a coffee mug or a coffee cup morphing
into a water flax. We're going to recreate
this in this video. First of all, I'm going
to select these layers, these two layers and copy them. Copy them, because these
are our two ship layers. Then I'm going to create
a new composition. Just piece our ships here. When I turn this,
please Ship on, you can see that this is a coffee mug and this
is a water flux. Okay, when I play my animation, you can see that the
morphing animation is happening on this layer. I'm going to just
come here and make it less stretchy
or less stretched. And then hit you to
bring up the key frames. And then just delete
these key frames for now that we have no anission
happening on the layer. In order to achieve this
morphing animation, we just come here and we
position our ships properly. Position our ships
in this manner, centralized them for this ship. I'm going to hit tea and lower down the
transparency or the opacity. See this other one properly. Now we want this ship
morphing into this ship. I'm just having this one
for reference purposes. I'm just going to
block it for now. And I'm going to
select my mean ship. I'm going to come
to 1 second in time and open up this layer to see
the contents of this layer. Now we can see that
this layer is made up of five rectangular ships. We have rectangle, five
rectangle, four rectangle, 32.1, we have them,
five of them. The morphing and emission is
happening on these ships. The first thing we need to
do is come here and then open up the path
properties for the ships. And then just create a
key frame on the path. And then let us come
to ten films for now. And then start modifying
our ship to look like this. Okay, that's the basic concept. We have to modify this
ship to look like this. I'm just going to come
here and it see again and take up the
transparency a little bit. This will do 78 sh going to lock my layer once
more selecting these two. I'm just going to come and
select one of our points here. Now I want, I want this
ship to come here or to morph into this
particular ship here. And the other one, this one that is still
part of the lead for the, the morphing into
this other ship here that's on the flax, and then the body morphing
into the body here, and this ship morphing
into this ship. And finally this la, ship morphing into
this last ship. As you can see, I'm trying to morph similar colored ships. Okay, I'm morph this one into ship because they
have similar colors. And I'm doing the same thing for all other ship layers
or ships we have. I'm just going to
drag this like this, then position this. I'm pulling down
shifts to make sure I maintain an even ship. So I'm going to drag this
guy out here like this. These points like
this, of course, while holding down
shift for this ship. Now I'm just going to
take it up like this, zooming to see
what's going on here and this points like this. Yeah. Then I'm just going to
work on the other ship here before before going
on to other ships. Yeah, so I'm going to walk on this other ship here,
work on this other ship. Then finally I'm going to
properly position the body. Yeah, as you can see, we've been able to
achieve the morph. I'm going to just disable this layer off this
layer when I play my animssion here you can
see that I've been able to achieve this morph, hitting you up the key frames and then select all
our key frames. Right click and easy ease. So like I said
before, your speed is very vital in creating
your morphing admission. In order to make this
less conspicuous, we could actually
reduce the tuition or the speed of this transition. So you can see that
this looks better. Now we can see that for
our original elimation. Here we have these elements, the speed lines which have created using the
trim parts, effects. And I'm not going
to recreate this, I'm just going to copy the ones, the ones we've created
here and then just have them here so we don't have
to recreate everything. Okay, so I'm not going to
position them properly. Thank you. Okay, actually
it's meant to be like this, so this works. Finally we can see that we
have this skill animation here where our ship just kills up. Okay, And then we didn't have this squat stretch
animation here, which creates an
anticipation also for our final morphine animation. Of course, we can create
this question stretch by modifying our skills. That modifying them
evenly but making sure that the volume
is still maintained. Okay. How to achieve
discussion stretch is to just come here
and then create a null object to a
new null object and then select our ship here, P to a new null object. I could just parent first of all and position null
object to the bottom here, position it to the bottom. And then select our ship. Yeah, it for skill. And come here and create
a key frame here. And come here and
limit the zero s in order to create our squash
and stretch a mission. We can just come here and then create a key
frame at this point. Key them at this point. And then, okay, let's just
see what we have here. Do we have it squashing
and stretching? And then what We typically have
something like this. We're going to the skill
happening like this. We can see that here
we have 100 hundred. We want to uncheck the constrained proportions
to make Ken so that we can. Let's, for this one, let's 70. Let's make this 130. Okay, let's copy this
one, piece it here. Then copy this one piece it. Park here guys. This will be it for this video. I'm just going to come here and reduce the length of
our entire admission. That is for this
video. Guys, hope to see you in the next.
34. 33 Lettering Animation: Hello everyone and welcome
back to the course. In this video, we're going to be learning lectin animation. Lectins is just as the
name implies in admission, it's used to animit letters, basically, the
admission of letters. Okay, on our screen right now, we can see the
letters animating. This is a basic style
of line admission. And we're going to
learn in this video, we're going to be creating this particular
lectin admission. And one thing I want you to take note of or to inculcate
in your animation, whether less in an
emission or morphing an emission or whatever
an emission you are embarking on is to try
to add distractions to your admissions in order to distract the
eyes of the viewer. The faster the emission all the less conspicuous the transitions
and emissions are, the more interesting
and the more professional your
admission tend to be. For this example, you
can see that I've added distractions such
as the splash effect. Okay, the splash effect
you've seen here, also the multiple
colors you see here. These effects tend to capture
the viewer's attention and making the viewer to focus less on the
actual transition. That's a bonus tip
for your animations. Okay, in order to create this, I'm going to start by
importing the file. Now I'm going to click here. And then come here,
triimissionjt. Come and select this
Lectin emission. At the Illustrator file, you have to select Composition,
Routine, layer Sizes, and import this will
import the file. And when you open up the file, one thing you have
to observe here is this file has
multiple layers. Okay, we have layer
one, layer two, layer three, down to layer six. This is, so because of
the nature of our text, I've intentionally
picked this text to show you how to handle complex
situations like this. Okay. Now our
admission can happen just on one layer,
just on two layers. But in this case, we're going
to work with six layers because of the intersections that occur on our text layers, our text different
intersections like like this. These are what I
call intersections. And these make it very hard to achieve this
admission on a single layer. Okay, For this region we have multiple
layers and we're going to learn how to achieve the
same using multiple layers. I'm just going to come and review the
admission once more. Before we begin, we can see that the admission is starting from
below or from this point, then that's from the letter
A coming and end in here. And then, and then the E begins
from here and ends here. Then we have our splash
effect happening here. That's it for analyzing this particular
later in admission. Coming to our composition here, I'm just going to first of all start drawing a
mask on the layers. Starting from the position where the admission
starts from initially. Okay, like we've seen here, the admission is starting
from this point, I'm going to start my
drawing from here. I'm just going to
disable the layer so I can see what I'm really doing. I'm going to create masks
on all these layers. Going to fast for the video
right now and come back when I'm done with
creating my masks. As you can see, I'm done
with creating masks on my ships right now. The next thing to do is
select all your ships here. Then come to effects
and presets. And type in, come down and select this
effect on the generate. Now you can see
that it then adds trucks all around our ship using our path or using
the paths we created or the mask we've
created as a guide. Okay, for brush sizes just
this big, make this ten. And then for brush
hardness make this 100. Okay, let's just
increase the brush size. Let's select this
layer. And then increase the brush size to, let's increase the broach size. Let's see, 14. Let us
increase all the broach sizes to 14. Okay. Okay. I think we need to
select them individually. Let's make them 14. Let's select them individually
and make each of them 14. Yeah, this is what we have guys. The next thing we have to
do right now is just select all these layers and then come here and then
on the pin style, make it reveal original image. As you can see, it's not working
for all of them at once. We just have to do this
for each of the ships. Okay, just select each of
them and then changes to reveal original image for this ship layer two and
also for this layer. You can see we now have
everything properly aligned. Now let's this layer to illustrate to you how
everything will work out, why selecting this
layer common starts. And you can see how our
animation is now happening. We can see that as we
adjust our starts value, we have this
animation happening. Okay, I'm just going to increase the brush size for this layer because
of this point here. As you can see, we are having
some irregularities here. I'm going to increase
the brush size. Let's say at this point by
increasing the brush sizes, we tend to fix some of
these problems right now. We then need to create
our animation starting from this and finally
to the letter E. I'm going to come and select
all of them. And just Create a key film, come here, and then come to 20 films. And then create a key
film on our starts. Come down here,
let's make this 100. It has only worked
for this layer. I'm just going to hit, you see, Okay, I just need to
actually do the opposite. I should be, the end, should be admitting at the end, I'm going to come to the end and then
play the key film here. Then come here and make this, we have this good for key frames and I'm
going to do the same for each and
every other layer. We have our animation
created for all our s. The next thing to do guys, is to just out these animations because they can't all be happening
at the same time. So we just need to, in order to achieve
the ideal mission. I'm just going to start
with this one of course. Then just hit you for these two layers to see
where the key frames lie. Then just drag this
out a bit like this. Okay, I'm going to
enable my layer to see how good as you can see
our anion is happening. But I need to reduce the
size or the length rather of this animation because it's a shorter ships
compared to this one. The ion cannot be the same. Good. So we're making
progress so far. Let's turn this on
for the key films and let's bring them this way and reduce the
duration again. Did finally for letter we just have to hit you and position our
key films properly. As you can see, we're
done with litter. We're just going to enable
and continue the animation. Let's hit you for boots, layers. And then position the kifings properly so we can see that our animation
is happening slowly. So we could also just make these key films a little faster or reduce the duration
for these key films. Yes guys, this is
what we've got so far and we've achieved
progress so far. The next thing to do is just
select your Ers and let's just them and call this
everything now we. Or an emission. Now let's just come here and
edit this composition bit. Just make this 1920 by 1080. You don't have to recreate
a new composition it for scale and
just kill this bit. Let's come to a composition
sentence again and make this bright color or white color while
selecting our layer. Come here and type in
just add feel effect. And we can see that by
adding the feel effect, we've changed the
color of our text. Okay, now we have a red, but we don't want it, we want to use the
colors we have here. I'm going to start by changing
the color. Let's see. Yeah, let's see, this
is the main color, just like how we have it here. In order to create
these are the colors, what we need to do is we need to duplicate our layer here
and create an offset. And change the color
below. Let's see blue. Okay? And then the duplicate
duplicate layer, then change the one below. Let's just adjust
the color bits, make it look like this. Final thing to do
or to come and add our easy is just hit you for the key films and everything. Everything I click easy ease, we now have an emission. I like this. I like
what's being on so far. The next thing to do would be to be to create
our splash effect. In order to create
our splash effect, we need to come here
and create a new solid. Let's make this red. Let's just make this tenity ten. Okay, then come here and make something like this, like this, or draw a mask
on the ship like this. Then come to your effects and
preset and type in typing. You have to come here and select this tree D on the
red giant trap code. This is a third party ploigin, it's not an original. After effect ploigain,
we have to go to the Red Giant website and download this
ploigain in order to have this tree
D stroke effect. Just come and drop the
effect on this solid. And where it says color, just come and then
sample out this color. Then just position the
mask more properly and then come and adjust
your settings like this. Come to tip and
enable tip able tip, then here and look like
this and look like this. That tip start and tipper end. Start make it 100 tip, make it 100, that's it all. Then need to come, just come here in time and
come to your starts. On your end, come and meet zero. Then create a keyframe here, come here in time. And then this hundreds, 100 hit you for key frames
to see what we have. We won't see anything. But when we adjust our
key frames like this, we tend to achieve
this admission. Our admission is
happening a bit too slow. Just select all
your Q frames and easy ease and make this like this. You can also come here and just our like this so as to make it look more
like a, like a splash. Okay. You come in and kind of f with
the kickness me it's 13.7 Nick like this, I like this, I like this. Now what we need to
do is duplicate. Okay, plush. And then then, and then just
rotate the layer like this. Come and have
something like this. Just rotate it a
bit more like this. And just position a splash like this to have
another splash. Okay, I can also create an offset between the two splash layers to have
something similar to this. Of course, if you
want, you can make the second flash a
different color, but that's left to you. That will be it for
this video guys, and hope you learn something new and hope to see you in the next.
