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Mograph Techniques: Animating to Music

Mograph Techniques: Animating to Music

with Ian Robinson

 


Harmonize your motion graphics with music. This project-based course shows how to complete two mograph assignments, a bumper graphic and identity spot, and explains how to transition the tools and techniques to your own projects. Author Ian Robinson starts in Adobe After Effects with Trapcode Sound Keys—isolating frequencies and creating related keyframes that allow you to drive properties like the position, rotation, or even the hue of an object. Then learn traditional editing techniques to transform a 3D animation into multiple pieces for the bumper, and migrate to CINEMA 4D and use the Sound Effector to resolve the logo for the identity spot.
Topics include:
  • Analyzing the music for inspiration
  • Adding markers
  • Animating graphics with Sound Keys
  • Using music to drive particle animation
  • Generating animated colors
  • Editing to music
  • Driving 3D graphics with sound
  • Rigging a mograph build
  • Building scene transitions

show more

author
Ian Robinson
subject
Video, Motion Graphics
software
After Effects CS6, CC, CINEMA 4D R13, R14
level
Intermediate
duration
1h 5m
released
Jun 26, 2013

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Introduction
Welcome
00:00 (MUSIC). Hello, I'm Ian Robinson and welcome to
00:06 Mograph Techniques, Animating to Music. In this course, we'll build two different
00:11 kinds of graphics, a quick bumper element and an identity spot.
00:15 (MUSIC) First, we'll start in After Effects, and use a plug-in from Red Giant
00:20 called Trap Code Sound Keys. With that tool, we'll be able to isolate
00:26 different frequencies of our music track, and create key frames that we can use to
00:29 drive any key frameable parameter in our project.
00:34 For example, the position and/or rotation of an object, or even effect controls like
00:38 the hue of a color effect. We'll cover some of the most fundamental
00:43 aspects of animating music like traditional editing techniques to change a
00:47 simple 3D animation into multiple key pieces for our graphic bumper.
00:53 Then of course we'll explore how to use the sound effector in Cinema 4D, to form
00:56 our logo resolve for our final brand identity spot.
01:00 So, let's get started with Mograph Techniques, Animating to Music.
01:05
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Using the exercise files
00:00 If you are a premium member of the lynda.com library you have access to the
00:04 exercise files used throughout this course.
00:08 Once downloaded you should see an exercise files folder on your computer.
00:12 Let's open the exercise files, you can see we have four different folders and a
00:16 footage folder. In this course you'll find After Effects
00:21 projects as well as Cinema 4D projects. Now most of the project files will start
00:27 with the chapter number, and then another number which corresponds to the video.
00:31 In chapter three I have two different projects I'll be referencing for the
00:35 second video in that chapter so just be aware most of the time there'll only be on
00:39 project file. Now in certain instances there may not be
00:45 a project file. For example, chapter one, video one.
00:49 For those, I'll just be talking about overarching concepts or starting from scratch.
00:54 Now the footage folder is kind of important.
00:57 Anytime you move your exercise files around to different drives.
01:01 You want to make sure to copy the entire exercise files folder.
01:04 That way, any project files that might be referencing any footage from our footage
01:08 folder won't lose the link to that footage.
01:12 If you separate this footage folder from the different exercise files you may have
01:16 to re-link different files. If you don't have access to the exercise
01:21 files you can follow along from scratch or with your own assets.
01:26 So let's get started.
01:27
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Overview of the project
00:00 In this course, we're going to create two separate graphics.
00:03 They're going to be the same brand, but they'll be two different purposes.
00:07 The first one is going to be a bumper. It's going to be primarily an aftereffects
00:11 project where we use the Track Code Sound Keys plug-in to isolate different
00:14 frequencies to drive our animation. (MUSIC) In addition to using sound keys
00:21 we'll also explore some old school editing techniques so we can better cut our
00:28 graphics together to the beat of our music.
00:35 In ID Spot we'll jump into Cinema 4D and learn how to use sound keys to import
00:39 audio into cinema and drive three dimensional objects around our scene.
00:44 (MUSIC)
00:44
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1. Getting Started
Analyzing music for inspiration
00:00 Whenever I'm asked to create graphics based on an audio track, of course I like
00:03 to take the time to consider what the audio track makes me think of.
00:08 So, lets listen to the track we will be working with today.
00:11 (MUSIC) When I first heard that track, I thought, loud and bombastic, and honestly,
00:19 at the end, there was a little bit of noise in there, so, a little noisy.
00:28 Notice the graphic that we built is made of bright colors, and it has this particle
00:32 system in it. That's kind of my ode to the noise.
00:37 So whenever you're asked to create graphics that match a specific audio
00:40 style, take the time to listen to that audio, and really think about what
00:43 inspires you. For me, when I heard loud and bombastic, I
00:48 thought, bright colors. For you, it may be something completely different.
00:53
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Adding markers for the animatic
00:00 One of the best surefire ways to make sure you can lock up your graphics to the beat
00:04 of the music, is by previewing that audio and adding markers.
00:09 Usually once I have an audio clip in my project I like to immediately add markers
00:12 on that clip. So that's what we'll do right now.
00:15 If you look at our current project we have three graphic layers which eventually will
00:19 animate to the beat of the music. For now, I want to select layer four and
00:24 add markers just to that layer. Now, if you tap l twice on your keyboard
00:28 it'll automatically open up the wave form. This way you'll see what your audio looks
00:33 like as you're previewing it. Now there are two different ways to
00:37 preview audio in After Effects. The first way is if you have a full size keyboard.
00:42 On the right hand side there's a keypad. You can go ahead and type the period key
00:45 on the keypad, and that'll load up audio to play only.
00:50 On a standard size keyboard, you can press Ctrl+Period.
00:53 That will give you an audio only preview. Usually when you're listening to your
00:57 audio, you'll probably want to tap outmarkers in real time.
01:00 To do that, again, there are two ways. With the full size keyboard.
01:05 In the upper right corner of your key pad is an asterisk key.
01:08 Go ahead and tap that as the audio is playing black.
01:10 That'll add markers to whatever layer is selected.
01:13 On a standard size keyboard, it's Ctrl+8. And if you look just above the number
01:17 eight, you'll see an asterisk key there. Just remember to hold down Control as
01:21 you're tapping it. So what we'll do for this exercise is go
01:25 ahead and load up an audio preview, and listen to the clip all the way through once.
01:30 And then the second time through, I want you to tap the marker key to go ahead and
01:33 add markers to layer four. Just make sure that you have layer four
01:38 selected first, that way we'll add the markers directly to our audio layer.
01:42 Don't worry if you think you've missed the time, you can go ahead and adjust the
01:45 markers later. I'll show you that in a moment.
01:48 Right now, let's preview (MUSIC). Now I can tell you already that these two
01:59 markers at the end, were extemporaneous markers.
02:03 I was expecting the kick drum to come in, and it didn't happen.
02:06 So if you need to delete a marker, go ahead and just Ctrl+click, or right click
02:09 directly on the marker, and make sure to choose delete this marker If you want to
02:12 delete everything and start all over, you can choose delete all markers.
