navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

Mograph Techniques: Retiming and Tracking Footage

Mograph Techniques: Retiming and Tracking Footage

with Ian Robinson

 


Learn to add motion graphics and color effects to your footage, and retime the results. Author Ian Robinson starts with isolating and building the base composition and tracking the footage with mocha AE, and then integrates motion graphics that reinforce the narration. He also shows how to color correct and retime your composite, whether it includes media shot at normal frame rates or over and undercranked footage.
Topics include:
  • Analyzing a rough cut
  • Tracking with mocha
  • Adding and animating spheres
  • Creating an animated logo with particles
  • Adding dynamic motion
  • Color correcting the back plate
  • Blending particles emitters
  • Retiming layers with prerenders
  • Adjusting speed with Timewarp

show more

author
Ian Robinson
subject
Video, Motion Graphics
software
After Effects CS6, CC, CINEMA 4D R13, R14
level
Intermediate
duration
2h 46m
released
Jun 18, 2013

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:00 (MUSIC). Hi.
00:05 I'm Ian Robinson and welcome to Mograph Techniques Retiming and Tracking Footage.
00:09 In this course, we'll explore a real world workflow where we'll be creating several
00:13 different graphic builds used to create a finished commercial.
00:18 To build these graphics, we'll look at several different ways to track footage so
00:21 you can make your graphics move with the elements in the scene.
00:25 We'll explore how and when to use Mocha AE for plainer tracking, as well as how to
00:29 turn a simple single point track into 3D data.
00:33 So you can later create 3D graphics using Trapcode Particular.
00:38 Then we'll look at some color correction and compositing techniques using
00:41 everything from the roto brush to isolate elements from their background to trap
00:45 glow star glow to give your graphics that bright shiny look.
00:50 Finally, we'll apply some retiming effects so our finished clips can be edited back
00:54 into our commercial. So let's get started with Mograph
00:58 Techniques Retiming and Tracking Footage.
01:00
Collapse this transcript
Using the exercise files
00:00 If you're a premium member of the lynda.com library, you have access to the
00:04 exercise files used throughout this course.
00:07 Once downloaded, open the Exercise Files folder and you'll see that we have five
00:11 different folders. Each one of these folders pertain to the
00:15 chapter that we'll be working in. While there are multiple videos within
00:20 each chapter, there may not be an exercise file directly associated with each video.
00:25 So use the ones that are available for that specific task.
00:29 Now all of these After Effects files reference footage in our Footage folder.
00:34 In here, you'll find Video, Reference Edits, Reference Graphics, Logo Graphics
00:39 and we have a Pre-renders folder. So anytime you open up an After Effects
00:44 project, if it's missing something, chances are it's in your Footage folder.
00:49 Whenever you're working with your exercise files, if you need to move these to an
00:53 external drive or a different system drive, you want to go ahead and make sure
00:56 to copy the entire folder as one cohesive unit.
01:01 That way, After Effects won't lose any links between the project files and their
01:04 Footage. If you don't have access to the Exercise
01:08 Files, you can follow along from scratch or with your own assets.
01:13 So let's get started.
01:15
Collapse this transcript
Overview of the project
00:00 Before we get started, I want to take a little time to talk about what we're going
00:03 to create. We're going to pull three hero shots from
00:06 a commercial. Then, we'll track those shots and create
00:09 different graphics that'll move with the different elements in the scene.
00:15 That'll give us a little bit more pop when these shots get edited back into our
00:18 finished commercial.
00:20
Collapse this transcript
Working with keyboard shortcuts
00:00 In this course we'll definitely be covering a lot of keyboard shortcuts.
00:04 Now, everybody's keyboards are slightly different.
00:07 If you have, say, a laptop or a full sized keyboard or if you are on Windows or Mac,
00:11 or if your F keys are mapped to other functions in your operating system.
00:17 So there are all things you need to consider when I'm calling out these
00:19 different keyboard shortcuts. If you ever find yourself stumped and you
00:23 want to try and find a new keyboard shortcut, you should go to the Help menu.
00:28 Under Help, there's a great reference for keyboard shortcuts.
00:32 If you go ahead and choose that, notice it will take you to a website.