35. 34 Fake 3D Animation: Hello everyone.
I'm welcome back. In this video we're going
to be learning about tre D. So, as you can see on my screen, we have a pretty cube. One meeting here. We've limited this treaty cube. And this is not three
D, this is fire. We don't really have our cube
in three dimensional space. As you can see here, our
layers are not even on what. We have this red happening, we have this red mission
happening. How is that possible? This is possible
with red tread is achieved by simply
positioning your points. That's the points of your ship. Okay, at different
positions in time. I know this might
sound confusing, but when we get into
it a little deeper, you're going to
understand better. This plane on the screen
is a basic example. Tread victor D can go crazier. Can go crazier than this
factor D also can come very handy in local emissions in creating very cool animations. I'm going to show
you examples of what people have created using Fred. I'm just going to show
you the examples here. This is a platform
known as Gribble. It's a platform for designers, we have motion designers, we have graphic designers,
and so on and so forth. Registered on Gribble, we
can see a lot of work. You can get a lot
of inspiration, connect with the creatives I just typed in red here
in my Dribble account. And now we can see examples of treat D has become
very trendy over time. And we can see what
this guy has achieved, this designer has
achieved with Fred. This is completely Fred, this is completely fake. You can see how cool
these animations are. You can check ribs. Look at this logo animation. Look at this log emission. This lula emission has
been created with treaty. We can see this text emission
here. We reviewed here. This is another example. Another example is
simpler example. I will see this is another one. Yeah, we might be creating something similar
to this in the future. Maybe next section in the
next section of this course. Then you can see these are all fired achieve very
cool stuff with Fred. Now we're going to
try to recreate this so you understand the
busy concept of fired. Now to start, we're
going to start, of course, a new composition. As usual, the next thing
to do is come to our ship. To our rectangle then creates a busy correct holding
down shift to make it perfect to align. Align it to the middle. Maybe I'll just make this, call it this uncle. Point to the middle as well.
In the middle as well. What I want to do, I want
to just come to a ruler. You can the ruler
here just come here. And something similar
to what you can see. Just draw something similar to what you can see on
the screen right now. As you can see,
our ship layer has a stroke of 17 and doesn't
have a field color. Open up our ship layer, right open this up,
right click here. Then convert to busier parts. Convert to busier parts. Come to our lineup. Cap line joints,
round joints also, then just it then. This layer to just open
up your composition. I think our composition
is too long just for now. And come to 15 frames. Now select both layers, then type path here, such then we then open up the path properties
for both layers. Now just create key
film here, boot paths, key film on the 15th frame
and also on the first frame. To create this key frame here on the path on the 15th frame, just select your first layer. Select path, just select
these two layers, or rather these two points. Drag them here, drag them here. Then also select this point
and drag it here like this. Select these other points, drag it like this. Then finally, yeah, then finally select these two points
and grab them here. Okay, Pratt is perfect. Perfect, yeah, so this will do. We then come to first frame
and then select our second A. Select the points here
and drag the points here. Holding down shift of course. Drag the points down here and just make these points then like this. The ones also like this. And select these points, grab them this week. Yeah, plan on our admission. This is what we've been
able to create to. You can see that by simply adjusting the
positions of our points, we've been able to achieve
this illusion of three D. Now this illusion of three D is what we call the
fake three D effect. Let's come to the middle frame, the middle frame and then set, Let's just select our points
here and drag them a little bit further up and
down like this. Select layers when very
it a little bit up. You can see that we've
been able to teeth our cube along the x axis to illustrates an
illusion of treaty. Okay, we can, we should just select
this first layer and then composition it. Split, split layer. Come here, duplicate this layer,
Control D, drag it down. And we should also
split this layer. Control shift D, and
then delete ETA. Let's select put
Layers and type in path again to reveal
the path properties. We just come to party frames, which is 1 second, also creates key frames
on our path properties. Yeah, great, On our part
properties right now, we're going to try
to rotate our layer. We're going to try
to rotate our cube rather along the y axis. Select the cube here, just select your two here. And then select these
points and bring them down. Shift them down, then select
these individual points. Now drag them them, and finally these
two points them. Okay, now we should come here, select the fort layer, or rather the ship layer four, and just do the opposite of what we did with
the previous layer. Okay, good. We should just come to the
middle point here also. And sorry to make this
a little bit more interesting and
realistic by dragging the points like this guys. As you can see, this is what
we've been able to achieve. We've been able to repeat
our cube along a y and x axis using the D style or the effect just composition composition can play in the loop. Or an emission
complete the loop. Finally, you can just add
color to your layers to your ships by just selecting the ship layer and
then come to field color. Let's give you the
field color rather. Yeah, give it the field color. Field color, Different
field color. Come give it field color. This is what we have. That's it guys, for this video, introducing you to
the fire D effect. I want you to make sure
you do this exercise, and you can find
other things online, free D exercises online, and try to achieve
them on your own. I'll be elated to see what
you can come up with. We probably will be looking at a more complex type of D
effects in further lessons. Hope to see you in the next. Bye.
36. 35 Wave Wrap Style: Hello everyone and welcome
back to the court. In this video, we're going to be looking at Weaup Animation. This is more of punos
video for this section. And we rub animssion is
used to represent waves. Okay? And this can be applicable
in animissions of flags, water bodies, and anything that has to do with the
wavy movement. Now as you can see on
my screen right now, I have a text. We have applied the effects to you as I play this
scene right now, you can see that we have this wave text behaving
like a flying flag. Okay. This is one of the things that can be achieved
with the wave up effect. This is all we have. Even cooler things,
we can ache effect. This effect can come in handy when creating and emissions, when creating motion graphics, when creating a
whole lot of things. Okay, This is one of
the applications. We're also going to be creating
the court of this video. First of all, I'm going
to walk you through the process of creating these. In order to start, we'll start with a new composition as usual. Let's just name it
weak, make it 1920. Maternity. Let's
lock the aspects so then this is nothing
serious really. It's very simple. Just one effect we
apply to achieve this. Let's come here
like your text tool and then typing wave. Let's just bring the anchor
point to the middle and then let's align
our texts properly. Next, we just come
to the effects and presets panel and type in. Okay, we. Yeah, so this is the
effect up effect. I can't find it here. Let's type up, I can't find the effect
here but just come on, come on, distortion P, this is the effect
up doing applyp. Just come here and maker
setting like this. Make this 40. This
is the wave heights. Let's make it for,
let's leave type then make this let's of the
wave with 400. Okay. Then let's just adjust this
guy like this, you should do. And then for the speed the, let's just make this
0.8 Let's reduce the speed to bit already. You see achieving this effect right now. Let us maybe take
this to medium. And I think we've achieved
what we have here. We've basically repeated
what we have here. I think the settings are the
same as if they're the same, everything should
work perfectly. So that's guys, I
would like you to explore these settings on your own to see what and
what you can achieve. The possibilities of the
defects are limitless, okay? I'm going to walk you
through the process of creating this an emission. Also this weave, an emission. And every project file will be made available
so you can follow along and then see also how I've been able to achieve
this personally. So let me just zoom
in a bit more to see. So you can see all
that is going on here. You see this is, this is ingredient field. Then we can see the grunge
effect applied to the ships. This effect gives it
a very nice look, trendy look, to create
a new composition. Turn it by 1920 then. Okay, so I'm just going
to be first here. I'm going to come here and
then create a new ship, that's a new ellipse. Okay. I'm going to centralize
the anchor points. Yeah, the anchor points
are centralized. Just ski little bits, common ingredient feel. Let's, let's make it di,
okay, radial ingredient. And then let's, let's make this similar
to what I have here. Let's make it, of course,
similar to what we have here. I'm just using the
ingredient hand on here. You can see to adjust the
size of my ingredients, it becomes softer when I drag, it becomes more concentrated at the middle when I drag it in. Okay, I think this will do. Let's just make our glue a
little bit more serious. Yeah, this is okay. The first effect we would
like to achieve is, is the Hoover effect. As you can see from here, ellipse is actually hovering. This is made possible
by a script, not a script, by,
by an expression. Okay, so this is just a
simple expression we're going to type in to
make this possible. I'm just playing it for you
to see how it's hovering. Okay, I guess you
get the idea now. Just come here and come
to position position. The first one we'll need to
do is we need to separate the dimensions because we're
just working on the x axis. After we separated dimension, we have the x position
and then the y position. Come to the exposition and all click on the
stopwatch I can here, and then type in the expression. We go parenthesis 1210 and 1.1 time. Let us play our admission to see what we've achieved so far. Yeah, this is it so far. The next thing I'll do is
create a new composition. Name this body. Let's name this body then. Just come here, select the polygon to then
create a polygon. Hit the polygon and come on the Police Star option and make the polygon points to three
so that we have a triangle. Then just centralize
the anchor points. The anchor points chit
control R to show the ruler and then just
drag this out like this. We see where the
center point is. Our anchor point has been
placed at the center. Just drag this out of the frame. And let's rotate. I'll pull the gun by 90 degrees. Okay, let's make this
-90 -90 degrees. Then let's come here and
align the ship to the middle. Align the ship to the middle. Let's just make this
bigger like this. Yeah, this is good for me. If you just come on the field, select the ingredients option, and then just make this
linear ingredients. Let's do, okay. For now, just use this point to
drag it out like this. Just come here and make a
little bit more interesting. Okay, we have our first body. Okay, now what we need