02:17 For now I'll just delete this marker. Then we can go ahead and delete this marker.
02:23 Now once you have your marks set up, you might want to preview your audio just to
02:26 make sure that everything lined up properly.
02:29 If you grab your current time indicator and scrub through the timeline, notice
02:32 it's not going to preview the audio. Well, if you hold down the Command key on
02:36 the Mac, or Control on Windows and click and drag, you'll get a preview.
02:40 (MUSIC) Actually, you'll get scrub. This'll scrub over the track.
02:46 Now, if you hold down Command or Control and just click it and hold on the play
02:50 hit, it'll load one second of that click. So let's go ahead and try that.
02:55 (NOISE) All right.
03:01 So if you find that you need to slide your markers, all you have to do is just click
03:06 on the marker and slide it. Now, once you've added markers to your
03:11 timeline, if you move your current time indicator notice, it won't snap to the markers.
03:16 If you want to snap to the markers, just hold down Shift after you start dragging.
03:21 Now the last thing you'll want to do is actually name your markers.
03:24 So I'll go ahead and just double click on this one to open up my layer marker menu
03:27 and here, I can go ahead and name this kick.
03:31 Once you click OK that marker has been labeled.
03:34 Now if I want to make sure this marker never slides anywhere on this layer, I
03:37 could right click and choose Lock Markers. This will lock all the markers.
03:43 Now when I go and try and click on them or move them, I can't do that.
03:47 So, go ahead and slide your markers and make sure they're in the right place to
03:50 line up with the kick drum, and then, we'll continue on and learn how to
03:53 actually animate these cymbals to the beat of our music.
03:58
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Animating graphics with Sound Keys
00:00 One of the best third party effects for animating graphics to audio is Soundkeys.
00:05 It's made by Red Giant and it's a part of the trap code suite.
00:09 That's what we're going to use to animate the appearance of these different shape
00:12 layers in our project. So let's get started by creating a New
00:16 Layer Solid make sure the cell in this are column sized, and then click OK.
00:21 Now we can apply an audio effect. If we go to Effect, we can go to Trapcode,
00:26 and in here we'll go to Sounds Keys. Now in order to tie audio to the sound
00:33 keys, let's go to the Audio Layer and change the pull-down from None to our
00:36 Sting wave, layer five. Now just so we're not distracted with
00:42 whats going on in the scene let's enable Solo for our Sound Keys Layer.
00:47 Here you can see we have a very interesting chart.
00:50 In order to see whats going on in that chart lets move our current time indicator
00:53 down the timeline. And notice now we're actually getting a
00:57 graphic representation of our sound file. To better understand how this works, let's
01:06 load up a Ram preview. (SOUND).
01:13 So when you have Sound Keys applied, It creates this graph.
01:18 And the graph gives you the ability to draw selections from the different sound
01:23 frequencies of the file. So for example, I have this box over here,
01:29 this box is actually a range selector. And if you look in the upper left corner
01:34 and the lower right corner we have targets so we can click on.
01:39 So we draw selections around specific areas of our frequencies.
01:45 So let's go ahead and draw a selection around these dark orange bars.
01:48 This is where the majority of our kick-drum is actually happening.
01:53 Now if you open up the spectrum adjustment settings inside of Sound Keys, you'll see
01:57 a bunch of different options. The first two options that we need to
02:02 really understand are scale and cue smoothness.
02:05 If you increase the scale you're going to increase the frequency response of our
02:11 sound keys effect, let's Undo that. If you increase the smoothness you're
02:17 going to wrap more frequencies up into each one of these individual bars.
02:22 Which in essence smooths out the frequency response.
02:25 If we drag back to the left it's going to isolate more individual frequencies and
02:29 give you a more jagged response. Now the rest of the options here just
02:34 allow you to control the response within specific sections of audio.
02:39 For example if we wanted to increase the responsiveness to the treble, we could
02:43 just Click and Drag on the treble and notice now that's increasing here in the bar.
02:48 So, the base is on the left side, treble's on the right and then everything else is
02:52 kind of in between. Sub-base all the way to the left, so,
02:55 let's make sure we have our selection drawn around this orange area.
03:00 This is our kick drum. Now, this box is a range and it's range
03:03 one, so let's open up the options for the range one.
03:08 Notice here we have our targets, which are these control handles we've been dragging on.
03:14 Now the fall off allows you to adjust the fall off from each key frame that gets recorded.
03:19 Key frames are recorded when you click the Apply button.
03:23 But before we click apply, we need to pay attention to some of the other options for
03:27 our range here. If we look at Output Minimum/Maximum,
03:32 let's click on the pull down. Notice we could specify whether an outputs
03:36 values between 0 and 100 or 0 and 1 or 0 and 360.
03:40 So for example if we were driving the rotation of an object, we would want to
03:44 choose 0 to 360. Since we're going to drive the Opacity of
03:48 an object let's just make sure we have 0 to 100 chosen.
03:52 Now if we go down to the Apply button and just click Apply, it's automatically going
03:56 to generate key frames from our selection. Press U on your keyboard to open up the
04:01 key frames that have been created. If you click on the word Output you can
04:06 open your key frame editor and hear and actually see what's been created.
04:12 Now in order to drive animation what you need to do is tie this key frame to
04:17 another parameter. So let's disable Solo, and select our Top
04:22 Shapes Layer. If you press T on your keyboard it'll open Opacity.
04:26 And let's close our Graph Editor for now, and hold down the Option key on the Mac,
04:31 Alt on Windows. And then click on the stop watch.
04:35 That'll enable an expression where we can click on the Pick Whip for that expression.
04:39 Imported directly at our output one value, that way when we let go our expressions written.
04:45 So we can just click anywhere outside of that expression and now notice the opacity
04:50 value is driven by the key frame value of our black solid.
04:55 Let's turn off the visibility for our Sound Keys later and preview that
05:00 animation that we've created. (MUSIC).
05:10 Now I'll stop playback. As you can see, the brightness of the
05:14 layer wasn't very bright. So we may want to go back to our sound
05:17 keys and make an adjustment to the scale so these can pop a little bit more.
05:22 But now that you understand how Sound Keys works.
05:25 Go ahead and make your own adjustments, so you can create the animation to your liking.
05:29
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Sending Sound Keys data to CINEMA 4D
00:00 Now that we've checked out how to use sound keys, I'm going to show you a work
00:03 flow where we can use sound keys in After Effects to then export a C4D file.
00:08 See then in cinema, you could go ahead and animate using the same data that we got
00:13 out of after effects. Those of you with older versions of after
00:18 effects should go to the Maxon website, I'm going to go ahead and open up Safari
00:22 here and show you where the plug ins are located on their site.
00:27 If you go to Maxon under the support section, under updates are plug ins.
00:31 And then you can look for your specific version of After Effects and the version
00:34 of Cinema that you're currently running. Now, to isolate sound key data, I
00:40 recommend applying the data as keyframes to another solid in, say, position data.
00:47 This way, the position data is easy to find inside of Cinema.
00:52 Let's start by creating a new layer solid. You can make it any size you prefer.
00:57 I'm just going to make sure that I choose a nice bright color.
01:00 Now when I click OK we have a new layer solid.
