Intro to 3D in Adobe After Effects - A Motion Graphics Class | Tyler Bennett | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Intro to 3D in Adobe After Effects - A Motion Graphics Class

teacher avatar Tyler Bennett, Motion Graphics Designer & Photographer

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      0:26

    • 2.

      Getting Started & Class Project

      0:51

    • 3.

      Things to Know & Creating 3D Text

      5:41

    • 4.

      Create the Model

      7:20

    • 5.

      Set Up for Animating

      1:29

    • 6.

      Animating the Camera

      6:10

    • 7.

      Slide in Animation

      1:34

    • 8.

      Rotation Animation

      3:02

    • 9.

      Screen Walkthrough

      1:54

    • 10.

      Materials Bonus Lesson

      1:28

    • 11.

      Intro to Lights

      7:05

    • 12.

      Outro

      0:09

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

--

Students

--

Projects

About This Class

This class is for intermediate motion designers that animate in Adobe After Effects to level up their skills by introducing the third dimension into their workflow. 

You will learn:

  • How to animate in the third dimension in Adobe After Effects
  • How to create & animate a camera
  • Create & animate objects using the 3D shape tools 
  • An intro to lights
  • How to create 3D extruded text & other tips & tricks

What you will create:

  • An animation using the third dimension in Adobe After Effects

Adobe, After Effects, and Media Encoder are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries.

Meet Your Teacher

Teacher Profile Image

Tyler Bennett

Motion Graphics Designer & Photographer

Teacher

Hello, I'm Tyler. I'm a motion designer & photographer based in Ottawa, Canada. I make simple and easy to follow classes for beginners.