to do is duplicate this body control D to body control D again
to our body three. Let's also control D to
have body four, body one. Let's go into body two and
make some adjustments. Boys going to be colored blue. Let's make this
color solid color. Let's just leave it
like this in body three won't have a field color. Let's just total
transparency here to see what's going on. Let's make this whites. Yeah, we just have a of
two pixels or white. White color. Okay. The body will be something like this to
create a new She layer. And then just use your
pencil to drug or to throw out a line set line sheet line. We have a stroke
value of two pixels. Just delete the initial layer. And to transparency, let's, let's make this 33 pixels. Let's hit dress. The next thing to do is come to our composition and
actually import the bodies. We have body, body two, body three, body four. Let's just select
everything and bring it now we have them like this. Let's just try to align
this ship, this ellipse. Let's just try to
align like this. And see, let's bring it into inside the frame so
we don't have it going out. Yeah, this will
do, this will do. So let's select our bodies
and let's align them too. Okay. And this is okay. The next thing to do
is select all your body layers and then just
come to the parents pick, whip them to this layer here. The movement. So
they move together. I think I have to
make layers here. Just the size like this. Let's make, it just says the body to completely move into the frames. Okay. Into the frame. Okay. We just want it to
stay outside like this. The next thing to do is
select all your layers, all your body layers. Then come to effects
and press just try to this effect again,
we still can't see it. Let's do the same thing
we did the other time. Go to effects, and
then the effects go to distort and w. This
is what we have. Let's just copy the
settings from here. Settings, and then we see that the wave type is
sine, then the width. Height is 35, with width is 156, then this is 91.3 pin left edge. You think we can
do the same thing? Yeah. Okay, let's just
use the first one. So this is 35 and then 156. Okay. And this is
left left edge. Okay. We have to pin it
to the left edge. Okay. So as to attach
it to our point here, let me just comp here. 1.3 wave speed, okay? And then 56 de, 1.656 degrees. This is exactly
what we have here. If I'm not mistaken, I don't think it's
exactly this size. This is actually
the selected here. They might have slightly
different values. We see that body 156, while the body has a
wave width of 250. I think we can just
freestyle the features. Okay, we can just
freestyle this. We don't have to be correct. Let's just copy this for now. And then bring body four pi. Here it, so that we have
this for polyp, this 44, we need to also bring
poly three because it's the Let's make our
adjustments on body two. So this is 250, 250. I think we make this, let's just make this
like this for this guy. We have 252. Let's just kind of cheat the
fish, look like this. Let's see what we have here is 276. Let's increase the wave
height for body two, we have to wave height at ten. It's supposed to be 35. Yeah. So as to expose
it to a bit more here. Let's just copy the same
thing here and come to body. Let's did the existing
one and this one here. You can also change the
pint, the same thing, or goods for this guy. I'm going to work
the speed 1.3 Yeah. So we need some unevenness. And by changing the values, sometimes we're going to
achieve the unevenness. We need 1.5 Let's see. Yeah. The next thing to do is just
come and add our green. The way I did it is
just select our body. Let's start with this. Okay,
let's start with this. I just came and
selected our ship. Then right Clk layer styles
and add an inner shadow. Add an inner shadow,
just the color, let's see, blue, dark
blue for the size. Let's increase the size. Let's make increase the size, then come here when you
see noise, it's add noise. When you add noise, you see that the green then appears there. Your noise, the more your green, that's how we've been able
to achieve the green effect. You can just copy
effects and past on the ugly control V control here, let's just make the
green a bit more shouty by increasing the noise. Let's like this. Okay guys, this is it. Okay? We can actually make
the size a bit bigger. I think I'll go with
what we have here. As you can see, this is what
we've been able to achieve. We have been successful at
mimicking what we have here. I think I missed
out on something. If you observe this body from the original image
is actually ingredient. It's not a solid white stroke. It's ingredient because it then plans with the
background like this. As you can see, purple, then this is darker purple. Let's just try to make
that come to reality. Let's four, make this two, I think it should
be. Let's stick. Okay, let's just make
this stroke right. Let's see how it then appears we can see that
we now have a stroke. We can see that we
now have a gradient. This could be. I think I'll go with
what I have so far. And finally, yeah, we have these balls running in the background giving you
an illusion of movement. Okay, so how I been able to achieve this is I just
created a new composition. Okay. I created a new
composition like this. This is, this is the
original composition. I created this and then
created these ellipses. Created these ellipses
of variant sizes. Okay, let me just go to composition Settings for
you to see the settings. This is 4904 by 975 pixels, Okay, 29.97 frames per second. I now came to the mean composition and
then brought them in. Okay, I brought them in, precomposed them, then
adjusted them in the viewport. As you can see, this
guy is here, sorry. I can see this guy has
been brought lower. This one is in frame, is perfectly in frame. This one is lower in frame. This other one is
CNC, this one is, I think in frame this lower
and this is higher basically. That's what I did. I'm
not going to redo, I'm going to copy the
ones I've done here. I'm going to copy them,
select them, copy, and then come to the new composition
here. Just piece them. We probably should make
some more adjustments. But I'll just leave it this way and you can do
the rest yourself. Just do you experimenting. And I would love to see
what you come up with. Now that's it for this video and hope to see you in the next.
37. 36 Product Animation: Hello everyone and welcome
back to the course. In this section,
we're going to be looking at real life projects. We're going to be working
on real life projects. And we're going to start with this product slide animation. You can see on your
screen right now now, this is a simple product
slide animation for Nike. This is exactly what we're
going to be recreating. As you can see, we have the image of a shoe,
the Nike logo. Here we have the Nike icon. Here we have just
a basic set up. The first process will be to
actually design the layout. Design everything
you've seen before, then admitting what
we've designed. Okay, right now, I'm going to start with
the new composition. Come here and then create your
new composition as usual. Then let's make this, let's
make the width 19 by ETP. We have 29.9 fresh per second. And then let's just hit, okay. This is our first process. And then as you can see we have the product image
here by time dub, click it, you can see that
we have the product image. And then every file will
be made available to you. Just come to the project folder and then import your files. Okay, now we have the Nike logo. Here we have the Nike okay,
which is our product. And the first thing I'll
do here is just come and try to recreate
this decomposition. Okay, so first of all, I'm going to import
my Nike shoe. I'm going to just hit As
for Skill and then just kill it down a bit.
Skill down a bit. And I'm just going to write, click on it and
precompose and call this place holder for product. This is a place
holder for product and I'm just going to hit okay, this is our placeholder
for product. The next thing I'm going to
do is to create a new solid. It's a new solid.
I'm going to give it white color. It's okay. I'm just going to try
to fit it in like this and bring it below
our product. Okay? Yeah, from our initial
composition here, you can see that we have a ingredient on our
solid come to effect. And you see that we
have the gradient map. Sorry, the gradient ramp effect. You just come to your effect
and control panel and sorry, your effect and present panel. And just look for the
gradient ramp effect. Make the settings
just like this. I just need to copy
this one here. Need to copy control C
then come here and control just going to paste it to get
exactly what we have there. From the colors here, you can see the exact colors we have. Of course, you can
see the color here. So you can just copy it
and make as exact as min. The next thing to do is to
just come here and create composition again,
a new composition. Let's just make
this 1080 by 1080. This composition
will be our ball. We can also M the ball, we're to create an
ellipse, Cretan ellipse. And then remove the and
then give it ingredients. Ingredient map, then
come into redient. Come in, and then let's come out first. And then just try to
make this like this. Okay? You see this handled here. You just drag it and try to adjust the ingredient
as much as possible. You can use this icon to turn
it into a radial redientk. Turn it into a
radial redient then. Okay, to fit this in
like this, come here to. This, look as good as possible? Let's delete this. Okay?
Now we have these. You can just fit it in
as much as possible, but at the end of everything, just try to get
something like this. You can see this is our ball. This is how it looks. Let me just go into
the composition so you see how everything looks. To see, this is the
ingredients ingredient map. This is how I created the balls. Okay, just add this
exact ingredients to it. So let's just copy
into our composition, instead of creating a new one. To copy this, now we see that our ball has been imported
into our composition. Okay, just hit for scale. Scale it down a bit. Scale it down a bit. And let's just take a peep at
what we have here. We have it distributed
like this. Okay, We have one here. Scale it down a bit. Hit R for rotation and then
just rotate our products. This for scale down
the bits control D, and just duplicate the ball and distribute it around
our scene like this. Control D again
of scale it down. Let's take a peep at
our existing work here. You can see what we have here. We have one of the balls
behind our product. Just take it behind
the product here, the control D, to have
one here for scale. It, very small, smaller. And then I think we will need one more poll, this guy here. We're going to have
here control D and make it come down for you the size. Let's see. Okay,
let's have you here. I'm just going to
make this a bit smaller so we mustn't get it as exact as we have
it in the other composition. Okay? Okay, I think we're good to go with this. How do you hear? The next thing is I'm
going to add the blow. Cagian blow, some of these balls to give
it a sense of depth. Okay, this guy going to come to effects and presets type blow
to add the Gaussian blown, I'm just going to Gai blow and then click it
to add to the layer. And then just make
this, let's see, 30. Let's just adjust it to this. Let's just copy the effects
and pit this layer, then make it's even stronger. Let's give it 100 value of 100. And see, let's make it 15150. Should do, this is
what we have so far. I think we've come a long way. The next thing is
to have our logo. This is our logo, okay? We can just bring in our logo here for skill, skill it down. You can just come and arrange it here to have our logo here. The next thing is to
have our logo icon. Let's just right click
and precompose Ite. We have the logo. Please hold. We need the logo. Please hold. Okay. So we have the logo.