01:04 Just for the sake of showing you the data that comes across, I'll enable 3D for this
01:08 layer and go ahead and just rotate it a little bit on its axis.
01:15 Now we can go to our sound keys layer. If you press u, notice we already an
01:19 output that's been created. Let's just click on the word, output one,
01:23 and press Cmd+c to copy, or Ctrl+c on Windows to copy.
01:28 Now if you select your layer cell and press p to open the position data, I'll
01:32 recommend splitting the parameters apart. So let's go ahead and Control click, or
01:37 right click directly on the word Position, and choose Separate Dimensions.
01:41 This way we can quickly de-select our different position options, and select one
01:46 of the parameters. I'll choose position x.
01:50 Now if we press Home we can move our current time indicator to the start of the timeline.
01:55 And press Cmd+V or Ctrl+ V on Windows to paste.
01:58 If you scrub through, now you can see, our layer is moving on its position data.
02:04 Now, just to show you some of the other things that come across, I'm going to go
02:07 up under layer, and just add a new camera to our After Effects project.
02:12 I'll add a one node camera. Now to send this to Cinema all we need to
02:17 is go up under file, and choose export. Then you'll see the Maxon Cinema 4D Exporter.
02:25 I'll go ahead and navigate in my exercise files to the root and just save the
02:29 project there. I'll name my files Sound Keys.
02:34 And then click Save. And then to see what we've created all we
02:39 need to is open Cinema 4D. Go up under file and choose open.
02:46 Navigate to your exercise files and open your C4D project.
02:50 Once it's open you'll see the layer solid. It's contained inside of a null.
02:55 So let's open the null and select our yellow layer solid.
03:00 Notice we have key frames applied to x perimeter, and you can see those key
03:03 frames in the timeline. If I scrub through you can see
03:06 everything's moving quite nicely. The camera was brought across as well.
03:11 Now I want to apply this x movement to another layer or another object.
03:16 It's just like Aftereffects. You can apply it to just about any
03:20 animatable parameter. I'll go ahead and just right click on the
03:24 x parameter for our layer salad. In here we can go to Expressions, and
03:29 choose Set Driver. This is very much like applying an expression.
03:33 So, this is the layer that's going to drive the animation.
03:37 Let's go ahead and create a new cube, with our cube on the scene we can reposition
03:43 here, and navigate in the coordinates options.
03:49 To the rotation. I'm going to click right on the letter h
03:52 here for the heading, and right click under there you want to go to expressions
03:55 and choose set driven relative. Now if we scroll through the project you
04:02 can see that the cube is rotating just like the solid's moving.
04:06 Now like I said you can set driver and set driven for many different perimeters
04:10 inside a cinema. So I encourage you to go out there and
04:14 have fun and try something on your own.
04:17
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2. Creating a Graphic Bumper
Using music to drive particle animation
00:00 Before I talk about what we're going to create, let's scrub through the project
00:03 and look at what is already here. Notice we have a particle animation that's
00:07 sort of moving towards the center of the screen, and we have animated hexagons
00:11 that'll pulse back and forth to the beat of the music.
00:16 Now all this was created using the Sound Keys effect.
00:20 And that's what we're going to use to actually change the size of our particles.
00:24 This way, our particles will bounce around the screen to the beat of the music.
00:29 In order to check out our sound keys, let's select layer 6 and turn on it's visibility.
00:33 Just so we can isolate sound keys, let's solo layer 6.
00:38 Now in the effects control panel, let's open the options for range 1.
00:42 I want to click on this target for range 1, corner 1.
00:46 And let's just specify a range right around this orange area here.
00:50 I am going to change my second target area by clicking and dragging it down and just
00:54 isolating a little less of the spectrum. So as we scrub through the timeline, you
01:02 can see this green line that's bouncing up and down.
01:05 That's letting us know our output that's been created based on our selection of the
01:08 different frequencies in the wave form. Before we actually apply any output
01:14 values, we should pay attention to the output minimum-maximum settings.
01:18 If we click on this pull down, we can change the setting from, say, 0 to 100, to
01:23 a custom setting. Or, if we wanted to rotate things, we
01:28 could say 0 to 360. I want to choose Custom.
01:32 Let's choose a maximum of 40. And let's change the minimum to .2.
01:41 Now we can click the apply button. Once we click apply, let's press the u key
01:45 to open up our sound keys key frames. We can now turn off the visibility for
01:51 layer 6 and go down to our particles layer.
01:55 Here, in order to affect the position or the size of our particles, we need to
01:58 actually go to the physics engine. Under physics, we need to go to air, in an
02:04 air section, there's a section for turbulence fields.
02:09 We're going to generate turbulence for our particles with this audio file.
02:13 It will have it change the size, so hold down alt on Windows, option on the Mac,
02:16 and click on the stopwatch next to effect size.
02:21 Now, on our timeline we can click on the pick whip and just point up towards our
02:25 previous layer and make sure that we point it right to the output 1 setting.
02:30 You can double-check their expression just by making sure it says output 1 and then
02:34 click off of the expression to make sure that it's set.
02:39 Now when we scrub through the timeline, notice that the size is going to change
02:42 for our particles. But they'll never go down to a setting of 0.
02:47 Let's load up our RAM preview and see what we've created.
02:55 After a few seconds you can go ahead and hit the space bar to check things out (MUSIC).
03:06 So, I'm going to stop playback here for a second.
03:09 Notice, these didn't change very much in terms of size.
03:12 So maybe it would make more sense to have a larger setting.
03:17 Once you've set up this expression, you can easily go back and just delete the key
03:21 frames off of your sound key's output. So I'm just going to click on the
03:25 stopwatch, and that'll delete the key frames.
03:28 Since we still have an output for the layer, that hasn't broken our expression.
03:33 All we need to do is go back to our maximum setting for our output, and
03:36 increase that number. Lets choose a maximum of 150.
03:41 Now when we click apply, we'll generate new key frames, and notice it's
03:45 automatically updated our expression. Let's load up one more RAM preview, and
03:52 check out what we've done. (MUSIC) Well, that's much more like what I
04:02 was thinking. The key thing to remember whenever you're
04:07 trying to apply expressions to your particle systems, you want to make sure
04:11 they're applied in the turbulence area of the physics engine.
04:16
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Generating animated colors
00:00 Since I'm generally inspired by colors and when I hear sounds I tend to see colors, I
00:04 figured we might as well do an exercise where we use audio to generate colors.
00:10 So to do that, let's go up under our layers and create a new adjustment layer.
00:16 I'm using adjustment layer because I just want to change the colors that we already
00:19 have in our composition. So, in order to change our colors we need
00:23 to apply another effect. So, let's go under Effect and go to Color
00:27 Correction and this time chose Color Balance, Hue Levels Saturations.
00:33 If you click and drag on the hue parameter, notice this is drastically
00:36 changing the colors of our project. I'll just Cmd+Z to undo, Ctrl+Z on Windows.
00:43 Now that we have our adjustment layer set up, let's go down to our sound keys, layer seven.
00:48 And turn on the visibility, so we can see our sound keys actually being generated.
00:53 Notice we already have a range selected here, range one.