00:35 This is always continuously updated. But let's jump to a specific section like
00:39 Time navigation. (SOUND) If I click on there, notice a lot
00:43 of the key commands are listed. But I want you to pay attention to the
00:47 alternate key commands. For example, some keyboards don't have the
00:52 Home key, so you could also press Command+Option +Left Arrow.
00:56 There are a number of different key commands that function this way,
00:59 especially, if you have a full size keyboard or a laptop keyboard.
01:03 For example, 0 on the numeric keypad will lit up a RAM Preview.
01:08 Or you can press Ctrl+0 on your main keyboard.
01:11 After you've jumped to a section and found your shortcut, if you ever are going to go
01:14 back to your reference, just click to the top.
01:17 Everything is organized according to groups.
01:19 And that way you'll never be lost when looking for your keyboard shortcuts.
01:22
Collapse this transcript
1. Isolating the Base Layer Video
Analyzing the rough cut
00:00 If you navigate to your Exercise Files folder, in there you'll find a Footage
00:03 folder. And in the Footage folder you have a
00:06 Reference Edit folder. In there we can find Hplus Roughcut MP4
00:11 file. I'm going to go ahead and double-click
00:14 that and open the file. Usually, whenever you start a motion
00:17 graphics project, if you're trying to recreate graphics to fit into an edit, you
00:21 need to actually analyze that edit and figure out exactly what elements you
00:24 want to be working with. So, I'm just going to go ahead and press
00:30 Play and we can watch this 30 second promo.
00:33 (SOUND) (MUSIC) >> You work hard and play harder.
00:37 Water can't give you back what you lose. H+ Sport has what you need.
00:41 Natural electrolytes from plants not chemicals.
00:43 H+ Sport isn't made in a lab. Too much sugar dehydrates you and robs
00:49 your energy when you need it most. H+ Sport only has 5 grams.
00:57 Everything you need, nothing you don't. (MUSIC) H+ Sport, natural rehydration.
01:03 >> That's a pretty decent rough cut. So, if I go ahead and scrub through, there
01:07 are certain shots that we'll be using to create our graphics.
01:11 We'll refer to these as our hero shots. Now, this is our first shot that we'll be
01:16 working with, this soccer kick. So that’s definitely one clip that we want
01:20 to have. And then, of course, this jumper here is
01:23 going to be another shot. And then we have a third shot that’s
01:27 coming up here at the end with this pass. When I request these shots, I want to make
01:32 sure that I have these shots clean, at full resolution, and without any of the
01:36 re-timing effects. It’s really important because a lot of
01:40 times when you’re adding graphics and then you add re-timing, you want to make sure
01:44 that the graphics and the re-time all happen together in one individual motion.
01:49 So, we'll recreate a lot of these re-timing effects inside of After Effects.
01:54 Usually you won't be able to extract these clips from a rough cut.
01:58 If you created the edit yourself, you'll want to go back to the original footage
02:01 and make sure to select just the frames that you need for your individual
02:04 graphics.
02:06
Collapse this transcript
Building the base compositions
00:00 Before you start on any project, you should go ahead and create the
00:03 compositions that you'll need to create all of the different graphics.
00:07 So we'll do this relatively quickly and painlessly just by utilizing some
00:11 excellent features inside of After Effects.
00:14 Let's get started by double-clicking in the Project panel.
00:18 In your file browser, navigate to your Exercise Files folder.
00:22 And there, go to the Footage folder and navigate to your Video folder.
00:27 Let's select all three video clips by clicking one and then Shift+clicking on
00:30 the last one. We can import our video files as footage,
00:34 and then go ahead and click Open. Now, since we imported all three of these
00:39 video files at once, After Effects is automatically going to have all three
00:42 selected in the Project panel. So it's easy enough to create three
00:46 compositions. Just click and drag directly on a
00:49 QuickTime file down to your Composition button.
00:52 When you let go, you'll get a new comp window that pops up.
00:56 Make sure to choose Multiple Compositions and then click OK.
01:01 Now we have our three base comps that we'll use to create our different graphic
01:04 elements. To better organize our project, let's go
01:08 and click on one of these comps and drag them all down to a new folder.
01:12 Let's rename this folder AAA_Output_Comps. And just to be really tidy, let's go ahead
01:19 and select all of our video files and drag those down to the New Folder icon as well.
01:28 Let's call this video, Sources. (SOUND) Now, I want you to open the
01:32 AAA_Output_Comps folder and then just double-click on 02_Jump.