Please hold here. Let's just click Select, Our Region of Interest. To make it like this, we then come to Composition, of course, Crop Composition
to region of interest. When we go back, we see that our logo pleased
here. Let's just drag it. Let's again bring in our logo. The make it smaller. Let's just make
this a composition. Let's see, go icon. Okay, go in here and let's out the logo
icon, the switch icon. Okay, let's just mark this out, mask this out rather, in order to change the color, let's add the effect come to
your effects and presets and type type in field effect. Let's just make this white. Go back to composition, now we see that we
have it as white. Let's just also cream our composition to our
region of interest. This is our region of interest. Just common composition and crop composition to
region of interest. Good. We'll go back to our composition and see how everything is
perfectly laid out. I'm just going to relocate our logo icon to the
bottom bottoms piece. Okay, we're going
to keep it here. Then I'm going to
do one more thing. I'm going to select it and come to Rectangle to
and create a mask. And then it for father and just make this much this will do. The next thing to
do is common get our right here which
is run the city. Okay, run the city. I'm just going to the right up. We have here Pt in
my new composition, I'm going to just create
a new text layer, then control this is
the right top we have, we can see the fonts
we've used here. Just make it this big. And let's come on
effects and presets and typing transform to add the transform effect on
this transform effect. The effect we want to add
here is the skew effect. To give it the skew
look we have here. Okay, we want to give
our text that same look. We're looking to slightly
take this minus, take the skew value to minus, let me just check here and see we have a skew
of minus ten here. I understand. I think
this is probably okay. I look at it here, then I'm going to right click
on it and add layer style. Going to add the satin
layer style. Okay. To give it this look. We see everything
is pretty similar. Pretty much the same
as what we have here. I think we have to make this
look on the bit bigger and also the mask bit stronger. Okay? The Father bit stronger. Sorry, I'm going to just hit Father and then try
to select the mask. Move it like this, S M, just feather bits stronger. This is okay for the Lugo icon. And we can then see that here we have this
type of original sneakers. I just want to copy, I mean, copy it and piece here so we don't have to recreate
everything from scratch. I'm just looking to close this. Oh, okay, I wanted
to this ball icon. I'm also going to just
close the composition. It's not needed at this point. At this point, we have
our composition designed. I just feel this should
be a bit bigger. Okay, too big. Let's make it 15. Let's make it 110. This is what we have so far. I'm just going to start
the admission right now. The first thing to do is, is to hide all our layers. Let's leave the
background layer. I'm just going to come to 1 second and ten frames in time. Then hit for position. We can create the key frame
here and then come down. Just drag down so that we have the simple mision here to compare it
with what I have here. I'm just going to off the
motion blow to allow it faster. Actually, with what I did here, I didn't create key
frames on the position. I just created key
frames on the masks. I created masks to effect
this effect, this cut effect. We don't need key
frames on the position. I'm just going to come here and then delete these key frames. Then come here and create masks to create this
mask like this. To create the next
one like this. Finally I'm going to create
the final mask like this. We have our masks. I'm looking
to adjust the middle mask. Looking to adjust the middle, pulling down shift, I'm
going to drag it this way and also adjust this one. Pulling down shift of I'm going to select
all our masks here, open them up, and then. Come here in time and create a key film or create key
films on the max path. Okay? And then come here and then just drag them
down like this. Okay, This is what we have. I'm just need to create offsets, key films to allow them happen
in different speeds, okay. I'm going to select all my
key frames here and just going to write key
from assistant and CEs go to the graph and then just try to make your graph look
similar to mine. I'm going to just create
little variations like this. I think I'm going
to just like this. This is just to make our
admission more interesting. Okay, I think we have pretty much what
we need for this First. As you can see our
ships are animating. I'm just going to other elements such as the balls and
also the product. Okay, agree to enable them and then come here in time,
the key frame here. And then back in time and
just them out of frame. This drug this year, this year when I
play my animation. Right now you see that
everything comes up okay. I like the way everything
is going so far. I'm looking to select
everything, right. Click my assistant
easy and win su just go to the graph
editor and then make my graph like this. I like that, we think
everything is coming up. I think we're making
progress here. I'm just going to
select this product, then hit you to
see the key films. Just come here and
hit for rotation. Need to create a key
film on rotation. Come here and then just make
this rotation like this. Yeah, I was going to decide
the key films easy ease and I need to make, I need to make my key
films look like this. So I like this so
far for this guy. I'm just going to delete
the admission bits. So far, so good. I feel
we're making progress. I'm having an error here. My elements, I don't know why. I'm just going to try to fix this and get back to you when everything is done okay, enable this. It's going to actually
temper it with the edges. The edges won't be
fine enough for me, but I can see that. All right. I'm just going to work with it
like this for now. I'm just going to
continue the, the video. This guy now needs to get
unlimited around here. Need to come here
and just hit for position to create a Kim here, come here and just drag, drag it down from assistant as I'm going to leave it like
this and then add an effect. I'm going to add a transition effect effects the transition. I'm going to add the Venetian
blinds to common effect. Make a critic key film here. And then come down here. And this 100, okay? This 100. This 100. I'm going to make this 90 to have the
admission happen like this. Then apart from for
making this 90, I'm just going to reduce
the with of our blinds. This will do. This works. The next thing to do is admit our text here. I'm just going to come and our text and then the
admission for text. Come here. Let's open up the come to text. The position mission. Okay. So we just come
and keep position, Then just adjust a
position like this. Okay. Sorry, it shouldn't
be like this. I'm supposed to adjust this
position, not the other one. Something like this will do. And then come to my
my ring selector. Then play around with the offset was going to create a key
film on offsets. And then Come a little bit back in
time and just make this zero. Okay. So we have this mission
select key frames as just come and plea
with graphs like this, we can go on advanced and just play around with us
with a bit of certainty. Let's make this ramp up to
see what effect we get too. So let's make this square. Of course, if we make
it ramp up, you know, we can play with the high and low to the ramping a bit
more accurate to key. Yeah, but I just want
to make this clear, I don't want to do
any complex stuff. I'm going to come here
again, selecting animo one. I'm going to add
another text Animo, which is the skill Animo skill. Animo going to come here
and take our skill to 00. When I take our skill to
zero, this is what we have. It automatically uses
the for our position. Okay, and adds it to our K. Let's just see how we can work more on our tweaking to make our admission.
We look better. So of course, we can also add an opacity to a opacity. So to have things
happen like this, there's almost never a specific
way to do things here. You just have to keep
tweaking in order to achieve the ideal effect or the effect you
want to achieve. There's no way of doing things. Every way is a creative way. And leave it like this. I'm going to select the
smooth ship effect. Leave like this and
move to the other. Move to the other
elements of the design. So we can see that property, this other feature here, the original sneakers were. If we hit you, we'll
see that we only added key frames on the position
and opacity of the layer. We didn't add text and
meters to it, Okay? Just position and opacity. Come here. Position
for position. I'll come back in time and
just take it a bit lower. Okay, let's see
what we have again. We have position and opacity, okay for position and then opacity to see your
films and just make opacity. At this point, just select your key films in easy ease, okay, position. I'm just going to
take it a bit lower. I feel it's too high. So this is okay. This is okay. It's a bit too slow to I just this works I guess. And then come to our last
element is our logo icon. This icons in a
similar way, I guess. Yeah, I created the key film on the position of the
layer and also on the path of, of the mask. So I'm just going to come
here and hit the position. Okay, I'm going to create
the key film here, and then just come
here and this week, let me just crack a key
film forward in time, our key frames rather
forward in time. I'm going to just
easy ease them. Okay, then while selecting the layer I'm hitting for mask, sorry, I'll hit you. First of all, I'm
hitting M for mask, creating a key
frame and mask hit you again to see your key films. And come here for the mask, I'm going to select the marks path and then
just take it like this. Take it this way are. Yeah. So this works guys. So let every film here and Z is, so we have plans and I really don't like
this appears here. I'm just going to I'm just going to cara this week a layer. It only appears when it's
time for the admission. Okay. So far so good.
This is what we have. I think the next effect to add a drop shadow effect
on our product here. As you can see, of course, you know how to add the
drop shadow effect. I've added it using
the layer style, so I'm going to select the drop shadow effect
on the product image. Just going to select product
Image and Control V. Yeah, it's control V and you can
see that we've then added the drop shot
effects coming here. We can enable our effects, our blow effects here. You can just enable them what I'm thinking,
enabling them, will that weird effect
come back again? This weird where items
tend to disappear feeling, enabling them to make the
disappearing happen again. But it turns out that everything
is working just fine. This is what we have, and I think this is good so far. Set everything right. Click, precompose, precompose, then we can come 3 seconds in time. Then control shift D on
the PC to split layer. Let's the one after control
to duplicate this one. Then just click and just put
time and time reversely. Has to have something like this. Yeah, that's it for
this video guys and hope to see you
in the next by.
38. 37 Advanced Text Animation: Hello everyone. Welcome
back to the cause. In this video, we're going
to be learning how to create this kind
of text animation. Now, this is not
busy text animation, This is not the conventional way we've learned how
to animate texts. This is a different
approach to it, and this can be
achieved by turning our text layers to ship layers. This gives us more control, more flexibility over our layers and enables us to be able
to achieve something cool. This cannot be
achieved by the text an emitters we've looked at, but rather or can be achieved by tweaking our text layers and turning them into shape layers. When I hit you, you can
see that we haven't used the conventional keyframes
we've been using so far. We have used to hold keyframes
to achieve this effect. In order to start,
we're going to come here and then create
a new composition. Then type in our text. Our text is going
to be creative. This is our text. I'm going to come on Come to Align
and centralize our text. Centralize our text. The next thing to
do is just right click on the text layer, Creates and then create
shapes from text. Now we can delete
the text layer. When we open the contents, we can see that these intervals have different ship layers for
our individual characters, okay, for our
individual letters. And gives them a path which we can manipulate and
gives us more flexibility. The first thing we
need to do right now is come to about 20 frames. And then first of all, we need to create extra
points for the letter C, because we're going to
stretch it vertically. We're going to stretch
it vertically. And we can't have
just one point here. If not, the stretching
won't be even. I've just added two points
here, two extra points here, one here and one here enable us stretch our text like this. So you can see that I've
selected the points, selected these other points. You can see that
when I just do this, you can see that I've been
able to stretch my text. Okay, let's come to
about 20 frames. And then just select the
layer, then it path, and then type path
rather in order to show the parts for the
individual character. I'm not going to create a
key frame for our parts, I'm just going to hold on drug to create
multiple key frames. Here you can see we've been able to create
key frames for our parts. The next thing to do is to then move about two
frames back in time. In order to do this, we can
use the preview panel here. And then just hit this
button to move one frame, and hit this other one
to move the next frame. Okay, as you can see, we've moved two frames back
in time by using this icon. We can also move back
in time by using the pitch up and pitch down
buttons on your keyboard. When I hit pitch up, you can see that I'm
moving backwards. When I hit pitch down, you can see I'm moving forward. The keys can come handy when trying to
achieve this effect. I'm just going to use this icon rather and move back in time. I'm moving two frames in time. Okay, And then the first
thing I want to do, to select is to select
my points here. Okay, select my points here
and grab them out of film. Grab them out of film. Down shift, I've dragged
them out of frame. I need to go back
two films in time. And then the ones
selecting the ones up, the other ones which
have left off, then just drag them like this, the move two more
frames in time, this 12 more films, and finally bring
it out of frame. This is what we have,