00:57 And if you press U on your keyboard you can see we already have one output.
01:01 This is the output that's controlling the size of the particles in the scene.
01:05 So we don't want to use this range. There are multiple ranges and sound keys,
01:09 in fact three. So let's choose range two.
01:13 Select active and just so we're not confused as to which targets we're dealing
01:17 with, let's click on the range two corner one button.
01:21 And just redefine that target a little higher above our other previously said selection.
01:27 Now, I don't necessarily want a finite selection of our different sounds.
01:32 I want to have a pretty broad range. So, let's just go ahead and click on this
01:36 second target in the lower right area here and make sure we select the majority of
01:40 the green lines as well. Now, when we scrub through you can see
01:44 it's giving us a different story than our first range selection.
01:49 Since we've selected more frequencies this isn't going to be quite as responsive,
01:52 which is going to be nice because we don't want it to be quite as jarring.
01:57 Now we're almost at a point where can tie this to our hue effect, but in order to do
02:01 that we need to pay attention to our output minimum maximum values.
02:07 Since hue works in a range of zero to 360 degrees.
02:11 Let's go ahead and click on this pull down and choose zero to 360.
02:16 Now when we click the apply button, we'll get a second output.
02:20 So if you press U on your keyboard twice you'll see now we not only have output one
02:25 but we have output two. Notice the values for output two are much higher.
02:30 Again, this is because this output is going through 360 degrees.
02:35 So let's tie our hue to that output. I'm just going to maximize the timeline by
02:40 selecting it and pressing the Tilde key. Let's select layer one and press E to open
02:48 up our effects. And open up our color balance.
02:51 For the hue, let's hold down Option on the Mac, Alt on Windows, and click on the stopwatch.
02:57 Now we can use the Pick Whip to specify output two.
03:00 Now that we successfully applied the expression, let's go ahead and click
03:05 outside of the expression, and press the Tilde key again.
03:11 Notice now when we scrub through the scene, we've got all kinds of colors being
03:14 generated by our sound keys. Now I want to tone this back a little bit
03:18 so what I'll do is collapse layer one, turn off the visibility for my sound keys,
03:22 and just apply a mask to our adjustment layer.
03:26 So, I'll go up under my shape tools, and make sure I have my Rounded Rectangle tool
03:30 selected, and I'll just start drawing from the center.
03:35 As I click and drag, I'll hold down the Cmd key, and drag out to the right.
03:43 Once the mask has been selected, we can go ahead and change the blend mode for the
03:47 mask, to subtract and open up those mask options and let's increase the feather for
03:51 the mask. Now we have a lot of colors being
03:56 generated on the outside edge of our graphic, and this was all made possible by
04:00 sound keys.
04:02
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Editing to music
00:00 Up until this point we focused rather closely on how to drive graphics with
00:04 actual audio wave forms or other data-generated key frames, but sometimes
00:08 the most important way of editing to audio is literally just that.
00:14 editing. So, I've imported 2 different graphic
00:16 elements that we'll edit into our piece to kind of give things a little bit of pop.
00:21 If you double-click on the QuickTime file in our Pre-Renders 3D folder, you can see
00:25 I just have a pre-rendered title that I created in Cinema 4D.
00:30 Now obviously, After Effects supports Cinema 4D, so you could just import the
00:34 cinema file directly. Now in the graphics folder.
00:38 I've imported, an illustrator file. Now the illustrator file, is the original
00:44 file I used to create this 3d graphic. This will just give us the ability to
00:49 isolate inividual words like hop, or the entertainment news line.
00:53 So I'll just undo that latest import. So let's get to editing.
00:57 I'm going to start by focusing on this close area here where we've marked 2 kick
01:01 drums going back to back. I'll increase the magnification of my
01:05 timeline, just so we can see things a little more clearly.
01:10 Now make sure to position your current time indicator over the first marker, and
01:13 then let's select our title and just press the left bracket key, just to the right of
01:16 the P key. That'll slide the end point down to start
01:21 at that marker. Now, at the second kick, I want to have
01:25 something else start to happen. So I'll press Shift, Command, D, to
01:29 duplicate the layer and split it at the playhead.
01:32 Now, I just want to be able to choose a different section of our title, so I'm
01:36 going to go ahead and slide down a couple frames to where it's starting to rotate
01:40 here, and then I'll press Option Left Bracket to trim that in-point.
01:45 So as we watch, you'll see the title will go from the title like this, and then
01:49 it'll start to spin. And then let's go ahead and just edit the
01:54 out-point for that right about here. When it's almost pointed directly at the camera.
01:59 Let's just press option Right Bracket this time.
02:05 Now to preview what we've done, let's move our current time indicator back and I'll
02:08 just make sure my preview settings are from current time.
02:11 (MUSIC) So that's pretty cool. I like that little jump cut that sort of
02:17 happened there, but at the next kick, let's go ahead and just create a different
02:23 version of the title. Alt drag the word hop into our timeline,
02:30 and since this is an illustrator file let's go ahead and press s to scale it up.
02:36 And we can scale this way, way up. And since it's black I'm going to use a
02:40 tint effect to change the color. So I'll go to effect Color correction, and
02:46 choose tint. This way I can map black to any color.
02:49 So I'll click on my eyedropper and choose this orange color.
02:53 Now, since that blends so well with the background, let's scrub through and see
02:57 what's going to happen. I kind of dig that.
03:01 So let’s make sure our current time indicator is right over top of our next
03:05 kick marker. I’ll hold shift as I’m dragging to snap it.
03:09 And again, we can press option, left bracket.
03:13 And let’s move just a couple frames down, option right bracket.
03:17 Now we can preview what we’ve done here. (MUSIC).
03:25 So, notice the audio kind of starts kicking again after this last kick.
03:29 So I'm going to scrub through and listen for that next kick.
03:32 (SOUND) Notice there's a loud rim hit that happens towards the end of that graphic.
03:44 Let's use that as an out point. I'm going to scrub through the timeline
03:47 holding the Cmd key down as I move my current time indicator.
03:51 It's CTRL on Windows. Now once we figure that point, let's go
03:55 ahead and drag the out point just before our current time indicator.
04:00 Now we can preview this again and see if this lines up a little better.
04:03 (MUSIC) So I think that's pretty cool. Now these are the essential editing techniques.
04:12 I encourage you to continue using these techniques and layer in some more graphics
04:15 of your own.
04:17
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Advanced editing techniques
00:00 I've added a couple extra elements to our scene.
00:02 So, let's go ahead and load up a RAM preview to check things out.
00:08 (MUSIC). I'll press the space bar to stop playback.
00:19 Move your current time indicator to around 22 frames in.
00:22 This graphic is too busy. What it's doing is clouding up the
00:27 transition of our other graphics in the back of our scene.
00:30 See one of the most important things about advanced editing Is literally knowing when
00:34 to edit, especially when your animating to music, you want to make sure that you
00:37 don't muddy up the scene and detract from other elements that are already animating
00:41 to the music. So let's select layer 6 and press delete,
00:47 now let's scrub through the screen and continue the editorial process.
00:52 Notice we have the words the hop pop up and then we have our animated title, which
00:56 is fine. But then the word hop pops up again, and
01:00 we still haven't see entertainment news by itself.