01:37 Now, let's change our magnification to fit up to 100%, so we can more clearly see
01:41 what's going on. The very first frame of this clip is 19
01:45 frames in and if you notice, as I scrub through, my composition starts at 23
01:49 seconds. That's because this QuickTime clip was
01:54 rendered out from the master clip of all the different takes of this jumper
01:58 jumping. So sometimes what you have to do is go
02:02 into your Composition Settings. I'm going to go up under Comp and go to
02:06 Comp settings. And just make sure that my Start Time code
02:09 is set to 0. Now, I can quickly go 19 frames down my
02:14 comp just by clicking in my time and adding 19.
02:18 Now let's press B to change the beginning of our work area.
02:22 Now these extra 19 frames were created, so we can have particles starting to emit
02:27 from his feet. So when we actually cut to this frame at
02:30 the beginning of the edit, we already have some particles streaming off the bottom of
02:33 his feet. Now we're actually ready to go ahead and
02:37 save our project, and use this as the basis for the rest of this course.
02:42
Collapse this transcript
2. Tracking Footage
Tracking with mocha AE
00:00 In order to build our graphics, we need to track elements in the scene.
00:04 That way, we can use that tracking data to determine where the graphics will appear.
00:08 Now, to start with our project I want to go ahead and focus on the 01 kick
00:12 composition. So if its not already open, go ahead and
00:16 double-click that in your Project panel. Let's click and drag on the current time
00:20 indicator to scrub through the scene. And as you can see, our DP has stuck his
00:24 hand out in front of the lens and that's kind of distracting in our project.
00:30 We'll deal with that a little later. Right now, I just want to focus on
00:33 actually tracking the ball moving through the scene.
00:37 Now, in an instance like this when the ball has high amount of blur on it, you
00:41 couldn't really use a point tracker. There wouldn't be one single point to
00:45 track, and since there's so much blur happening, it would be really hard to
00:48 follow what's going on in the scene. This is the perfect kind of shot to use a
00:53 planar tracker. And of course, we have an excellent planar
00:57 tracker in After Effects, and that's Mocha.
01:00 So we're going to use Mocha to create a quick and dirty track of the ball moving
01:03 through the scene. To actually load up a clip in Mocha, all
01:08 you have to do is position your current time indicator where you want your track
01:11 to start and then select the layer you'd like to track in Mocha.
01:16 Now, I can go up under the Animation menu and choose Track In Mocha AE.
01:21 You should get this new project panel that pops up.
01:25 When this comes up, it'll allow you to specify exactly what clip you're going to
01:29 import into Mocha. Now, since we had Layer 1 selected, that's
01:33 the clip that's loading. It'll also choose that layer for the name
01:37 of the project. And it will try and save the project right
01:40 next to the piece of footage that you're bringing in.
01:43 Since we have a folder hierarchy, I'm going to go to the location area and click
01:46 the Change button. In here, I'm going to change the folder
01:51 that it's going to save the file to. Let's go to Exercise Files, and in Chapter
01:56 2, I've created a folder called Mocha Track.
02:00 Let's specify the Mocha track folder by clicking Choose.
02:03 Now, the frame range will just automatically load all the frames from
02:07 that click. You'll always want to make sure to pay
02:11 attention to the frame rate of the project, and our project looks pretty
02:15 good, so we can go ahead and click OK. Now, when you're tracking in Mocha, one of
02:20 the things to remember, it's always better to track progressive footage.
02:24 So, the shot that we're working on actually is progressive.
02:27 If it's interlaced sometimes you can have a little bit of a headache so, I recommend
02:31 deinterlacing any footage before you try and track in Mocha.
02:36 Now, even though I position my current time indicator in After Effects, Mocha
02:40 will automatically default at the start of our composition.
02:44 So I'm going to click on the current time indicator or the play head here inside of
02:47 Mocha. Now, if we click and drag, let's position
02:51 our play head to around frame 13. You can see what frame you're on by this
02:56 field right here. The left field shows you the start of the
03:00 clip. And the right field, shows you the last
03:03 frame in that clip. Now, since we're on frame 13, we can
03:07 specify the pixels that we want to track by adding an x line.