You can find me at tylerbennettvideo.com/

Connect with me at @tytyttheguy or @learnmotionwithty

or on YouTube: @tylerbennett3601

See full profile

Level: Intermediate

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Having a basic understanding of animating in three D space is an essential skill even for two D motion designers. If you've been animating using Adobe After Effects, the day will come when you will need to animate something using the third dimension. That's why I've created this easy class that we have you animating in three D in no time. We'll jump right into animating our class projects, and I can't wait to see your creation. 2. Getting Started & Class Project: Getting started with this class, the only requirement is Adobe After Effects. This class was created for intermediate motion designers looking to level up their Adobe After Effects skills. Students that already have a basic understanding of animating with key frames, what this class is not for students that are serious about three D animation, three D modeling or three D character animation. I would recommend exploring alternative software such as blender, Cinema four D, Houdini, and a plethora of other software that is way more dedicated to three D work. The class project is to follow along and create your own animation using three D and Adobe After Effects. You can download a completed version of the project file on the project and resources page. It might help if you get stuck on one of the lessons. Feel free to post your projects to the project gallery, as I always love to see what you create. 3. Things to Know & Creating 3D Text: The first half of this lesson, I'll be showing you a few things you need to know about animating in three D space inside Adobe After Effects. The second part of the lesson, I'll teach you how to create three D text, which is actually an incredibly simple process. Just a few things to know before we get started. I'm going to be working in a composition size of 1920 by 1080 at 30 frames a second. When you go to create your compositions, if you don't feel like typing all this out, you can choose a preset from the menu, social media landscape HD. For the duration, you can really make the composition as long as you would like. This is just a random number I had in from a past composition I created. The animation we're creating is only going to be about 2.5 seconds long. Something else you're going to have to make sure of is on the composition menu, head over to the three D renderer tab. And on the renderer list, make sure that you have advanced three D selected. This is very important, as this is what I'm going to be working in throughout the tutorial. You can also make sure you're on the advanced three D by using this menu over here. So when you're working in three D space inside Adobe After Effects, there's a couple tabs over here that you need to be aware of. The first one is the view tab. We could change views by selecting two views or four views. The views give you a look at the sides and top of our composition. Under this other tab over here, you can manually select which view you're looking at. I'll switch back to one view and you can go through. You can choose front, left, back, bottom, right. You can choose default, which is the default After Effects camera. And what you're also going to notice is that in this menu, we also have a Camera one. During this tutorial, we're going to be creating a camera and animating the camera. So if you want to see what the camera is actually viewing, you would select Camera one. And one final thing you're going to need to know for this tutorial is if you're not using a current version of After Effects, you might not have access to this menu for three D objects. I'm going to have to double check which version they introduce these objects, and I'll put it on the screen. So now we're going to create some three D text. This lesson will double as an introduction to turning layers three D and After Effects, and it can also be used as a substitute if you don't want to create the three D phone model later in this class. So I'll start by getting the type tool. And I'll just type out three D. It doesn't matter what font you use as it'll all work the same. I'll use the align panel to align it to the center of the composition. It's important to do this now because you can't use the align panel with three D layers. Now to turn the text three D, we have to go over to this icon here, and this is the three D icon. We'll click that, and now we have access to the third dimension. If you bring up the properties for the layer, you'll now notice the third dimension is accessible. But as you can see when we turn to four views, our text is still too deep. That's because we haven't actually done anything to our text yet. We're going to have to open up our layer and head to geometry options. Extrusion depth is what we're looking for. We'll turn up the depth to 100 for now. And as you see in the right view, our text is now extruded. We also need to add a Bevel style. From this list, I'll choose angular, and I'll turn up bevel depth to ten. And while you can't really see anything at the moment, this is because we have to add some color to add color, we'll head back up to animate, and we'll head to the front menu. Then we'll head to color, and we'll choose RGB. In the color picker, this is where we can choose the color for the front of our text. I'm going to go with a yellowish orange color. So now that we've done the front color, we'll have to go to add property. Now let's choose a back color. Well, once again, head to color RGB. We could just use the color picker eyedropper and choose the same color as our front color. Now we'll head to add again, property, side, color, and once again, choose the RGB. I'm just going to go with pure black. And once again, we'll head to add property. This time, we're going to add a bevel color. Color, RGB, and I'll go with pure white for the bevel color. And that is essentially how you create three D text inside Adobe After Effects. From here, you have a few options. You can continue this class and learn how we create this animation using a camera. If you would like to learn how to create the three D spinny text, I actually have a class dedicated to that, so I recommend checking it out as there's no real reason for me to essentially create the same class twice. You could also use this three D text as a substitute for the rest of this class if you don't feel like creating the three D foam. I'll bring up the rotation I will quickly give you a demonstration of how to animate. You would bring up the properties like you would any other layer, except now you have access to the third dimension. And there you go. You already have some three D spinny text just by animating the Y rotation. And of course, you can do this for any other property, not just the rotation. So that's essentially it for this lesson. Hope you learned something, and hopefully I'll see you in the rest of the class. 