01:04 So let's add entertainment news right over top of the word hop.
01:08 I'll just drag it and drop it right into the middle of my timeline.
01:10 And if you hold Shift while moving your current time indicator, you can snap to
01:14 the start of the layer below. Let's trim the in and out of layer 1.
01:19 I'm going to press Option, left bracket, it's just Alt, left bracket on Windows,
01:23 and we can do the same key command holding down Shift as we move to the outpoint of
01:27 layer 2. So again, Alt, right bracket, or Option,
01:32 right bracket. Let's go ahead and scale up our layer, and
01:37 since it's an illustrator layer, let's go ahead and enable Continuously Rasterize.
01:42 Under the Effect setting, let's add a color correction Tint effect.
01:47 This way we can change the text from black to white.
01:51 Now, just to better blend the hop into the background, I want to go ahead and blur
01:54 this out a little bit. So go up under Effects, and Add a Fast Blur.
02:00 Let's choose a setting of around 4. I still want to be able to read the word,
02:04 just kind of have it blend a little better.
02:06 Let's not forget about Blend modes, that's a fundamental way to blend layers together.
02:11 So let's go to our blend mode and change this to color burn.
02:17 Now we're getting a really cool kind of deep effect out of the scene.
02:20 Let's keep moving down the timeline. Right here at the end, let's load up an
02:25 audio only preview. I'll press period on my keypad.
02:29 (NOISE) That music is giving me this kind of cool resonating out, but as you scrub
02:33 through, notice the graphic just sort of sits there, then disappears.
02:39 So let's play with this graphic a little bit.
02:42 Even though it's pretty rendered, we can still have fun with it.
02:45 We can have it spin one way, then spin back the other way, and maybe scale it and
02:48 spin it completely out of the scene. Let's scroll down so we can see our sting
02:54 layer with our audio markers. I'm going to re-position my current time
02:58 indicator onto our last kick marker. Again, just holding shift as I drag.
03:03 Let's have our logo spin so we can actually read it.
03:06 Now this is where I want it to spin to and then start to bounce back the other direction.
03:11 So let's choose where we're going to actually edit from.
03:14 So I'm going to start here. Right about this point.
03:18 So let's turn the in point. I'm just going to click on the left side
03:21 and drag down. Now move the current time indicator down
03:25 to where we want our layer to stop for a second and then flip back the other way.
03:31 We can add a marker just by pressing the asterisk key on the keypad or CTRL+8 on
03:34 your keyboard. This marker is going to let us know
03:38 exactly what frame we're going to use to transition from playing forwards to
03:41 playing backwards. With layer 7 selected, press Cmd D on your
03:46 Mac or Ctrl D on Windows to duplicate the layer.
03:51 Now we can go to Layer, Time, and just choose Time Reverse Layer, to make this
03:55 play backwards. Now we want to line up our markers.
03:59 Just go ahead and drag on layer 7 and drag it until the 2 markers overlap each other.
04:05 Since we're going to spin backwards, we can trim the outpoint of layer 8.
04:10 So, select layer 8 and just press Option Right Bracket or Alt Right Bracket on Windows.
04:16 I'm going to move down 1 frame by pressing Page Down, and then I'll trim the end
04:20 point of layer 7 and press Option Left Bracket or Alt Left Bracket on Windows.
04:27 Now if we scrub through, you can see our graphic's going to spin into the scene,
04:29 and then start spinning backwards. Let's go ahead and increase the outpoint
04:34 of our layer. Now I want this layer to scale down as
04:39 it's disappearing. And I want it to start spinning more quickly.
04:44 So let's go ahead and move our current time indicator back a little bit and then
04:47 press the audio only preview button, so we can mark where we want the change to happen.
04:53 (MUSIC) So right at the start of that vibrating outpoint.
05:01 (MUSIC) So at frame 5:04, we'll go ahead and speed this up, and have it start to
05:09 scale out. Now since I don't want it to affect the
05:14 other part of the layer, lets go ahead and split this layer.
05:17 I'll press shift command d to split, and now we can go up under layer.
05:21 Time. And let's use time stretch.
05:25 Notice the stretch factor is minus 100 since we've reversed the layer.
05:30 Now let's speed this up, by just changing the duration to minus 113.
05:38 As long as you have Layer In Point selected, this won't make any change to
05:41 actually which frame is going to be the first frame on this clip.
05:47 Now when we scrub through, you can see it'll actually start to speed up at this point.
05:51 So let's add our scale key frames, and preview our animation.
05:55 I'm going to press I to move to the in point of the layer.
05:57 And Option S or Alt S on Windows to add a scale key frame.
06:03 Let's press O to move to the out point of the layer, and just change our scale
06:06 parameter down to 0. Now let's preview this last little section here.
06:12 I'll move back to around 3 seconds, make sure current time is enabled on preview.
06:17 And load up a RAM preview. (MUSIC) Now, of course, we could continue
06:29 tweaking this by making adjustments to the scale in our editor window.
06:39 But I think you understand the process for editing pre-rendered graphics.
06:43 Overall you can create a pretty interesting animation, just by making out
06:47 your audio hits, and then going through traditional editing process.
06:51
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3. Creating an Identity Spot
Driving 3D graphics with sound
00:00 Earlier in the course, we explored how you export after effects project files to
00:04 import key frame data and then drive animation inside of cinema.
00:09 In this video I'm going to show you how we can load audio natively inside of cinema,
00:13 using the sound effector. So to start, let's add a sound effector to
00:18 our project. Go up under Mograph, choose effector and
00:22 choose sound. With the sound effector loaded, go down to
00:26 the attributes panel, I'm just going to make it a little bit larger so you can
00:30 check out what it looks like. In the effector section, we want to go to
00:35 the sound file area and click on this button with the ellipses.
00:38 Navigate to your audio folder in your exercise files and choose the Sting wav file.
00:44 When we click open, it’ll ask if you want to copy the Sting into the document path.
00:48 Cinema likes to save external files, like material textures and audio files like
00:53 this, right next to the project file. Now since I already have a folder
00:58 structure set up that’s organized, I’m going to say no.
01:03 Now that the sound's actually been loaded, we can preview the audio by going to the
01:07 bottom of the effector panel, and clicking the play button.
01:11 (MUSIC) If you click it again, it'll stop playback.
01:18 Now, if you go to the timeline and press Play, you'll not only hear the audio, but
01:21 it'll load up in the frequency graph. So let's do that.
01:26 (MUSIC) Now if you stop, you can still see some of the audio loaded in the frequency graph.
01:33 I want this to be like this because I want to show you lower cut off and compression.
01:39 If you have really quiet audio and you want to get higher frequency peaks, go
01:42 ahead and increase the compression. If you want to cut out some of the
01:47 background noise you can go ahead and use lower cut-off and then only the higher
01:52 peaks will go ahead and propagate your sound.
01:56 Now in order to apply the Sound Effector to effect an object, we need to make sure
02:00 that's it's either to the child of an object or in the same null object.
02:05 So I'm going to go to my Sound Effector and just make sure that it's in my Null,
02:09 next to my Dancer. Notice, I accidentally dragged it to be a
02:15 child of the dancer, and it got rid of my geometry.