03:11 If you move up to the top of the interface, notice we have a pen with an x
03:14 next to it. If we go ahead and click that pen, we can
03:18 draw a spline around the shape of our ball.
03:21 I'm going to go ahead and click and drag. I'm just clicking and repositioning my
03:26 mouse. I'll create five points around the ball
03:28 and just right-click when I'm done selecting that shape.
03:33 Now, it's important to understand when you're tracking in Mocha, dependent upon
03:37 where you draw the shape specifically in the scene, you'll get a slightly different
03:40 track every time. So when I track this, your track may look
03:45 slightly different. So I'll show you how to make adjustments
03:48 as we click through the scene. Once you have your spline shape drawn into
03:52 the scene, you want to look down at the bottom of your interface.
03:57 Down here, this is the Track panel. Now, let's start on the left side.
04:01 I want to choose the input channel, Auto Channel.
04:04 That setting will allow Mocha to look through the red, green, and blue channels.
04:09 And actually choose which channel is going to be the best one to track the shape.
04:14 Luminance works extraordinarily well in most cases.
04:17 But since our clip is a little dark, Auto Channel is going to work well for us..
04:22 Now, the minimum percentage of pixels used will allow you to specify the number of
04:26 pixels within that shape to determine how to actually move through the scene.
04:32 So, the lower number of pixels defined by that shape will allow for a little bit
04:36 more variance in your track. So you want to try and set this at a
04:41 relatively high number when you're creating your first track if you want it
04:44 to really stick to the object. So a click and drag to the right, and I'm
04:49 dragging in a circular motion to increase my percentage up to 100%.
04:54 If I did a circular motion to the left it would decrease.
04:58 This is how you make adjustments to parameters inside of Mocha.
05:02 Now, I'll use 100%. I know that this is going to take a fair
05:05 amount of processing power but, I know this is also going to give us an excellent
05:08 track. Now, in the next field, let's deselect
05:12 Rotation and Sheer. I just want to track Translation and
05:15 Scale. Since the ball is moving quickly through
05:18 the scene we can leave it set to large motion and then we can track frame by
05:22 frame by going up to the track area here. This inner key, with the T and the line
05:28 next to it. That will allow me to track frame by
05:32 frame. I like tracking frame by frame on short
05:35 clips like this just so I can see exactly what's happening during my track.
05:40 So each time you click that button, it'll move a frame down the timeline.
05:44 And notice that this spline is sticking right around the outside of our soccer
05:47 ball. Now, every time I click down, it's
05:51 actually snapping right on that track even though the ball is nice and blurry.
05:57 Now, on occasion as you go through you may see something like this happen where the
06:01 track points kind of jump off the side of the screen.
06:04 If you need to reposition you path, you can go ahead and click on one of the
06:07 points. And then press Cmd+A on the Mac or Ctrl+A
06:11 on Windows. That will select all the points and then I
06:15 can go ahead and reposition my mask. Notice when I reposition, I have a new
06:20 keyframe that's been created here. So I can now move on to the next frame,
06:24 and keep clicking through to actually make sure that my track is moving off the page.
06:32 Now, if we click and drag and scrub through the scene.
06:35 You can see our track is actually set up around our ball.
06:40 Now, I can reposition this a little bit more just by clicking and dragging and
06:43 repositioning the points as I scrub through the timeline.
06:47 Notice here, its drifted way off from my shape so I'm going to go ahead and just
06:50 drag this over to this side. So you may have to kind of make
06:55 adjustments to your individual clip to make sure that it's moved nice and
06:58 smoothly through the scene. Don't panic and make everything exactly
07:02 precise, because we can always make adjustments to the keyframes later after
07:07 we get this data out of Mocha. So as I scrub through, I think this looks
07:12 pretty good for me. So I'll export this data.
07:16 If we go down to the Export Data options, we want to export the tracking data.
07:21 So click that button. And under the Format pull-down, let's make
07:24 sure we choose Transform Data. This will give us the anchor point
07:28 position and scale as well as the rotation.
07:31 Now, since we didn't have any rotation, we're just getting the anchor point
07:34 position in scale. I'll go ahead and click Copy to Clipboard.
07:39 This is going to copy all the information that we need.
07:42 Now, I can press Cmd+Tab on the Mac or Ctrl+Tab on Windows to jump back to After
07:46 Effects. I want to apply that motion to a null
07:50 object, so I'll go up under Layer and choose New > Null Object.