the net letter, Letter for letter. We're going to add
two more points, just as we did the letter C. We're going to add
a point here and also add the point here to the selection two to
just adjust our points. I'm then move two points
in two frames in time and select these points and
bring them out of frame. Pulling down, I'll shift, drag them out of
frame like this. Then the next points are these points which
I've selected right now. We drag them like this. I haven't moved two
frames back in time. I'm going to hit to move
two frames back in time, and then drag these points. Drag these points, move
two frames back in time, drag these points,
move two more frames, rack these guys like this. Rack these guys like this. And then move two more frames. This like this, they
move two more films. You can see that
the more the points or the more complex the text is, the animation we're
going to have, the more key films
we're going to have rather just move it this way and two more films
move it this way. So far we see this, what we have, this is what we have. The next letter is
we don't need to add any extra points for litter E. I'm going to select this
point and I'm going to move two films in time and grab
our points like this. I'm going to select, sorry, two films in time. I'm rather selecting
these points, not all of them, so as to make the admission
last a bit longer. I'm dragging this point out. Moving two more films
back in time and then dragging out this move, two more films time,
select this one, rag them out, then move two more films in time dragging them. This move two more films, kind of dragging them. Move two more films and drag them out. We have this, the next character is the litter for li. I'm going to have an
additional point here. I'm going to use my pen to ban additional
points like this. This will do, I'm going to
just go two points in time. And selects a key
frames like this. And this other one
to rub the outs. This me to move two
more frames in time. Grab the outs? Yes. Move
two more frames, I'm sorry. Move two more frames in time. Rub them out two more
frames in time and completely cork the move. Okay. So the next litter is the litter to select
these key films. Two more films in time. Rub them, move two
more films in time. Corry Grug, these La have to
select these guys too. We have two more films
in time and Greg Es La. Two more films, more films, drag these out of films. Then our next
letter, the letter. I need to select
these two key films. The move two more
films. Park in time. Just rub the mouths. Move two more films in
time. The drag the mouth. Like this. More films, and finally two more films
working time, drag them out. Now I'm going to have to
add another point here, just like I did with
the other characters. Select my points, then come to the first film, move two films back in time, then draw this two more films back in time. And then let's have these
other ones come this. Then two more films, have these ones like this. Going to delete this ski frame. Okay, so we have, I'm just going to do
this work better. I'm going to hit
type stroke here. I'm going to enable the stroke
and then able the feel. I was going to do
this at the end of the video but I think
I'll just do this now. The e feel this will enable
us better working space. We can also turn off
the letters which we falk order to give
us room to walk on all the letters path
for the parts again. Then we we can turn off, we can turn off, we turn our off. We've turned R off of
T. We can turn off, we can turn, you can
turn now we have V and let's have V. I think I'm just going to delete the key films
we've created so far. For V to restart, come on it. Or select your pen then. It this way we need to
create a point again. Yeah, we don't need to create a point again. Our point is still there. All we need to do is just shift it with bits and everything
will just work perfectly. Select your points, your points, and come to two films, and this come to two films. And then select
these other points. Select these two points and then drag them out to two films, come to two films, and then
select these points and drag them out down shift of course. Then two more films them
out, two more frames, drag them out so we can
turn of V and then go to the last character which is for this just come
to our first frame. Then two frames back, drag, come to two
more frames out. These two more films, drug them out, look like this. Then two more films drug these out, these out. Two more films, rug these out. And finally two more films. And these out, you know, we can just
on all our ships again. Of course we have to
disable our field. Just type field here to isolate the field effects
only so as to give us the ability to
disable the fields. He. Yeah, I think we need to work on our R. This video is taking too long, we just have to come to
more films and then. I need two more films drag it this way. Two more
films drag it out like this. And finally two more
films drag it out. Okay, let's play admission
to see what we have so far so we can see
that we've started to get the effect
we're looking for. I'm willing to select
all our frames here, then right click and then
click on tool frame. This converts our
frames to, to, uh, we see that we've now
achieved effects. The next thing we
need to do is just to offset our key frames a bit. Has to have them come out in harmony rather
than in conflict. We just open up our li, the contents and
select the key frames. And then just offset
them this way. This is R, then this way. And I want us to
work on letter V here because it's
conflicting with letter. We just come and get
the key frames for letter V and these
are the key frames. And make things
happen like this. Okay? So it's going to come out, yeah, I'm going to
leave it like this. We to go to the next
effects of the next step. Now the next step is of adding
the light streak effects. These effects where we have
some fields getting revealed, okay, some white colors
getting revealed. To achieve this we have to come here and duplicate control D and then disabled disabled
for the characters. I'm going to disable
the struck and then enable type in field
here to enable the field. You can see the fields
have been enabled. So once you do this, next thing to do is control D, control and come here and
Alpha inverts, inverts. And what you want to do, you want to shifts, what you want to
do is you want to shift this by one frame, shift the lower
layer by one frame. Then you will then have this, okay, just shifted by one frame, you just have to come here
and duplicate the layer. And then disable the
stroke and enable the. Then you duplicate this again and then make the
lower alpha inverted, the layer or alpha inverted
to the layer above it. And then shift the one
below by one frame. Shift it by one frame, and we get this effect. So that's it for this video. I hope to see you
in the next video.
39. 38 Liquid Gradient Effect: Hello everyone and welcome
back to the course. In this video, we're going
to be creating this, I call this the
colorful gradient style and it's just a text title and
mission with a background. And we're going to be learning how to create every single thing you can see, starting
from the text. All right, starting
from the background, I'll just go through
the compositions so you can see how I've
laid out everything. This is the background
composition, I just disable it. And you can see that this is
the background composition. When I enable it, you see that the colorful
background shows up. Okay, so the first thing to do, please come and create
something similar to this. As you can see, these are
ellipses. These are ellipses. Then when it comes to
your effects control, you can see that
a drop shadow has been applied to each
and every one of them. You can see this is red. This has a field color of
red and drop shadow of red. Of course, the drop
shadow will not be as concentrated as
the field color. That's why you see that. It has a dark look here. Every single one of
them you can see this is the field color,
which is bright. And then the shadow
color is dark. You can also see for
this field color, and then the shadow
color is dark. Let me just create a
new composition here. Let's call this all balls. Okay? All balls. This is 1920 by 1080. Okay, we're going
to come here and copy every single thing here. I'm going to select the first one and go to the
last. And hold down. Shift them just one piece here. I'm going to edit my
composition and make the background color black
to reveal everything. This is what we have
and we're just going to go through what we have here to see how everything
has been laid out. When you select this
color or this ellipse, you can come here and then
see that, like I said before, it has a field color of red and has a shadow
color of red. In order to apply the shadow, all you need to do is to
come to your effects and presets and type in drop shadow. When you type in drop shadow, just come and add the effect to the particular ship and
then this will come up. You will be able to then choose the color
of a drop shadow. You can just come here and
then pick your hydropero, resample the field color, and you're going to have
something similarity. You just do this for
every one of these ships. Then what I then did is
I selected everything and I parented them
to the null object. You can see here, this
null object controls every single shape
here as a whole. I'm going to hit you for the key frames of
the null object, and you can see that I've added key frames on my position. You can see that the null object is moving from your
left to your right. Okay, so when I move
from left to right, you can see that I'm able to reveal all my hidden ellipses. Okay, this is
oneingshould note also. This is one thing
you should note. Also, we're going to give
you time to go ahead and create what we have on a screen and then we're going
to continue after that. Now after creating the
balls or the ellipsis, you should have something
similar to this composition, similar to this, and also the
animation similar to this. Okay, you're going
to go ahead and part the shapes to
your null object, and then just animate
them in this manner. You should have something
similar to this. You mustn't get
the colors right. You can have a slightly different color combination,
but that's okay. From here on, you just come and create a new composition
called this mean. When we call this mean,
you're just going to come and bring in your balls composition to your new composition
which is titled Mean. You're just going to trim this. Here we have this so far. I'm going to go ahead and start adding the
effects that will give us the colorful
ingredient background. The first effect to add is the trobulen display
effect, tubulin displace. Just add the tubulin
display and have certain similar to what
I have this at 65, let's say then for the size, let us make this 25 also. Let's make this 252033
for complexity. Let's have this at three points, five, and I think this should
do for Tob lens, please. The next effect to add is
the directional blow effect. For directional blow, we just have to make
the blow length. Let's see, 600. Yeah, 600 will do for
the blow length at 600. We just then need to
add the next effect, which will be the 12 effects. Okay, under this starts, we're going to add it.
Click it to add it. For this, we're going to play
around with our angle here. Okay, let's make it 185. Okay, so this is 185. And then the 12 reduce. Let's make this 100. Okay? Yeah, sentence should do. Then finally, we have
one last effect to add. This is the radial first blow. Yeah, this is the radial
first blow effect and that's the last
effect to add. Let's just make or amount to ten. This will do. As you can see so far, we have, we have something
quite similar to what we have here when you
play your composition. Now we can see that we have a
similar admission going on. It's going to take
quite some memory power or some processing
power to play. Because of course, we have
a lot of effects here, but that's not going
to be a problem. Come back to your
mean composition and just composition settings to
see the color we've used. Now you can see that
we've used this color. I can just copy
the coloquod here. Come to our composition
here and piece our colo here to have something very
similar to what we have in our mean composition. Just come to the
main composition. And finally, we can
see that we duplicated our background and then changed the blending
mode to vivid light. And then for transparency, we changed it to 77%
Just duplicate this D. Then blending mood,
vivid light, key, and then transparency
and make this 77, Basically we've been able to achieve our background effect. The next thing to do is to
create this creative effect. We can see that we
have the B come up, then we have an
anticipation effect. Then finally the creative
effects coming out. To take time to plead this,
to run preview this rather. You can see that the rampy
view is complete and we now have a smooth
animation zooming. We can really see
what's going on here. We can see that the
B is coming up. And then we have an anticipation,
like I said before. And then finally the
creative comes out. Let's just see, the front we used the even front
and 169 front size. Come here and just your pen, two type two to create B, then change the color to white, 169, then turn this to Evan. Evan, Okay, we have Evan here, let's just line in the middle. Let's just centralize
our anchor points. I just want to show
you a shortcut for centralizing
the anchor points. So just control Alt home, you can see that anchor point
has been centralized, okay. Control home, You then have it aligned to
the composition. To the middle of the
composition, okay? So we don't see any thing because it's
already aligned here. We have B, then let's
create another type. So let's just duplicate this
control and have Creative. Okay, let's control control old home for centralizing
the anchor points. Then let's make this regular. Let's change this to thank you, sorry, is 27. Should do, this is
what we have Then the first thing to do is emits first letter or the
first world which is okay. I'm just going to centralize
this guy once more. I come to 20 films
and hits for position Ck film to the
first first frame. And then just like this
and select our key frames, right click and easy, ease them. Just play with the
curve like this. So we have something
similar to this. The next thing to do is to
come here, create a new, a new ship, Then
have our ship text. Okay. Then just come on,
set the Shook here, and let's just make
this shout color. Okay. Let's make this color. And bring this above the B. Okay, so it covers it.