02:18 Just make sure you drag it up above the dancer object and then everything will be fine.
02:23 Now just because I like to have effectors below the objects, I'll organize my dancer
02:28 on top of my sound effector. Select the sound effector in your objects
02:33 panel and let's go ahead and preview our animation.
02:38 (MUSIC) And you'll see nothing's happening.
02:43 This is because even though it's applied, we still need to go to the deformer channel.
02:47 Under there, let's specify a deformation of the object.
02:52 Now when we press play, you should see our hexagon bouncing up and down.
02:56 (MUSIC) Now, I'll stop playback and jump to the parameter section.
03:04 Under Parameters, the default setting is for Position.
03:07 So let's disable Position, and enable Rotation.
03:11 I want our shape to spin around to the beat of the music and in order to do that,
03:15 I'll increase the heading. The larger the number, the more the
03:20 object's going to spin, so I'll just choose a conservative number around 70 degrees.
03:25 Lets' go ahead and preview this and see what we've got.
03:28 (MUSIC) I think that's kind of fun, but if you notice, the movement's a little jagged.
03:37 If you ever need to smooth out movements, you can use another Mograph effector.
03:41 So, let's go up under Mograph, Effector, and this time I want you to choose Delay Effector.
03:47 Let's make sure our Delay Effector is all the way in the bottom of our group of
03:51 nulls and then, make sure in the parameter section, that we have rotation enabled.
03:56 By default delay will apply to all three of these different parameters.
04:00 Now since we're only dealing with rotation, I'll go ahead and disable
04:03 position and scale. Let's go back to our effector settings and
04:07 increase the strength up to 100% and preview our animation.
04:11 (MUSIC) You shouldn't see too much of a difference, but if you change the mode
04:16 from Blend to Spring, it should make the movement a little more bouncy and a little
04:20 more slow. (MUSIC) So if you want to bring back any
04:27 of the original movement, just decrease the strength.
04:35 I'm going to leave mine set up at 100% because I kind of like how it's moving
04:38 around the scene. Now since we're working with this
04:42 animation to create a scene in our finished story, I've already created a
04:45 camera animation to sort of, set the scene.
04:49 Let's go to the Layers panel, and make sure we turn on the visibility on, for our
04:53 camera layer. Under the visibility, and in our objects manager.
04:59 Now let's choose this camera by enabling its camera target and we can preview our animation.
05:05 (MUSIC) I think that's kind of fun. So I'm going to stop playback there.
05:15 Now this is usually, where I would go ahead and render out my scene.
05:19 Now obviously After Effects imports cinema projects, so we could leave it that way as well.
05:25 But just to make things easier, I will end up going ahead and rendering this scene.
05:29
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Creating multiple scenes for an edit
00:00 A big part of animating graphics to audio has to do with the story telling, and as
00:05 we're building our identity spot we're going to be using multiple scenes to edit
00:09 in the final piece. Now, in this video I'm going to show you
00:14 two of the other scenes that I've just gone ahead and built since they are very
00:18 similar to techniques we've already covered.
00:22 So the first one is this 03_02_MultiScene_02 file.
00:28 In this scene we have our dancing hexagon like we had from our previous scene.
00:32 But if we go ahead and press the play button you'll see we now have a partner
00:36 for our shape. So let's go ahead and play forwards.
00:39 (MUSIC) So it's kind of a fun scene. We have our shape dancing and then as we
00:49 scrub through you can see our partner kind of pops into the scene.
00:54 Now, that leads of course to the next scene, which is scene 03.
01:01 In this scene, let's go to the beginning, we have our two dancing shapes and then
01:05 we're going to have lots and lots of replications after that.
01:09 So, let's check it out. (MUSIC)
01:13 So it's kind of fun. Now, there is one thing that I wanted to
01:20 show you in this scene. Notice how all of the different elements
01:24 are moving at a different rate. Yet we only have one sound effector.
01:29 The reason for this has to do with the step setting.
01:32 So, if we go to the effector properties. Under apply mode, there's a pull-down,
01:37 which by default is set to all. When we have things set to all, if we
01:41 scrub through our project, you'll see that everything will move at the same rate.
01:45 (MUSIC) So with the apply mode, you want to make sure that it's set to step.
01:53 Especially when you're trying to create a sense of multiples all moving at slightly
01:57 different rates. So let's check it out.
02:00 (MUSIC) So this gives a definite sense of individuality to each one of our elements.
02:09 Now of course, we're going to use this as the transition into our final scene where
02:13 all of these different hexagons are going to fly around together to create our
02:17 final logo resolve. So again, animating to audio, you're
02:22 trying to tell a story but if you're trying to create individual movements,
02:26 make sure when you're dealing with your sound effector, that the apply mode is set
02:29 to step.
02:32
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Rigging the mograph build
00:00 For our final resolve we're going to have a bunch of these hexagon shapes end up
00:04 forming our hop logo and to do that we need to use the cloner effector.
00:10 Now, since we just want to focus on animating to audio, I've already prebuilt
00:13 a bunch of this scene, but I'll definitely take you through the steps that I went
00:17 through to build things. So, to get started, let's look at our
00:21 hexagon shape in our objects panel. You can see, it's an it's an extrudeners object.
00:27 Now, in order to clone this, I just need to make it the child of the cloner.
00:31 So let's click on it and drag it down on top of our cloner.
00:35 Once we do that, you should notice that we have a logo.
00:40 Now, this logo was created because of this model, up here at the top.
00:44 If I turn its visibility on, you can see, it's actually an extrudeners object, itself.
00:51 Notice I have a spline that's been loaded in here and this was created from
00:54 outlining type inside of Illustrator. You'll find that reference file inside
01:00 your exercise files. Now, I can go ahead and turn that back off again.
01:05 And the way the cloner is set up, when we select the cloner, it has the vectors applied.
01:10 It already has a sound effecter and the delay effector to smooth out the movements.
01:16 Notice the sound is set at 100 and delay is set at 59.
01:19 Now, if we look under the objects section, you can see it's filling our object, the
01:24 hop object. So if you were starting from scratch with
01:28 the cloner, it would be set to object mode, and then we went ahead and dragged
01:32 the hop model in on top of it. We set the distribution to volume, so it
01:38 would build up all these hexagons inside the model.
01:42 Now let's look at our affectors. If I go to my sound effector, notice the
01:46 Apply mode is set to Step. Let's preview our animation the way it is currently.
01:50 (MUSIC) I'll stop playback but you can see each individual object is shaking to the music.
02:01 If I do a quick render of the scene. You'll see, it just has a rather simple
02:05 material applied to it. Now it may take a second to render and
02:08 that's just because it has ambient inclusion on the material, and we have
02:11 quite a lot of shapes replicated to build this object.
02:18 All right. Now how do we get the random effect?
02:21 Well, we need to add a random effector. So, let's select or corner object and go
02:25 up mograph. Effector, and choose Random.
02:30 By default, it'll automatically apply since we had our cloner selected.
02:34 Let's just move the random effector to the bottom of our layer hierarchy.