07:56 Now, all you have to do is press Cmd+V or Ctrl+V on Windows to paste.
08:01 Notice the key frames are stuck on the ball but if we look on the left side of
08:05 our interface we have a null object. Go ahead and press A to open up the anchor
08:11 point for that null object. If you go ahead and click the stopwatch,
08:16 it'll automatically delete all the key frames.
08:19 Now, this isn't exactly what we want to do so I'll just Cmd+Z to undo.
08:24 If you press the U key more than once, you can see all the key frames are
08:27 automatically selected. That's why everything deleted when I went
08:31 to delete the key frames off my anchor point.
08:34 So I'm going to click underneath Layer 2 to deselect all my keyframes.
08:38 Now, when I want to go back up under my anchor point I can delete all those
08:41 keyframes while still keeping my main keyframes for my position and scale and
08:44 rotation. Since I don't need the rotation, we'll go
08:49 ahead and just delete that as well. And if you zero out your anchor point
08:54 values. Notice, now, my null object is stuck to
08:58 the keyframes we've actually created. Now, if you notice when we scrub through
09:03 the timeline here, the move isn't happening when the ball is moving.
09:08 And that's because the current time indicator was further down the timeline
09:11 when we went to actually pace the keyframes.
09:15 So, what I'll do is select the position and the scale and then click-and-drag to
09:20 the left. Notice as I drag to the left, I'm
09:23 repositioning all the position and scale keyframes for that clip.
09:28 Now, if I scrub down the timeline, you'll notice my null object and all the
09:32 keyframes are moving in perfect unison. Now, I know I have that weird little dip
09:37 at the end, but we will definitely address that as we continue moving through the
09:41 rest of this course.
09:43
Collapse this transcript
Point tracking
00:00 If you've worked in motion graphics for any amount of time, I'm sure you've come
00:04 to the realization that not all projects are created with a beautiful pristine
00:07 seamless workflow. Many times you have to massage the results
00:11 of the different tools you have access to, to create the exact look you're going for.
00:17 And that's what we're going to do in this specific example.
00:21 We're going to track the motion of our jumper's feet as he jumps through the
00:24 scene using a simple Point Tracker inside of After Effects.
00:28 Rather than jumping into a true 3D environment and trying to create 3D point
00:32 clouds and all kinds of other advanced tools, we're going to go ahead and create
00:36 similar results using an old school technique.
00:41 So I want to start by moving my current time indicator to around frame 10.
00:47 This is where we'll start our track. Now in order to apply a point tracker, all
00:51 you have to do is just double-click on the layer to open up your Layer panel.
00:55 Now with a Layer panel active, we can go up under Animation > Track Motion.
01:02 With our track point in the scene let's reposition our view.
01:06 I'm going to press the Spacebar to grab my Hand tool and just move down in the scene.
01:10 Now a point tracker has two main squares. The outer square allows you to define the
01:15 search region. And the inner square allows you to define
01:18 the precise shape that you're going to be tracking.
01:22 I want to position my little crosshairs here on the back part of our jumper's
01:26 heel. So let's go ahead and position our mouse
01:30 over top of the inner square here and just reposition our point tracker down into the
01:35 scene until it's right about the midpoint of our jumper's heel.
01:40 Now, I'll refer to his feet as left and right.
01:43 And I'll refer to the exact feet of our runner.
01:46 So this is, literally, his left foot and, literally, his right foot.
01:50 Now, in order to track this scene, we need to go down to the Tracker panel.
01:54 Let's make our Tracker panel a little larger and go down to the Analyze section.
02:01 In here, I want to click this Analyze 1 frame forward button.
02:05 Let's analyze frame by frame, so we can massage the track as it's tracking through
02:09 the scene. Each time you click, a new key frame is
02:13 going to be added to the point tracker. And on occasion, you may want to go back
02:18 up over your center square and just reposition your track, so it stays in the
02:21 center of our jumper's heel. Now it doesn't have to be extraordinarily
02:27 precise, because we are going to be generating particles from this point
02:30 track. So it is okay, when you have these
02:33 different jumps as you reposition the scene.
02:37 So I'm going to keep analyzing one frame forward, clicking through my projects.