4. Create the Model: Let's go ahead and create a very basic model that we can use for our class projects. I'm going to be using the three D shape tools that we find up here on the toolbar. To start off, we can grab our cube tool, and I'll drag that out in the project window. And size doesn't matter at the moment, because I'm going to be plugging in numbers over in the property panel. I won't go into great detail about every single property in this menu, but I will give you a quick overview of the panels. The layer Transform panel is where you will find your basic animation, such as your position, scale, rotation, and opacity. Under mesh options is where you will actually build the shape of your object with a height, width and depth. Under the menu, you could even change your mesh type if you wish. Bevel options is kind of self explanatory if you know what a bevel is. Essentially the sides of an object. Compositing options, you can turn on and off shadows, lights or whether your object emits lights, you can also change your shadow color. And the material menu is a little bit more complex. It's not only where you'll create the color of your object, but you also change the overall look of your object with properties such as roughness, metallic, and other properties. Later in this class, I will show you an easy way to create professional looking materials. For the width, I'll type in 285. For height, I'll type in 575. For depth, I'll type in 50. Under Bevel options, beside radius, I'll type in ten. Everything else can remain the same for the moment. Under the view menu, I'm going to change my view to four views. And as you can see, our object already exists in three D space. To move our new object, we can drag the X, Y, and Z handles. But for the purposes of creating this model, I already have dimensions chosen out, so I'm just going to plug those numbers into the position. It's also worth noting that for three D objects, you cannot use the align panel. I'll bring up the position with the P key. For the X position, I'll type in 960. For the Y position, I'll type in 540. And for Z, I'll type in zero. The reason I went with these dimensions is because we know that that is the exact center of the composition. There's one more thing I want to do for this object is under the material menu beside base color, I'm going to turn it to black. Now we can go ahead and name this layer. Remember the enter key to name a layer. I'm going to name it base. Now we can go ahead and create our second object. I'm going to go up to the menu, and I'll select the cylinder tool. And we'll drag that out in the window. Again, dimensions don't matter yet, as I'm going to plug them in over here in the property panel. For radius, going to change it to 26. Height, I'll change to 14. Under the bevel options, radius, I'm going to turn up to 50, and sides I'm going to turn down to one. Up here in the transform menu, beside the X rotation, we'll type in 90 degrees. Now we can bring up the layers position with the PKey. Once again, I'm going to plug in numbers here because I already have the coordinates. I'll type in 960 for the X position. For the Y position, I'll type in 781, and the Z position, I'll turn to negative 25. Now I'm going to rename the layer and I'll name it button. Let's head back up to our tool menu. This time we'll select the plane tool. We'll drag that out into our window. For width, I'll type in 250. For length, I'll type in 400. I'll bring up that position for the layer with the P key, and again, I'll plug in these numbers. 960 for the X position, 540 for the Y position. For the Z position, we'll type in negative 25. Then we'll go ahead and rename our layer. This layer, I'm going to name it screen. We'll head back up to our tool list. For this one, I'm going to select a cylinder. Beside X rotation, I'll flip it to 90 degrees. So now it's facing our front. Radius, I'll turn down to five, height I'll turn to 13. I'll bring up the position for the layer. For the X position, I'll type in 895. For the Y position, I'll type in 290 and the Z position to negative 25. And I'll rename this layer front camera. Now we'll head back up to our menu, and we'll go with another cube tool. We'll drag that out in our window. For the width, I'm going to go with 75. For height, I'll type in 13. For depth, I'll type in 13 again. Under the bevel options, I'll go with a radius of five. Once again, we'll bring up the layers position. X position to 960. Y position to 290, and the Z position to negative 25. And we'll name this layer speaker. First, I'm going to switch the view to back because the next two objects we're going to create for the back of the model. Let's go back up to our tool menu, and we'll select the cylinder tool. We'll drag that out. The X rotation, I'll switch to 90 degrees, radius to 20, height to 15. I'll bring up the position. For the position, I'll type in 1048. And for the Y position, I'll type in 298. And for the Z position, I'll type in 25. I'll rename the layer back camera. Just one more object that I'm going to create. For this one, we'll just create another cylinder. We'll rotate it to 90 degrees. Radius to ten, height to 15. I'll bring up the position. Type in 997 for the X position for the Y position, I'll type in 298. And for the Z position, I'll type in 25. I'll rename this layer Light. I'm gonna switch the view back at active camera. 