This is what we have. The next thing to do is come to the layer and then alpha
inverted like this. Okay, we get this effect. Of course, we've looked
at how this works in our previous lessons right from the beginning
of the course. This is not a new thing to you. My computer is dragging
a lot, I don't know why. I'm just going to
come to edit and then clean all ****'s cache. Yeah. You see I show. You want
to delete all five? You see I have 93 gigabytes
from my ***** of cash. Okay. I'm going to okay this and come back
when it's done. Option is done and we
should now observe an improvement in our
performance we have so far. And I'm going to
come here and I'm going to reduce the resolution,
the preview resolution. I'm going to select
the key films and try to match them to
what we have here. Click, click here, and
just select the key films. And so we just have a simple, easy ease here to fancy form. I'm going to make it a
little bit more fancy. We have, this is
okay for me, sorry. We have this unlimited
in ten films. Actually, let's
drag it down here. I'm going to spread it
out. This is okay guys. This is okay. The next thing
we want to do is we want to just select these
two key films. And then these two ships. And let's precompose them. Call them whatever you
want to call them. And let's go into the
composition here. And we want to create a
duplicate of control. Drag them below, select this
layer, this text layer. Just come here and type. All right, no, do not
type in field here. We have converted
this to ship layer, that effect won't
be able to work. In order to change
the field here, you just come here and you
can see here, just come, and this icon here to disable
field for that layer. If we do this, you can see what we
have, see what we have. Then we're going to
leave it at this. What we have to do now, we have to disable
stroke for this. Since we have okay. Okay, we actually
do not have able. I'm going to do,
I'm going to select these two layers with the stroke and then make
something like this. Okay? To give us the
effect we're seeing here. To give us the effects. Yeah, the effects. You see, the stroke should
probably be less thick. Okay, actually this true composition
should come first. We should drag these
guys out instead. Yeah, this is good so far. I'm just going to
reduce the stroke here by coming to this point. And then let's make it too, let's see what we have so far. This is good. I'm going
to just drag this out. Of course, I'm using the
region of interest too. So I'm creating my
region of interest, coming to composition, and crop composition to
region of interest. So we have this and I'm just going to align
my composition once more. Come to align, align my
composition once more. One last thing I want to create. Just select everything and
hit you for key films. And then come on, come here and hit R for Titan. I'm going to create the key
film on T. Get back here, I'm just going to make this
20 to do the same here. T, come back here. Maybe 20 just creates a
little bit of rotation. Our positions should
be more further. I'm going to copy the
positions here for this. And let's the same
thing here, okay? Just that I'm going
to move this, okay? We have everything
working out correctly. I'm selecting my composition
here and P for position. And at this point I'm going
to create a key frame here. And then create my anticipation, my anticpation and then
my final animation. Okay, my AntpionI'm actually supposed to copy this key film and PCT in order to
create more delay. Good, select everything. Easy ease. Come to a graph
editor and let's just have something like
this here and then let's turn on our creative Lea let's try to visualize
how this will work. Best centralized. Yeah, this will do welding it position here and then create a
key frame here. Come here, trying
to bring guy here. Okay, good. So like a key face and
easy ease for now. Okay, I'm willing to
work a bit on the, on the curves, you know. Okay, good. The next thing to do is
create a new ship and then try to hide
our creative text. Just bring this, this. We need to hit for this, then come create and keep him here. Let's drag this out like this. Come here and make
this alpha inverted. Let's see what we have so far. Okay, I think we need to
do a little more taking. You can see this guy. You can see this guy, me. Okay, let's see. Okay, let's make our
key frames easy. First of all, before we go in, you see, easy, fix some of
the problems we have here, but it has also created
some of the problems here. You know what, I'm going to
make the normal key films, I just selected everything
and hold down control and clicked on them to make them normal key films or
linear key films. Rather Then what I'm going to do is I'm going to
animate this as it goes. Okay, I'm going to anim
this frame by frame. I'm going to go
to the next film. Let me show the position, then go to the next film. Facts. I think the
position should be here, except that it's going to
temper with the revealed. No problem. I'm just going
to go to the next stream. And then this, like this, go to the next stream,
this look like this, to the next stream, and
so on and so forth. Then we have this. We want to maintain this piece
between the two letters. We see it's maintained here. We see that it's reduced here, so we're just going
to drag it like this. Then we want to
drag it like this, really like this, really
like this and this. So good. I think we
have everything working perfectly now. Good guys. And that's it. We have
everything working perfectly. And that's just how we can create this beautiful
colorful dian style mission. This will run it off for
this video and we show, will connect to the next one by.
40. 39 3D Logo Animation: Hello everyone and
welcome back to the cost. In this video, we're going to be creating something
very interesting. We're going to be creating
this logo admission. You can see on your
screen right now, This is the logo admission
for Cartoon Network. And this concept has been
derived from the logo itself. We can see that the logo has
been designed to be a cube, or two cubes and two cubes. We've then created an
animation with that concept. Okay? We can see that we
have two cubes routing, and that's basically
our logo admission. In order to start,
I'm going to come here and then start
with a new composition. I'm going to name this mean. Okay, now this is
our new composition. And the next thing I'm going
to do is I'm going to create a new solid to represent
my background. I'm going to give this
the yellow color. We're going to drag
this out like this. The next thing I'm going to
do is bring in the logo, that's the cartoon network logo. We're going to lock this
hit for scaled down. You should note that these files will be made available to you. All you need to do
is just come to the project and
the drag this in, this is the cartoon
network logo. And then just drag this in. Then hit again for scale
properly, scale this down. The next thing we're going
to start with a new solid, So go to layer in the new ten, it by ten T, you do just that. I'm going to change this
to block and then it okay, the heat for skill, drag the size down, let's opacity and then
try to reduce this. Let's try to make this
even for it evenly, fit it into our cube. Okay, make it fit perfectly. I'm going to take my time
to make this fit perfectly. We have it fitted perfectly. I'm going to drag it to this point and then make
our layer three layer. What I want to do now is
want to create a cube solid. I'm going to come here and
then go to custom view one to see solid in
three this piece. Okay, the next thing
I'm going to do is I'm going to just control
D. First of all, I rename this front
because it's going to be representing our front view
control D, the bottom. Then select our anchor
0.2 and then just hold down control and try to
bring it down to this point. Try to snap it down
to this point. Then try to make sure everything
snaps in perfectly okay. And then we can use
our rotation tool, or hit R to do rotation
on the X axis. You can use your
rotation tool and then down shift to actually
create a rotation to snap, To snap this, you can see that we've been able to
snap this to 90 degrees. We can also of course
the rotation to here and then just make this -90 We can see that this
is what we have now. Then bring your anchor points
once more to the point. The control D to duplicate and then
make this named back. Hit R for Titan, make this minus one. Then do the same thing
for your anchor points. Bring it to this point to make sure everything
is aligned perfectly. And control D to make this top come in here, all we need to do is, again, heating R. Let's make this -270 degrees to create a perfect top. Then let's select this front. Let's bring our anchor
points to side, like this side control. And rename this too to
left at R for rotation. Let's rotate it along Y axis. Let's rotate it a longer Y axis, give it a 90 degrees or -90
degrees Tion along Y axis. Finally, bring the
anchor points here, that's to the right
side of this layer. And then control D to make this the left side, okay, the right side. All right, T. All right, and then hit for T. Let's along is and
make this 90 degrees. You can use your orbit two
to orbit around our cube. And how everything is
pleased perfectly. So let's just go back to
our active camera view. We now have everything lined out correctly
for transparency. We take this back to
100 in the front. Now we have the front as black. Judging from our reference, which is the logo,
the front is black. Then we want the
back to be also, but we want to change the
color for our top and bottom. Selecting the top and bottom. We want this to be white. Okay? Want to be white for the top, selecting the top
layer settings. And then make the color
white also for the bottom. The next thing we
want to do is we want to create a new null object. Control of our shape here
the new null object, then just call it the
left side controller, We netell object. And then what we want to do
is we want to centralize our anchor point for
the new null objects. Heat control home
or control rather. Then we want to bring it to the middle of our cube,
of our left cube. Let's select our front. And then control old home to centralize our anchor points. Okay, now let's just copy the position for our
front cube here. Copy the position control C, and then paste it on the
position of our controller. We have it centralized
like this, okay, but we don't have a controller centralized
along the z axis. So I'm going to make this
tree layer like this, I'm going to make a tree layer, I'm going to go back to our custom view to
see this practically. As you can see,
we just have this centralized to our front view. We don't have this
centralized in the middle, and we actually need it
centralized in the middle also. So I'm going to select
the other side. Now this is the left side. Okay. I'm going to control
a Tom to centralize this, what I'm going to do is I'm
going to hit P for position. And I'm going to copy
the position of zissis. And then come to our controller
here, and then here. When I pace this here,
you can see that we have our cube controller. Let me just name this cube
controller instead of left cube controller controller. So we have our controller
centralized perfectly. We now have it centralized
at the middle of the cube. When you orbit around, you can see it at the
middle of our cube. This is good. Let's go
back to the active camera. What we want to do
is want to select everything and parent it
to a left cube controller. But first of all way to just duplicate this
guy here, the logo. And then bring it
up and try to mark out the letter C.
Select our logo and then use the cube tool here
to create a simple mask around our letter C. Okay, and then also make
it a three D layer. Perfect. Let's just check our custom view on to see if everything
is aligned perfectly. As you can see, everything
is aligned perfectly. Go back to the active camera and then just select
every thing here. Select the first one
and then cool down, shift and select all the others. And then just parent them to
our left cube controller. We can see that, granted, everything to our
left cube controllers are for our left
cube controller. And you can see that if we go to our active camera and then try to control
our controller, everything is controlled by it. You can see that everything
is controlled by it. Everything is working perfectly. Go back to our active camera and then what we want
to do is g want to just duplicate everything here, including our controller. We want to duplicate
everything control, we've duplicated everything. And then drag it above
the left cue controller, or drag them above
the left controller. Then what I want
to do is I want to select every other thing
apart from my background. I want to them, I want to she them so as
to clean up the scene and try to create the
right side of things. Select left controller
and then we ne right cue controller,
you're right. Keep control. What I want to do
is, first of all, I want to change the top to white because we have the opposite of this
on the right side, Just not that I'm trying to create the right side of things. Okay, for the top two, we can see that the
color is white. Come here, color settings
and then make this black. Then we also want
to change the back. Is black to white. Then the bottom, which is
we change it to black. Then the front which is black
on the, change it to white. Of course, we don't
need to work on the, on the left and right side
like we did previously. I'm going to select our
controller here and then just drag it like this
to the right side. Try to fit this in
here, Perfectly. Going to leave this
like this for now. Then our cube now. All right, selecting our logo. Let us see. We want
to hit for mask and then being marked like this. Okay. Marks to show the letter and
then drag it back in place. This works. Let's just go to
the custom view one and try to orbit around. And try to play with our right side controller to
see if it works perfectly. So we can see that we now have our right side of the design. I'm just going to select everything that has to
do with the right side. And I'm going to
change the color here, the color of the layer to brown so as to differentiate
it from the other layers. The next thing is
just other layers. And then come to the
Cainetk logo here. I want to just create a mask for our words Wards
cartoon network. So I'm going to
just create a mask here like this for cartoon, make this three D
layer, then control D. Control D to create another one. I don't need to
shift it actually, I just need to pit for mask
and then the mask like this. That's the same thing
I did for the letter. Which I shouldn't have done
something minor, minor error. This is what we have now. We have this nor we now have this for network
and this for carton. Okay. I can also just parent
to the left controller, left cube controller,
and also to the right cube controller. I can also bring this in place. Just bring it here.