02:41 Just, again, on occasion, you want to go ahead and reposition your tracker, just to
02:45 make sure that it's not drifting too far off your object.
02:50 In many scenes, the point tracker will work perfectly well tracking frame by
02:53 frame. Whenever you feel like you're having a
02:57 successful track, you can go ahead and click this next button to the left to have
03:00 the tracker automatically load up all the frames and track through the scene.
03:05 Before I click that button, I'm going to go ahead and reposition my view here a
03:09 little bit. So, when the runner gets close to the
03:12 sand, I can stop the trackpoint. So let's go ahead and click that Analyze
03:17 forward button, and it's going to switch to a Stop button.
03:20 So you can leave your mouse hovered over that area and just click it again to stop
03:23 the track. Now, I'll click through the last few
03:27 frames here. And then, since I tracked an extra frame,
03:31 I'll just Command+Z or Control+Z on Windows to undo.
03:35 Now in order to apply this tracking data to another layer, I need to create that
03:39 other layer. So I'm going to go up under Layer > New >
03:43 Null Object. Let's rename this Null.
03:46 Make sure Layer 1 is selected in your time line by clicking on it and press Return.
03:52 Let's call this XY LF for left foot. Now, in order to apply this track data to
03:58 our new null object we need to edit the target.
04:02 So, click on Edit Target and make sure the layer that's chosen is XY LF when we click
04:06 OK. Now, let's specify the target for the
04:10 tracker. We need to actually click the Apply button
04:13 to apply those key frames. Notice we'll get one more menu that pops
04:18 up that allows us to choose whether want to apply each individual dimension or both
04:22 together. So let's choose X and Y and click OK.
04:26 Now, if we press and U key, we can see that we have all of our position keyframes
04:31 set up for our null object. Now as we scrub through the scene, you can
04:36 see our null is tracked right along the bottom of our jumper's foot.
04:41 With the tracking process fresh in our brain, I want you to go ahead and track
04:44 the jumper's right foot using the same techniques that we've just learned.
04:49 We'll use both of these tracks to create particle animations later on in the course
04:55
Collapse this transcript
Creating 3D space from a 2D track
00:00 We've successfully created a 2D track using the single point tracker in After
00:04 Effects. If you scrub through the project you'll
00:07 notice that we have a null object that's moving right through the scene.
00:12 Now I want to add z depth to this track. In order to do that, we need to create a
00:17 new null object. So I'm going to go up under the layer menu
00:21 and choose New null object. Now to reposition this null to follow
00:25 along with the track, let's hold down Shift on our keyboard and then click with
00:28 the Parent pick whip, and point it at layer 2.
00:32 Now I want to draw a delineation between both of these null objects.
00:35 To do that, lets press S and change the scale of our child null to be
00:39 significantly smaller. I'll scale it down to around 40%.
00:45 Now this is going to be the null where we'll add 3D data.
00:48 So let's enable 3D for that layer. Now if we press P, we can open up our
00:53 position keyframes, and we'll go ahead and add a keyframe at the beginning and the
00:57 end of our track. I'm going to change the magnification of
01:02 my layer here, and move my current time indicator down towards the end of my
01:05 timeline. I'll just make sure I'm on my last
01:09 keyframe here, and go ahead and add a keyframe for my position data.
01:15 Now we'll do the same thing back up at the start of our track just by moving down to
01:18 the Start, and we can click our Diamond button here.
01:22 Now I know both of these keyframes have the same values, so let's go ahead and
01:26 move back down to the end of our track and just click and drag on the z parameter.
01:32 I want you to drag to the left because I want this to move forwards in the scene.
01:36 Now, in addition to moving forwards, we do need to have it move a little bit back
01:40 towards the left, so it follows along with the track.
01:45 But I want to stop for a second here and show you something.
01:49 The particle emitter that we're going to use is particular, which is a Trapcode
01:53 plugin. If we turn off shy, notice we have layer
01:57 3, our particular layer. If we select that layer, and open up our
02:02 effect control panel, under here notice we have position x, y, and position z, and
02:08 they're all separate. What this is going to allow us to do is
02:14 tie an expression from position z to the z position of this null.
02:19 So if I try and adjust this null on its x and y parameters to actually have it
02:23 follow along with this foot, it's not going to line up because this position xy
02:27 is going to be tied to the xy of this layer.
02:33 So we kind of need to massage both together to get our final results.