5. Set Up for Animating: Now we're going to do a little bit of preparing for animation. First thing we have to do is connect all our layers to our base layer. We can do that by selecting them with the shift key and then using one of the pick whips to connect it to the base. Now, all these layers are parented to the base layer, and this creates a basic rig that we can animate later. Now we need to create a new camera. We can do that by right clicking going to new camera. Under the type menu, we're going to go with two node camera because this creates a point of interest option that we can point our camera at. It'll make more sense when we go to animate later. In the preset menu, I'm going to go with 50 millimeter. You can take a quick look at all these other settings and make sure they match mine just to avoid any confusion that can happen when we go to animate later. We'll click Okay. And now one final thing we need to do is create a new null object. We can right click, go to New Null Object. I'm going to rename it cameras point of interest null, and this is what we're going to point our camera at. You can rename a layer by pressing the enter key. When we switch our view to four views, you can see that our null layer automatically is in the center of the composition with our phone, which is exactly where we want it to be. I 6. Animating the Camera: Before we start animating our camera, we're going to want to set up our camera's point of interest to be pointed at our null layer. First thing we'll do is click this icon to turn our null layer three D. Now we'll toggle open our camera settings. Under the transform menu, this is where we will find our point of interest. We want this point of interest to be pointed at the position of the null layer. We're going to connect them by using a very simple expression. See what our goal is is that no matter where we move our camera, it'll always be pointing at this null layer. To accomplish this, I'm going to bring up the null layer's position by pressing P. And on the camera's point of interest, I'm going to hold the Alt button and click the stopwatch and we'll gain access to this pick whip. We'll drag it over to the null layer's position. This will fill out the point of interest field with the expression. So now the point of interest is always connected to the null layer's position. Now we can actually begin to animate the camera's position. I'll zoom out a little bit so that we can see what is happening as we're animating. I'll bring up the camera's position with the PE key, and we already know that this is where we want the camera's final resting place to be. So we're going to place a keyframe by pressing the stopwatch and we'll move that keyframe over on the timeline, maybe to around frame 23. I'll head back to the beginning of the timeline. It should be noted that you can animate your camera using these handles, if that's how you would like to animate. But I already know that I want my camera to begin behind the phone. So what I'm going to do is I'm going to plug in a number into the Z position. I'm going to type in the number 3,067. And as you can see, now our camera is pointed behind our phone. Around halfway through this animation, I want the camera to be on the side of the phone. So we'll head to frame 11, and now we can drag the camera's position. We can continue to drag these handles until our camera is pointed on the side of our phone. But I actually already have coordinates written down from the animation I created earlier. So I'm going to plug those numbers into the position. In the X position, I'm going to type out 5,144.8. The Y position we can actually leave the same at 5:40. And in the Z position, I'll type in 1,144.7. These are the exact coordinates I had in the animation I created earlier. So now our camera is orbiting around our phone, and the point of interest is locked onto that null layer. As we scrub through the timeline, this is what it looks like so far. Now we're going to edit the motion path to give our camera a smoother animation. Make sure the camera layer is selected, and under the Pen tool menu, you'll find the convert Vortex tool. Click on the second point in the motion path, and this will give us handles that we can edit. I'm going to quickly switch to one view and to the top view, and then I'll zoom out, and this will give us a better view of our path. I'll switch back to the regular selection tool, and now I'll start dragging the handles. The goal is to create an arc shape, which is actually one of the animation principles for more interesting animations. I'm going to get the convert Vortex tool again and click on that third point, and I'll drag its handle. I'll do the same thing again for the first point. And I'll continue to drag these handles until I get an arc shape that I like. Now let's scrub through the timeline and see what that looks like. I'm going to change the view back to two views, so now we can actually see what the camera is seeing. I think that actually looks pretty good. I'm going to change back to one view and change the active camera to camera one. That way we can see what our actual camera in the composition is looking at. Now we'll smooth out the animation by easy easing the keyframes. First, I'm going to turn the middle keyframe into a rove across time keyframe. We can do that by right clicking and going to Rove Across time. And essentially what that does is our keyframe still exists as a positional keyframe, but we can no longer manipulate its time in the graph editor. I'm going to head into the graph editor quickly and show you what I mean. You can select our keyframes and press F nine to CEs. So to reiterate, that keyframe still exists as a position, but it just doesn't have a time assigned to it. Head back into the graph editor, and we'll drag these handles towards the middle so that our animation starts off slow, gets fast in the middle, and then slows down again. We can preview what that looks like. I think it looks pretty good. 7. Slide in Animation: So to create the slide in animation, we're actually not going to be animating the phone. We're going to be using the camera's point of interest null. Because remember, our camera is pointing at this null, and if we animate its position, it'll give off the illusion that the phone is animating on screen. It'll make more sense if I just go to animate. So I'll bring up the camera point of interest nulls position by pressing the P key, and we know that this is the final resting place, so we'll press the stopwatch to put a keyframe. And we want the animation to be about 15 frames long. So I'll move it to frame 15 on the timeline. I'll head back to the beginning of the timeline. And using the position, I can drag it until the phone is off the screen. I'm going to type in the coordinate of negative 345. So now as we go through the timeline, you can see that it's giving off the illusion that the phone is animating onto the screen. But really, it's just our camera following the point of interest null. To make the animation more dynamic, I'm going to ease it with F nine and head into the speed graph. And I'm just going to drag these handles into the middle. Now we can preview and see what it looks like. I'm actually pretty happy with that animation. 