Bring this guy. Okay, this should
be here, actually. The other one should be here. Good. But first of all, I don't want to see
these two layers. This is pretty perfect. The next thing to
do now is create our animation for the cubes. So I'm actually going to
animate the controllers. Now we have the right
side controller and the left side controller. So I'm going to start
with the right side and the first thing to do
is to hit R for rotation. But first of all, I'm
just going to hide everything because
I want to cleave. We now have this. First of all, we hit R for this guy and
I'm just going to, let me just peep to see
how everything comes up. Okay? All right. I'm going to start with
the right side controller and position. We are limiting our T O X axis. We're animating
along our X axis. I'm going to create a key
frame here, 270 degrees. 270 degrees. And I'm going to just come here, come to about ten
frames or more, then just, let's see, 90 degrees, make
this -90 degrees, then come here and
make this -70 70. We just want to repeat
-70 here and then -90 Then we just want to give a little more space
and then just make this plus 190 should do so that we have
something like this. We're trying to inculcate overhangs rather we're trying to inculcate anticipations
and overpasses. Okay. So we have
an overpass here, we have an anticipation
playing the admission, you just see a series of
overpasses and anticipations. What I mean by overpass, in case you don't understand, is initially when we
rotate like this, our rotation is
meant to stop here. But we extend it a bit and then get back to where
it's supposed to be. Okay, We have to overpass
before the anticipation. These are the things
I'm trying to create by having multiple
key frames here. I'm going to have
this at 90 degrees, I'm going to have here at 170. So we can see that
1917020 frames, I'm 20 frames for our
overpasses and anticipations. I'm going to make
this 190 again. 190-17-0190 Again, I'm going to make this 270, then I'm going to
have a long rotation. Then I'm actually going
to make this minus one. And then the other guy going
to make this -20 Okay, then I'm just going to
take this down to zero. This is what we have now. So when we easy ease these and work
more on the key films, everything is going
to look perfect. So I'm just going to copy this, copy our rotation and then do the pit on
left side controller. Okay, we hit for the key films. Hit you to see our key films. Okay, I've copied the
values for rotation on the right side controller
and pied them to our left side controller so we have the same
thing happening. Okay, in order to differentiate them or have the opposite of. What is happening on the
right side, On the left side, all we need to do is to change the values for minus and plus. Where you see, you just
change it to minus. Wherever you see minus, you
just change it to plus. Okay? So we have the opposite
of what's happening here. As you can see here, we
have plus, 270 degrees. I'm going to change
this two minus. I'm adding minus here, and then coming in here,
I see it at minus, I'm going to add
plus Sd, plus, okay. I'm going to add plus here. I'm going to add plus here. I'm going to add plus here. Should be 90, 90 degrees. So here I should be
adding minus here also. Minus, minus, plus, and finally, plus. I'm selecting all my Q
firms and from assistant as you can a little peep here
to see what's happening. Okay. Minus, plus,
and this also. This plus one. This minus one. So yeah, we have so far I'm little being spread out my key films similar
to what we have here. Let's make this out so we can see that we
have some tweakings. Yeah, I guess I discovered an error in my frame. I have this at 19900
and I now have, this. Should be 90. She'll be 20. Good. Yeah. So play around with your
curves and bits. We have some minor errors
we just need to fix. We're just going to
go through them. Go through each and every frame, each and every frame to make
sure everything is perfect. Okay? So this should be minus, this should be minus, this
layer should be minus. Okay? And then this is 70 -70 This layer
should be plus 70, this should be plus 90. I don't know why these
errors exist this much. Okay, I think everything
should work perfectly. Now, we can even make this as much as 56. This works, and I think we have something very close to
what we had initially. So the next int do is
just create a new, new null object to
control control. And then I'm just going
to unshy everything, I actually can't see my
node object where yeah, this is my node object
and I'm going to control old control whom
centralize everything. Going to select my
two cubes and pent them to my node object and
the heat for skin bit. What I want to do is I want
to get a key film on Ski. Just come here, so
select everything here. Click Easy Ease. Thank you. Le delete
this keyframes for. Delete this key Fm for think. I'm just going to, I'm looking at the skill
admission here. Okay. I'm going to hit for skill
then create key Fmesntkezo. Everything here easy. Yeah, that's what we have now, that's what we're
trying to achieve. The next thing we need
to do is to position, not the scale for
a new null object. Ok, I'm selecting these and
then dragging them here. Then we see that at this point, almost at 2 seconds, we see that our Cuban goes
up and finally comes down. Just goes up and
finally comes up. I'm going to just copy
the key frames here. The piece them here. So this is what we have. We have an admission
on our position. Okay, good. So I'm just going to My text. My text Les, that's this one
and where is the other one? The network and also the curtin drag disappear. So yeah areas I'm referring to I want them to appear at this point. For this one control D, it's at this point and
just lets the one before and then at this point for this one is what we have so far. No, that is for this video. As you can see, we've
been able to recreate our three D logo animation and hope to see you
in the next video by.
41. 40 Fake 3D Animation: Hello everyone, and
welcome back to the cost. In this video, we're going to be creating this fire D effect. This is a fire D effect
of a house moving. Okay. When I introduced
you to Fred, I said, we're going to be
creating a fictreD effect. Okay, this video, we're
going to be doing just that. We're going to be
creating a fire effect. This scene was designed
in B Illustrator. The files are provided for you. I'm going to go on
and import the files. As to start working
on the project, click and try to
import the file. So you have to come to this fixed D mission folder
and then select this file. And select Composition, Routine Layer sizes.
And then import. As you can see this is T. I'm just going to actually
import ET gain. Now we have our file imported. And I'm just going to do, click the composition
to open it up here. This is the composition we have from How to be Illustrator. The next thing I'm
going to do is select every layer here
and right click. And then create ships
from vectorliers. Drag your vectors or your new ship layers
above your vectors, then select your vectors. Select all of them and delete. That's it. And I'm going to come to conpusion settings
and make this composition 6 seconds long, 6 seconds long. To drag everything
out like this, lock this layer, this is the
background layer to lock it, I didn't have any need for it. And now I'm going
to hit path for a type path here to open the path properties
for all of the layers. Then let's create
a key frame here. Create a key frame at the U, just going to come here. Then the film just drag it up, come to the Du and
do the same thing. Can come to the last frame. Can do the same thing. Yeah, you can see we have this. I'm coming to my
first frame then. And then I'll then try to
create my fake three D effect. Okay, look we're
trying to achieve. Here is a look we're trying to achieve is the initial look. So the first thing
we'll do now let this layer then just come here. Then just just select
two key frames here. Or rather ship two ships here. Drag them out like this. I need to have something
similar to this. Just do exactly what I'm doing right now. Okay. Just let every point here and then just
drag it out like this to be and have this. Okay. Next is to select this of Lea here you just try to
bring to the side fitted in like this drug. This sounds like this fit. The next thing I'd like
to meet the chimney here. You need to drag it out like this and then drug this
points out like this. Drug this out like this, Drug them out like this. So you can see
we've been able to achieve progress
on the building. So I'm going to just continue
with the windows and doors. I'm going to just do the same thing for the
windows and doors. Sitting with this door too hard, you just have to understand
the busy concept and repeats the same process
for even complex stuff. You can use this effect to
achieve a thing tree D head, that's a toning character
head of effects. You can use this to achieve
a whole lot of things, a whole lot of
effects of effect. Just take this,
bring this guy here. I'm willing to come on, enable rulers here or control R, so as to align these properly. Okay, need to do this for, these are the ones here. I'm going to do this, these
last two windows here. So guys, as you can see, we've been able to achieve the shady effects on this house. I think we need to make
the house along this side. We need to do the effect
for this, for this window. Let this too. And then set key frames rather our points and just
drag them out. I talk them out like this. Then let's just make our
building a little bit longer. Yeah, so this will do, so this will do the
before we go far, I just want to create
a new shape layer and then create a ground level, ground level like this. It's going to disseble
the fen, this color. Let's make this five pixels. Let's make this eight pixels. Let's take this to the bottom. Yeah, here we'll do. So What we want to do
is we want to create a key frame for our skill and then we just want our skill to like this. Yeah, so we'll
leave it like this. Then continue or
three D animation. Type in path to bring
out the part properties. Then we're going to animate. Let's animate these
for this guy. This guy. Let me just select
the points here. Then we're going to have
to drag it this way. The clouds won't animate too
much because of course, we, clouds don't really move that much because they are
big and they're in the sky. We make it like this. We need to do the same.
Select our points. And then come here. Drag them out like this. For these other points. For this other cloud,
we select our points here and then them out like this. Good. So we're going to
unmet our grasses. This grass will come. Yeah, we'll just
take a peep from, you can see the
portion of our grass. Initially, you'll see
that it's located here and it's located here. Then for trick red, it has to come here. Yeah, definitely. Yeah, this is the correct one. So we have to admit this
one to look like that. Our grass has to come here. Just like how we have
it here, come here. This guy, I also love to move like this. This guy, you guys love to move like this. I love to be even smaller. Yeah. So this works. So we're only left with our
trees and we're going to by this tree has to move like this, move like this. This other one come here. This one has like like this. It has to go almost behind
this building here. Yeah, it has to go
behind this building, and then this guy has come this way. So I'm just going to
select the boot layers. The boot of them and
just drag them down. Dug them down, it's good. Behind the house. Okay. Yeah, see this works. As you can see guys,
we've been able to achieve our fake three D effect. What we want to do now is just
come to our last key film, then copy of first
key film piece, first key film piece. Do this for all
other layers, Sorry, just select them one by one, huh? Yeah, so this works. Finally, I want to
animate our smoke here. First of all, I am going to
give you a ingredient feel. I can give you the ingredient
feel through this, please, by adding
ingredient effects. Or I can just come
to effects and then type in ramp ingredient. Ramp ingredient, and then
just drag the effects on it to you here and here. White also play around with my ingredients to make
it fit perfectly well. I think I'm going to delete
this and I'm going to just add ingredients here. Okay, so that we have this
apple neglaceppneglace. Reduce the opacity here. Yeah, this is good. Then come here and type in wrap, add the weave rap effect, make this zero decrease. Okay, I'm just going to, as you can see we have a smoke. You can also just
to transparency or opacity of the entire layer here to make it
less conspicuous. Just do we with this that it is basically it for
this treaty effect. So that's it for
this video guys. Okay, I have one final
effect that you can add. This is the inner shadow effect. It's a layer style, you can just select everything. Then click and then
come to layer styles, and then add the inner shadow. Then choose your color, and then add a noise to it. And you're going to
achieve this effect. But I'm not going to do
this for this version. You can add it on your own. I've just tampered
with something here, but that's not going
to be a problem. Just come to file
and work piece. Then we say default layout. That's it for this video guys. Hope you've learned
something new and interesting and hopefully it's going to help you in the future. Hope to see you in
the next video. Bye.