02:37 Now if we look at our options under the Effector and Parameter settings, our
02:41 Effector's set at 100% strength, and it's set to automatically affect the position.
02:47 So let's crank up the x. The y, and the z values.
02:54 When we do that, all our different objects in the scene will move around the scene.
02:58 Now let's go ahead and watch our scene and see how it's animating.
03:05 I'm just going to stop that right now cause obviously that's not quite what we want.
03:09 If we look at the transform mode, it's set to relative and our transform space is set
03:14 to node. We need to change that from node to object.
03:19 This way when we play, each object will twist around like it was in the beginning
03:23 of the comp. (MUSIC) That's exactly what we want.
03:31 Now in terms of the animation, all we're going to do is animate one parameter.
03:36 See if we select our cloner and go to the effector setting, notice we have our sound
03:40 effector, our delay effector and our random effector.
03:44 Now all we have to do is key-frame the random effector.
03:47 If I set that down to zero, we're going to have our final resolution.
03:52 If I set it up at 100 everything's going to be spaced apart.
03:56 Now like I said before, I have pre-built a fair amount of this project.
04:00 And of course if we go to our Layer section, I can turn visibility on for my camera.
04:07 Now with my camera active let's go ahead and just select that camera view.
04:11 If we scrub through the scene. (MUSIC) Notice my camera's going to start
04:16 from the side here, and then spin around towards the middle.
04:21 (MUSIC) So literally all we have to do is key frame the random effector, and our
04:26 animation is complete. So when it comes to applying sound to
04:30 cloner objects, yes you have your step effector setting in the sound options, but
04:34 also when you apply other effects you should make sure that they're set to be
04:38 applied to the object as well.
04:41
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Building the scene transitions
00:00 Now, we've finished all of our rendering and we're ready for the fun part, editing.
00:05 Now, in order to edit these different pieces together, I've gone ahead and
00:08 pre-composed our different graphics. Now, if you open the prerenders folder,
00:13 you can see all the pre-rendered 3D graphics that I rendered, out of cinema.
00:18 Now if we open the Pre-comps folder you can see, I have a different pre-comp for
00:22 each scene. Let's open scene one pre-comp.
00:27 In here, if we move our current time indicator over our pre-comp you'll see, I
00:29 have our rendered scene over a black solid over the background.
00:32 Now for each scene, the black solid's going to get lighter as we move from scene
00:39 to scene. So the last scene is going to be
00:43 extraordinarily bright. Now I've also gone through the process of
00:47 spreading these out because if we tried to edit from one scene to the next, it may
00:51 not necessarily make sense because we didn't specifically line up each
00:54 individual character within each scene. But if we slide between scenes, kind of
01:00 like using a camera to bounce between different windows, the story will actually
01:04 translate and make sense, plus we will have added a little bit more interest to
01:07 our animation. So let's zoom out in the comp panel so you
01:12 can see what I've done. I have each one of my scenes laid out and
01:17 offset on the X axis. Now, I went ahead and did a parent
01:22 structure, so if we have to make any moves, we can just use the layer control
01:26 null to reposition these layers. And that's what we'll do, we're going to
01:33 go ahead and slide these different layers between the scenes, but we'll do so at the
01:37 mercy of the music. So, let's move our current time indicator
01:42 to the third marker here and I'll hold Shift as we start to drag.
01:46 This is where we'll complete our first slide.
01:49 Now, I'm going to grab my null object and just click and drag and I'll hold Shift
01:52 after I start to drag. Now if you press P to open up the
02:02 position, you can see it's on a perfect number, 25 60.
02:06 You want to make sure you're on that nice even number and let's go ahead and fit our
02:10 scene back up to 100%. Now in order to create the slide, I'll add
02:14 a key frame for the position right here. Let's go ahead and make this about a 12
02:22 frame slide. Now in order to slide this exactly the
02:27 same length each individual time, let's just think about this for a second.
02:32 Our composition is 1280 pixels on the X, so all we have to do, is a little math.
02:38 I'll click on the x-axis and type plus minus 1280.
02:41 What that means is, we're going to create an addition but we're actually subtracting
02:46 that addition. So when we press enter, its automatically
02:51 going to re-position this scene, 1280 pixels further down.
02:55 Now if you scrub through, you can see we’ve transitioned from one scene to the
02:59 next and it kind of makes sense. We’re going from one character to two characters.
03:06 Now, it’s important to pay attention to where the scenes are, horizontally in your composition.
03:11 So of course, we’re going to have to slide these comps down.
03:14 I’ll select scenes two through four and then, just drag down the timeline.
03:22 Now if I dragged it all the way to the right like this, look what's going to happen.
03:25 We'll have black and then the transition. So when you re-position, you want to make
03:30 sure that you slide your pre-coms to the first key frame, that way, they're already
03:33 visible when the move starts to happen. You don't have to worry about the out
03:39 point because they layer's going to be all the way off the composition.
03:46 So let's move down to this third kick here.
03:49 Again, to shift our scenes, let's click on the X axis and type plus minus 1280.
03:58 Now look what happened? If I scrubbed through, notice it's just
04:01 going to keep moving on the scene. So what I need to do, is move about
04:06 fifteen frames down and then slide my key frame.
04:13 Now if I go back to the marker, I can just copy my previous key frame and paste it.
04:19 This way the scene will stay static in between and then we can slide to our next scene.
04:24 An of course, in sliding through our next scene, we didn't have our scene up, in the
04:29 timeline, so let's go ahead and drag things down here.
04:34 And again, we'll drag it to the first key fame and there we go, now we're in our
04:38 next scene. Notice, we've kind of run out of drum hits here.
04:48 This would be an instance where we would go ahead and edit the audio and we'll
04:51 definitely do that in the future. For right now, I just want to go ahead and
04:55 frame out our last transition. So let's just move down the timeline here
05:00 a little bit and let's say, 504. Now, we can go ahead and select scene four
05:06 and slide it down and of course, create our animation.
05:11 This time, I want to go ahead and add a key frame here and then we'll move 15
05:17 frames down and of course, on the X axis, plus minus 1280.
05:24 Now, we're into our final scene. So, if you scrub through, we have our
05:29 first scene, transitioning to our second scene, transitioning to our third scene,
05:34 and into our final scene. So all we have left, is some basic color
05:40 correction, maybe tweak the moves, and then of course, we need to extend our
05:44 audio track.
05:46
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Creating the final composition
00:00 We've roughed out our transitions and we've run into an instance where our audio
00:04 no longer matches our graphic. Just to show you where we are, lets go
00:09 ahead and load up a RAM Preview. (MUSIC).
00:23 So the audio definitely needs to be extended.
00:26 And also, when I'm scrubbing through here, I noticed, yep, there are a couple black
00:30 frames in there. So we need to speed up this one
00:33 transition, so let's go ahead and make sure that we're positioned at the end of
00:38 scene 2. And just speed up that transition just a
00:45 few frames, let's preview that. (MUSIC).
00:53 And I think that lines up better with the audio anyway, so we're good there.
00:56 And then, we need to extend our audio track.
01:00 So let's go ahead and select Layer 2 and press LL on our keyboards to open up the waveform.