8. Rotation Animation: This time, we actually will be animating the foam, and we'll do that by animating the base's rotation. So we're first going to need to make sure that all our elements are connected to the base. We can do that by making sure that under the parent menu, they all say that they're connected to the base. Now we can bring up the rotation with the archy, and we'll be animating the Y rotation. First, I need to determine at what point on the timeline I want to begin the animation. I think I want the rotation to begin around frame 37. I'm going to expand my work area first. So now at frame 37, I'll press the Y rotation stopwatch to put a keyframe. Now, before we do a full spin, I want to create some anticipation. So I'm going to move over around seven frames, and I'll change the Y rotation to 25. I'm going to change my view back to one view and change it to camera one, and we're going to fit it to the screen. So we created a little bit of anticipation by changing the rotation to 25. Now we can move over on the timeline, maybe around 25 frames, and we'll do one full rotation. In the first field, we'll have to type in negative one for one full spin. What we also want to do is create a little bit of overshoot. So in the second field, we'll have to type in negative 25 to create that overshoot. So make sure that in both fields, you have negative one and then negative 25. So now we have a little bit of anticipation, a full spin, a little bit of overshoot. Now we can move over maybe seven frames, and we'll get our phone into its final resting place. We can do that by typing zero into this field. So to reiterate, we created a little bit of anticipation, did a full spin. Then we get a little bit of overshoot, and then we end up in the final resting place. Now we can add some Easy Es by selecting the keyframes and pressing F nine. I'll head into the speed graph. For these handles, I'm going to drag them all the way to the left to make the animation start off fast. For these two keyframes at the end, I'm going to drag them to the opposite direction. And the key frames in the middle I'll drag towards the middle. And we can give a preview to see what that looks like. I'm happy with that animation. 9. Screen Walkthrough: I'll walk you through how I created the screen. You can download the project file on the project resources page so you can go ahead and have a look at it. First, I created a composition. I'll head into the composition settings, and I made it a width of 11 80 and a height of 1920. Then I proceeded to create a bunch of solid layers. On each solid layer, I put a fill effect to change the colors. Then I took the pen tool and I drew a mask on each layer. To create the gradient, you can bring up the mask feather by pressing F and then turning up these numbers. Also, each layer has a little bit of animation on it, driven by a turbulent displace effect. The animation is being driven by a simple expression on the evolution, and it's at time times 50. If you don't know how to add an expression, you hold the Alt key and press the stopwatch. But I find the animation is so subtle that you probably won't even notice it in the final animation. The rest of the composition is fairly simple, which is some text. Then for the icons, I used very simple shape layers to draw them. Once again, you can go into the project file and have a look for yourself. Then I just precomped those shape layers, make it easier to place in the composition, and that's just about it. Then it's just a matter of putting the new screen composition into the main composition. So once I dropped it into the composition, I put it above the old screen, then I moved its position to roughly where the screen is. And then I parented that new screen layer to the old screen layer, and then turned off the visibility for the original screen. So now that the new screen is parented, it'll move with the rest of our animation. 10. Materials Bonus Lesson: So this is going to be a very quick bonus lesson about adding materials. So when you're dealing with these three D objects and After Effects, the ones that you find in this menu, specifically, when you have one of them selected, if you head over to the material menu, hidden in this panel over here, you'll find the G substance community assets. You can go ahead and click on that, and it'll bring us to a page with a whole bunch of materials that you can go through and use for free. So you want a plastic material. We'll click on the plastic menu over here. I think plastic Mat Pure will go ahead and download that one. Then once you have it downloaded, you just upload it into After Effects. And once it's inside After Effects, you'll go back to the material menu. We'll click on the drop down list. Now you'll see it listed in the menu, and all you have to do is select it. And now the material is applied to our base, and it really is as simple as that. I already went with another material for the animation I created earlier. So I'm going to delete this one. I'm just going to go back to default. Anyways, that was a quick bonus lesson showing you the materials that you can choose. You can go through it and choose any materials you would like for your class project. This step is completely optional, and you're not required to do it for the class project. 