02:38 Let's turn on shy, just so we don't have to look back at that layer again, and make
02:42 sure we select layer 1. Now with layer one selected, I want to go
02:47 ahead and rename that layer. Let's rename is ZLF for Z-axis on the Left
02:52 Foot. Now, in order to reposition multiple
02:56 keyframes at once, what we should do is look for where the track actually starts
03:00 to drift off the foot of our jumper. So, I'm going to ahead and scroll through
03:07 the scene here, and right about frame 208 if we zoom into 100% magnification you can
03:11 see its drifted off to the right side of his foot here.
03:16 So, if we scrub through the timeline a little further you can see maybe further
03:20 back here this looks relatively acceptable.
03:24 So actually, let's change the keyframes starting at 201.
03:30 I'm going to draw a lasso around all the remaining position keyframes, making sure
03:36 to select 201. Now I can reposition these keyframes just
03:40 by using my keyboard commands. I'm going to hold down the Shift key and
03:44 use the up arrow to move up ten whole pixels, and I'll use the left arrow to
03:48 move to the left ten pixels. Now, what I'm doing is lining up the upper
03:54 left corner of our z layer. This way, when I scrub through the scene,
04:00 you can see there is a little bit of a pop, but his foot is moving forwards.
04:05 And as we scrub through, you can see that the position of our new z null is right in
04:09 the middle of his foot, which works beautifully to the effect that we'll be
04:12 creating. Now towards the end here it starts to
04:17 drift off again, so all we have to do is just draw a lasso around those remaining
04:20 key frames, and again holding down Shift, I can press the up arrow, and just sort of
04:24 drift these keyframes up a little bit. I could also just use the arrow keys
04:31 directly, to reposition accordingly. Now if we scrub through, you can see that
04:38 our z-null is tied to the bottom of our jumper's foot, and it moves through the
04:42 scene. Now, obviously you can continue tweaking
04:46 this to get the exact motion you'd like to create.
04:50 For now, I think this looks great for his left foot.
04:54 Now since this tracking process is fresh in your mind I'm going to encourage you to
04:58 take what we've learned over the last two videos, and go ahead and apply those same
05:01 techniques and track the runner's right foot.
05:06
Collapse this transcript
Tracking a spiral
00:00 I was very happy when I first saw this clip because I knew we could create some
00:03 pretty dynamic particle animations flowing off the back of the football.
00:08 But before we begin the process of tracking the football, I want to show you
00:11 some technical considerations we need to look at.
00:14 Move the current time indicator to frame 10, and you can see the football is
00:17 extraordinarily blurry. Also, I don't have much separation between
00:22 the football and its background. This alone is going to make this rather
00:26 problematic to track. Now, usually, I would use a planar tracker
00:29 like Mocha to try and track an abstract shape like this.
00:33 But I've already gone through that process, and just like I thought, it was
00:36 very problematic. So, instead, I'm going to show you a real
00:40 world workflow. See, when you're working on a deadline,
00:43 you need to kind of balance whether it makes more sense to optimize a tracker or
00:47 optimize the footage for a tracker or just manually track the footage.
00:52 And if we look at our clip, you can see that I've only got 23 frames of tracking
00:56 to do. So rather than trying to waste time
00:59 optimizing this footage for a tracker, we're just going to go ahead and manually
01:02 track the object through the scene. So make sure your current time indicator
01:08 is at the start of the project, and let's go up under Layer and create a new Null
01:11 Object. We'll animate keyframes for the position
01:15 of this null to create our track. So let's position the null right in the
01:20 center of our football, and press Option+P on the Mac or Alt+P on Windows to set our
01:24 first keyframe. Now, we can just move frame by frame down
01:29 the project to see how we can adjust our track.
01:33 Usually, when I do this, I try and move a couple frames at a time, so as we scrub
01:36 back through, we can see whether or not the tracks working and we don't
01:39 necessarily have to keyframe every single frame.
01:44 Now, notice as I move through, I have these handles that are popping out here.
01:49 If I zoom in on em my magnification, you can see this handle is actually
01:53 controlling the bezier path. Now, I don't want this when I'm creating a
01:57 manual track. So, let's draw a lasso around all these
02:01 keyframes, right-click and change the Keyframe Interpolation.
02:05 We can change the Spatial from Current Settings to Linear.