01:06 Now thankfully this track is rather repetitive.
01:08 And if you look at the wave form, you can see repeating shapes and patterns.
01:14 I'm thinking this first section here would make the most sense to go ahead and repeat.
01:18 So, let's just preview this audio only for one second.
01:22 (MUSIC). So I am going to try and pick this up
01:30 right here at our second drum kick. So I'll move my current time indicator to
01:35 that marker because I know that marker corresponds to that kick drum.
01:39 So, just to zoom in on the timeline, I'll press the Plus key and you can see I am
01:42 kind of cutting it right in the middle of a wave form.
01:46 But honestly I think this might work out to our advantage.
01:49 Let me show you what I mean. Let's duplicate the layer and then trim
01:53 the out point of our new layer. So, let's go ahead and press Option, right
01:58 bracket or Alt, right bracket on Windows. We've trimmed our out point now, what I
02:04 want to do is go ahead and just extend the duration of our original clip.
02:12 Now, just so that we can see the wave forms, I'm going to select Layer 2 and
02:15 press LL again. And again we'll press the Plus button on
02:19 our keyboard to kind of line up the transitional area.
02:23 I'll just zoom in on our timeline here a little bit.
02:26 And I want to line up our very first drum kick with the out point of this other kick.
02:33 So, I'll try and line that up like so, and you can see the wave forms are almost overlapping.
02:40 Let's see what that actually sounds like. (MUSIC).
02:51 I honestly think that's pretty darn close. I think what we need to do is just add a
02:55 slight fade out to Layer 2. So I'll reposition my current time
03:01 indicator just before the end there and select Layer 2 and press L to open up our
03:05 Audio Levels. Then I can add a key frame, then just move
03:10 down a couple of frames there and Ill just dip the audio a tiny bit.
03:16 I don't want it to go all the way down Ill just dip it a little bit.
03:19 Now lets go and preview this and see if we can hear and dips.
03:23 Sometimes when I preview audio I'll actually close my eyes so I can listen.
03:28 (MUSIC). I don't know about you, but I'm pretty
03:39 happy with that edit. So I'll go ahead and collapse Layer 2 and
03:42 collapse Layer 3 and let's look at our project the way it exists currently.
03:48 (MUSIC). Now that last transition I think was a
04:00 little bit slow. So we can speed it up just by clicking on
04:04 the second key frame and dragging it forward.
04:07 Let's go ahead and preview just this one area and see how it looks.
04:11 (MUSIC). That's already tighter so, I think we're
04:15 good to go with that transition. The last thing I want to show you is how
04:20 we can actually add color to these different elements that are flying around
04:23 to create our Hop logo. To do that, let's open up the Scene 4 Precomp.
04:29 In the Precomp, I've already created yet another Precomp who have colors on it.
04:36 Now, let's open that Precomp so I can show you what I've done.
04:39 Inside that Precomp, I have a black solid and if we go ahead and open our Effect
04:43 Controls panel for that solid, you can see I've created a gradient ramp.
04:50 Just to solo that layer, I'll enable solo and turn off the track matte.
04:56 That's all it is as a gradient ramp. Now, let's turn off the Solo and re-enable
05:00 our Alpha Matte. The Alpha Matte is just our original
05:05 graphic and I'm just using the alpha transparency of that to cut out our colors.
05:12 Now if we go to our scene for Precomp, let's enable layer 1.
05:18 That's automatically going to apply a color wash to our graphics.
05:22 Now, the color wash was applied using the Multiply Blend mode.
05:26 And I have a Hue, Levels, Saturation effect.
05:32 I added this effect, so we could go, and scrub through the different hues, and see
05:35 how we could possibly add animation. If you wanted to, you could go ahead, and
05:41 use sound keys to isolate the sound, and then output in animation that we could tie
05:45 to this rotation. If you missed how to do that, you should
05:48 definitely check it out, earlier in the course.
05:51 Now, there's one other thing about this. Looking at the edge, you can see a slight
05:56 white edge that's appeared. And this happens sometimes when you apply
06:00 colors directly on top of other layers. This is easy enough to fix, all we have to
06:06 do is select layer 1 and layer 2. I am going to go ahead and pre-compose
06:12 those layers yet again. And I'll just call this the Colors Precomp.
06:19 Now with our Colors Precomp, in order to fix this slight halo, there's a filter
06:23 called Minimax. So if we go into our Effects and Presets
06:28 and start to type Minimax we can drag that right on to our Precomp.
06:34 Now Minimax allows you to make adjustments in very small increments to the colors, or
06:39 the Alpha channel of a layer. I want to go ahead and apply an adjustment
06:43 to the Alpha channel. And we'll do a radius of one, notice that
06:47 extended the size of our Alpha channel. I don't want to do that, so let's go ahead
06:53 and change our Operation from Maximum to Minimum.
06:56 Now, it cut off that white halo and we have a clean graphic.
07:01 If I scroll out to 100% here you can see we have our clean colors.
07:06 And of course if I wanted to blend them into the background here a little bit.
07:10 I could go under the Perspective Effects and add a slight Drop Shadow.
07:15 I'll just add a slight softness to that Drop Shadow and then we can come back to
07:19 original ID spot. In here, now we can go ahead and preview
07:24 our animation. (MUSIC).
07:35 Now when watching that, I'm pretty sure I'd want to fade in the color transition
07:39 and then add that animation so the colors flip all over our different shapes.
07:44 But as you can see, we've already got the basics of everything together to build
07:48 your final composition. So I encourage you, use some of the
07:52 techniques that we've already learned and apply that color wash or make some
07:56 adjustments to the key frames. Have fun and make it your own.
08:00
Collapse this transcript
Conclusion
Reviewing the finished projects
00:00 Let's check out the mupper. (MUSIC).
00:09 You can see I've made some minor tweaks just to polish it up a little bit, but
00:12 these are all things we've gone over. Now, let's check out our ID spot.
00:18 (MUSIC). Same sort of thing.
00:28 You can see I've made some tweaks to add polish.
00:30 But again, these are all things that we've gone over.
00:33
Collapse this transcript
Next steps
00:00 Of course I'd like to take this time to say thank you for checking out my course.
00:04 And definitely I have some recommendations for some other courses you should check out.
00:09 The first one, After Effects Artist in Action: Eran Stern's Personal Transporter project.
00:15 This is a great project for After Effects and if you're into visual effects you'll
00:18 definitely learn some neat things in there as well.
00:23 If you liked the Mograph section of our course, you should check out Mograph
00:26 Techniques: Animating with C4D Effectors. And of course, along those same lines, you
00:31 might want to check out CINEMA 4D Essentials 7: MoGraph Modeling and
00:35 Animation with Rob Garrett. Now if you really like VFX, this is a
00:42 great course with Lee Lanier, VFX Techniques: Crowd Replication with After Effects.
00:49 That being said, if you really like VFX, you should check out a bunch of the other
00:52 VFX techniques courses as well. So again, thanks so much for checking out
00:57 MoGraph Techniques: Animating to Music. I'm Ian Robinson.
01:01
Collapse this transcript


Suggested courses to watch next:

Design in Motion (8h 15m)
Rob Garrott



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