42. 41 Modern Data Visualization: Hello everyone and welcome
back to the course. In this video, we're
going to be creating this modern data visualization. This is a very trendy way to
display your analyzed data. You display your data
graphically in order to present it to your
viewers or your audience. This is a trend way
of analyzing data. There are many ways
you can analyze data or you can create these graphical
admissions of defects. You can use pie charts,
you can analyze, or you can bar charts, do a whole lot of things. The limit your creativity, creativity is the limit. There's basically no limit. For this video, I'm going
to just walk you through the process of
creating this, okay? And you can use that
knowledge to create any other one you have in
mind or you want to create. Start from a new composition. I'm just going to good
composition settings and turn this to 1920 by 1080. Okay. Composion, color
should be white. You can see that. First of all, we have this background. We have this world
map illustrated. I have provided
every file you need, just go to the project
and import them. This is the world map, It's PNG, you just drag it and
reduce the size. And then for opacity, reduce it this much. The next thing we want to
do is create these circles, okay, to just come to
your ship to here. And just create basic basic ellipse and give
you the field color. Remove the, remove the
field color actually. And then give you
a, let's give you a Sk of red color then Just met this big O
for the anchor point. I'm just going to control
to centralize it. And then control whom to
centralize our ship to align our ship at the center for skiing in and
then just kill it up. Just try to achieve
what we have here. Okay, something similar
to what we have here. Let's just copy what we have here for this guy. Consider we was
struck of 56, Su 56. Then we had to duplicate, duplicate it and
then scale it down the bits for the second one was struck of 76 76, scale control D,
and scale it down the bits for the third one
that was shock of 1212, just pieces out properly to make sure there is equals piece
between all of them. For the last one we
have shock of 158. The 158 fixes, what I'm going to do is just
slightly make these bigger. I need to speaker. What I will do instead is I'm going to just copy
what we have here. Then just delete this one. I'm going to just piece
them here to make everything every process fast. Okay. I'm just going to
type in three parts. Okay? And then just delete the trim parts for each of them so as to have us
screte them from scratch. Now I've deleted the trim
parts and we can just, we can just position
our ships here. The next thing to do is to
have these are the ships. So I'm also going to
just select them and copy and piece here. And then hit you for key film and then just
delete the key films for now. And same for our text here, our texts contro,
just them here. Also for the key films. Let's just delete them for now. Position our texts properly. You guys, I'm going to create a new no object and I'm going to just
connect our ships to our non objects
so we can control our ships with this no object. Then I'm going to type in our percentages Control
D, duplicating this. Then I'm going to make this 35% control D. Again, create the percentage symbol. I'm just going to trim our
composition to this point. Trim comp, work area and
yeah, what we have so far. So four our ships, I'm just going to
duplicate them. Control D, then send
them behind and give them a true color of grey. Just this shade of grey.
You're just going to make the true color this color. And then I'm just going to them to clean
up my composition. Select your ships, then
you just select one. Then come here and
add a trim path. Okay, a trim paths. Call the twin frames then. Okay, I think we've added, we've selected the wrong ships. Selected the wrong ships. Just delete. Okay. We need to actually work on these ships, not these ships. So we need to. Me to select these
ships and control D, then send them behind and give
them a grease true color. Okay, this is what we have. Let's make the yeah, this is just a T for
our means. Okay. So I'm going to sh them now. We select our real ships, our mean ships rather. Come here and add a trim part, a the trim parts and
open up the trim parts. Let's try to the end. If we want to create
a key frame for end, then make this zero to it. Ms. Select every
frame, all frames. And then as mission, the next thing to do is
just come here and copy our trim parts for this ship. Then control here, come first time and
then controvtrotrome. All we need to do is clear on
with our trim paths values, with our end values
to creates variation. So this is what we have so far. So every them, just close them. The next thing I want
to it our ships here, I want them to s, or to scalp. After ten films, we to
open them up and then, and then select all of them. You know, when you open them up, open the ship layer up, then select all our ellipses. Open them up, come to transform, then create a key
film for skill. Then make this zero. Select all key
fumes, an easy ease. Select all the
kitchens once more. Make them easy, easy. We want the admission
to open faster. So, so this is it guys. I also want the same admission happening to tour moons here, our text layers here. We're going to hit us for skill, then really keep him here, come to come here. And then just make the ski zero. And select them here. Then right click, easy, easy. Just select the Q frames and
drag them out like this. Good. So far so good. We're making progress. We want to, we want to animate
our percentage values. Okay, Our percentage values. We want this to reach
0-35% We on the others to read from zero to their
respective percentage values. What you have to do
is come here and then click on the value here. And come to your
effects and presets. And type in slide the control, slider control and add
the slider control. Then open up your layer
here and come to text. Open up effects up
slider control. What you want to do here, you want to pull down at there, on the stopwatch
icon here, okay? You just hold down Alt
and then click it. Then you then use this
period tool here. And then to the slider control. Okay, the slider here. Now we're going to type
in an expression here. You're going to come here
and then type in math, math, then period and round, then open parenthesis and then come to the
end here and then add parenthesis. And that's it. You then have this
animeting from zero. If you adjust your
slider control here, you see our text. Animingi actually wanted to start here, so we
want to start here. Starts from zero. I'm going to name this, okay? All right. I'm going
to leave it at 35. We come here, let's just come here and
create a key frame here. Then come 15 frames in time
and then make this 35. Okay? I also want to limit
the percentage icon or the percentage symbol. I want, I want it to come here. I want it to be at this
position here in time. And then create frame on
position when it's ten. I want to move it like this in is 20. I want to move like this. Yeah, that's it. I don't want to select
the both layers, these layers and compose
them and type numbers. Let's come here and create
a region of interest like this so that we have
this happening. The next and final thing is
we want to Duplicate this. After duplicating
this, we want to make a three more
copies of this. And have different
values for them. Now this won't work with
a simple duplicate, because when we duplicate
this and edit the value, it's going to change the
value we have previously. There is a way to do this, we have to use a script. I've also included the script
in your project folder. The numer of the script is true duplicator.
It's a free script. In order to load it up,
just come to file and the scripts and then
script run script. Now you can see in
the folder we have the true comp duplicator and then just open it
up. Just click open. You now have the interface
like this if you want you, I thought you should
be able to slide it in to make it stick, but we just use it like this. Come to your project
and sting numbers. Composition. Come here and
you see it says copies. This is the number of copies
you would like to duplicate. Let's make this one for now
and then duplicate selected. Now we've made one copy. We can see that this is the new copy. You
can just drag it, then we can now
duplicate one more copy. Or you can just duplicate
two more copies. Can duplicate two more copies. These are the two more copies. Have this one here and
have this one here. Of course, you can use
the ruler to align your elements very properly. Yeah, this works. You can close your
true duplicate tunnel, and now we have duplicates
of our numbers. Next and final thing
will be to change the values of these. Okay, let's make
this 45 45 grey. We don't change it like
you just come here and then change this to hit
you for key frames. And then come here,
make this 45. I forgot, I thought it's
a normal text layer. Now you see it's been changed
and this guy is still 35, it's not affecting that one. Let's make this 15%
to see the key frame. And then maybe 15% here. See we are 15% maybe 10% maybe 10% We actually have to animate our. Okay, let's delete these
two key frames here, then create, create one other
key from here, like this. And do the same for this one. Hit you then deletes
the unneeded Kifmes. Yeah, and for this one, I guess this will work. We've been able to
achieve our objective, which is creating this
modern data visualization. As for the video guys, hope you've learned something new and hope you're going to apply what you've learned
to future projects. I would also love to see the various projects
you can come up with with this knowledge
you've learned so far. Hope to see you in
the next video. Bye.
43. 42 Conclusion: Hello everyone and
congratulations on your completion
of the course. I'm very much happy
to have gone through this journey with you
and I'm very much grateful that you've
chosen this course out of all other motion
graphics courses out there. It really gives me a
sense of fulfillment. And I do not take
this for granted. I quickly want to
talk to you about improving your skill
as a motion designer. And in regards to that,
I will introduce you to three platforms where
you can find quality, creative content that
will help you improve. Honestly, the only way you
can improve is by actually doing what you've
learned and doing it over and over again.
There is no other way. And when starting
off as a beginner, you need to put in a lot of, a lot of work to help you really build your
skill and improve. Okay, so I'm just going
to go right away and introduce you to these
platforms I'm referring to. It's possible that
you have seen them before or you know about them. Okay, so the first
one is Gribble. This is Dribble. This is
the interface of Dribble, even though this is not
the home interface. Have come here and have
searched to the motion graphics that you see so that we see results for motion
graphics only. As you can see here,
we have more than 10,002 The motion graphics designs more than 10,000 That's a lot and
a lot of content. When you hover around them, you see the mission. They're all an emissions,
they're all to the emissions done mostly with after effects. There's a lot you can learn, there's a lot you
can copy from them. The truth is, as a designer, you do a lot of copying. You have to look at
creative contents, look at the way
other designers have actually gone through
the same problems, and then try to solve
yours in a similar way. Okay, copying is not
bad for a designer. You just have to see
what other people have done and then probably
improve on it. Okay. The greatest
creative contents that have been created are
not devoid of copying. Every designer looks
at key studies. Okay, These sites can really help you
improve your skills. I'm going to please
some of them here. When you click on the project, it's going
to open like this. You can see this log animation. We can see a lot of the principles of
animation which we've studied in play here. Close it. Let's look at this one also. Logo and emission
are a lot of them. The list is endless. You can actually create
an account here and then you can follow the person that's the
creator of this work. And you can like you can see the work and then
you can also hire. This is also a place
where you can get clients to actually patronize and
build your experience. You see very cool stuff here. We can keep going
and going and going. The endless is endless. Can go to the next.
And as you keep going, it's going to keep loading. Okay, this is the
first place I want you to come and look out. You never regret being on per the other place is
what we call hands. Hands behind is also
a place like dripper. They are basically similar. Okay? They're very similar. They're two very similar sites and you can find very creative
content in all of them. Okay, just look at this one random leak and you can see that this is UI design. We have an admission here, close this. The way hands works is that
people upload whole projects. If I open this up,
you're going to see that it's a whole project.
It's a whole project. That's another difference
between hands and, and you do mostly find projects. You don't find whole project, You find probably the aims. Yeah, the admission also. But for hands, when
you come here, you tend to see
the whole process. Like for example,
when we open here, when we go down, you tend
to see the whole process. Let me just screw down. Now from here, you see that the creator has
shown us his process, right, from sketch, okay, right from sketch
to vectorization and so on and so forth. So that's one
difference with them. Okay, this project
is Lugo emissions. This critter has compiled a number of logo
animisions to present. Here you can see
Logo Mission 2019. As we scroll down, we see
different logo animsionsee, these are things we've covered. You see the lectin effects, the lectin mission
which we've covered a lot of things including morphine principles of animation
and so on and so forth. Okay, as you can see,
this is morphine. This symbol just morphed into this symbol that's basically for this keeps scrolling down and a lot of contents to behind the very popular platform
with millions of cris. Also finally, other site, this is called Vimeo. Vimeo has a lot of
critical contents, also a lot of critters on Vimeo. I've searched for Lug. When we open the result, we then see that the
logo animation, please. Yeah, that is a good one. There are a lot of contents. You can see on Vimeo. Vimeo is a very good one. There a lot of critters on Vimeo and you can find very
creative contents on Vimeo. To these are supposed to help you improve your
skill of motion graphics. Hands and me, all of them are
good. All of them are good. My two top most
recommended however, are dribble and hands. That will be for
this video guys, and also for the
cause I'm very much happy once more to have gone through this
journey with you. Stay tuned and keep creating.