11. Intro to Lights: So there's one thing we never went over in our tutorial, and it's a big part of animating in three D, and it's creating lights. I thought about how I was going to give an introduction to lights, and I thought, What better way than to actually create something? So I started off by creating a paper stop motion animation. When I turn the light layer on and off, you can see the drastic difference it makes. So first, I'm going to walk you through how I created the animation, which is very simple. It's just a couple layers with a few keyframes, and then we'll talk about lights. It's not necessary to recreate this animation yourself, as I've provided the project file for download. So right off the bat, all of these layers are three D layers. Remember, we can turn layers three D by clicking this icon. It's also important to note that for this animation, I'm animating in classic three D. This is important because some things are available in classic three D that aren't available and advanced, such as casting shadows. So for the animation, I started off by creating a background layer. The background layer is just a solid layer. To add a paper texture, I just dropped in this paper texture that I've had on my computer for years. It's just a basic white paper texture, and I turned the layer to multiply. And then the animation is just two text layers. The three and the D are two separate layers, and they're just animating on with a few keyframes. The keyframes are toggle hold keyframes to give it that choppy stop motion look, and there's no animation in between the keyframes. And each layer, I put on a couple wiggle presets. You can find those in the effects and presets. We could create that animation using expressions on the layers. Sometimes the easiest way is to just look for a preset in the preset menu. Then I duplicated the paper texture, and I used it as a track mat on both of those text layers, and I also turned them to multiply. And then I also parented them to the layer. And one more thing I did was I rotated the paper texture just to separate it from the background. I created an adjustment layer and put a posterize time to three frames a second. Again, we're going for the stop motion look, so the lower frame rate really helps, and that's basically how I created the animation. This animation looks okay like this, but it still looks like it's missing something, and that thing is lights. Though, just to reiterate, this is technically a three D animation, even though it doesn't look like it. I'm going to quickly switch to four views. My two text animations, the Z position is set to negative 25. And the reason we're doing this is because we need our text to be in front of our background in order to cast shadows when we create our light. I'm going to switch back to one view. Now let's go ahead and create a light. To create a new light, we can right click New Light, or we could head up to Layer, New light. In the menu, we can name our light. I'm just going to leave it at the default. In the light type menu, we have four different types of light we could choose. For the light that we're going to create, we're going to choose point, but we also have the option of parallel, bot, point, and ambient. Color we can leave at white, and intensity we'll leave at 100. But we need to make sure that cast shadows is turned on. We can go ahead and click Okay, and right away, our light is doing some work. But one important thing we need to do is in our text layers, we have to toggle it open, go to material options and make sure that cast shadows is on, as well as accepts lights. Once we make sure that we have those turned on, now we can start editing our light. We could head back up to the new light we created and take a look at the menu options. We'll toggle open the layer and toggle open light options. We can once again change the type of light. Parallel can be thought of as just like the default camera on After Effects. It shines a light over the whole composition, and you can't really change its position. Spotlight acts just like a spotlight would in real life. By the way, if you want to learn more about lights, I really recommend learning about lights in real life, because After Effects lights basically are just emulating real life lights. Point light, this will be the light that we're using to create our animation. An ambient light can be an entire tutorial of its own as it's the most complex. You could actually use images to light your scene in After Effects. You could upload a JPEG or a PNG and use it to light information to light your scene, but we won't be doing that in this tutorial. We'll switch the light back to point light. Now let's go through the options. Intensity. We're going to leave it at 100, but what it basically does is just changes the intensity of the light, how strong the light is. Color, we could actually change the color of our light if that's something you want to do. Let's say you wanted to change it to a blue color. I'm going to undo that. Now, fall off will give us control over the vignette of our light. We'll turn it on. And right away, you can see how strong it is. We're going to have to change the radius and fall off distance. We'll turn up the radius to 2000. And we'll do the same for fall off distance. And that creates a much softer fall off. Now, the shadow darkness does exactly that. It changes the shadow's darkness. I'm going to turn it down to 50%. Shadow diffusion will change the softness of the shadow. We'll turn it up to around 300. You can see the difference it makes. It looks way more realistic like a real shadow. Real life shadows wouldn't be super solid. They would have a little bit of fall off and they'd be a little bit softer. One more thing I want to do is change the light's position. I know I want the light to be in the center of the composition, so I'm going to change the X and Y to 96540. That'll bring it to the center. For the Z position, I want to move it back because I think it's a little bit too close. Show you in the four view menu again, we could move the light using these handles, but like most of this tutorial, I'm just going to plug in a number. In the Z position, I'm going to plug in negative 1,500, and that will move our camera back. There we go. We have a much softer light, and I think it looks much more realistic. You can see the difference it makes just creating one light layer. That's just about it for this tutorial. I hope you learned a little bit about lights, a little bit about three D animation and After Effects, and hopefully you enjoyed the class. Thanks again and see you in the next. 12. Outro: Congratulations. You've made it to the end of the class. Now you can post your project to the Project Gallery. I always love seeing what you create.