02:09 Now, when I click OK, we'll have a very clear defined linear path between our key
02:13 frames. This is going to give us a really nice
02:16 clean track as we move throughout the rest of our clip.
02:19 Now, rather than making you sit through the tedious process of clicking and moving
02:23 frame by frame throughout the scene, I'm going to go ahead and finish this process.
02:28 And we'll cross dissolve and pickup where we left off here in just a quick second.
02:34 Now that we've created this track, let's scrub back through the scene and see how
02:37 the null is actually applied over top of the football.
02:40 To see the whole scene, I'll change my magnification to fit up to 100%.
02:46 Now as we scrub through, we've created a successful manual track.
02:51 Now, even though we've created these initial keyframes, we could always go back
02:54 and make adjustments to this track later on once we actually start creating our
02:57 graphics.
02:59
Collapse this transcript
3. Adding Graphics
Adding spheres with Form
00:00 In this video, we're going to create a graphic using Trapcode Form.
00:04 Now, form is very much like particular in that you're animating particles.
00:09 But form allows you to actually create shapes from these particles.
00:13 Make sure you have the 01_Kick composition open and select Layer 1, our null layer.
00:20 As we scrub through the scene, notice this null tracks right along with the soccer
00:23 ball. Now in the upper right corner, notice some
00:26 of the key frames are kind of out of position.
00:29 I want to fix these, so I'm going to press the Spacebar and just reposition myself in
00:33 the scene. So I'll go ahead and reposition this one
00:36 keyframe up and to the right. I can do that for the next key frame as
00:40 well. Let's go ahead and drag it a little
00:42 further to the rate. We want to make sure it gets all the way
00:45 off the page. Now notice if I try and click and drag on
00:48 that last key frame, I have many other key frames that are all right on top of each
00:51 other. I'm going to change the magnification of
00:55 my time line here and just draw a lasso around these last couple key frames...
01:00 Notice they are automatically selected here in my Project panel.
01:03 So I want to go ahead and just make sure that I have these last three ones
01:06 selected. So drawing a lasso around these last
01:11 keyframes, I can go ahead and press Delete.
01:14 Now we've got our base track moving through the scene.
01:16 If you scroll back towards the beginning of the comp, notice our null doesn't
01:20 actually move until around frame 13. So we can delete all these other keyframes
01:25 before that as well. I'm going to click and draw a lasso around
01:29 those keyframes and delete. Now, as we scrub through, we've got a nice
01:34 solid track. So we're ready to actually create our
01:37 graphic element. I'm going to to reframe our composition by
01:39 pressing Shift+Forward Slash. And now we can create a new solid.
01:45 Lets go up under Layer > New > Solid. You want to make sure the solid is your
01:49 comp size, so make sure to click Make Comp Size.
01:53 You don't have to worry about the color because that will end up being transparent
01:56 when we create our different graphics. So let go ahead and click OK.
02:01 Now we can go up under Effect > Trap Code. In here, we're going to use a plugin named
02:06 Form to actually generate those Sphere elements, so let's go to Form.
02:11 Form is a plug in that comes as a part of the Trapcode Suite.
02:15 They are available form Red Giant and, personally, I think they are pretty great.
02:19 Notice we have a grid that's popped up in the center of our project.
02:23 That's known as the base form. If we open up the options for Base Form in
02:27 our Effects Control panel, you'll notice the base form is set to a box grid.
02:32 So, let's change that pull down to Sphere - Layered.
02:36 Now, since we only had two spheres in our reference, let's change the sphere layers
02:40 value from 3 to 2. Now, in order to have this travel along
02:45 the position of our null object, what we want to do is tie this Center XY value to
02:49 the Position value of Null 1. Now, as I'm looking at this, let's make
02:55 sure to rename Layer 2. So I'm going to go ahead and select Layer
02:59 2 and call this Track. That way, we just know we have our track
03:02 layer. Let's reselect Layer 1, so we can get our
03:06 Form options back up in our Effect Controls.
03:10 Now, on the Mac, you want to hold down Option.
03:12 On Windows, hold down Alt, and then click on the stopwatch next to Center XY.
03:16 This will automatically generate an expression.
03:19 Now, we need to tell the expression what parameter we'd like Center XY to follow.
03:24 We can do that by clicking on the pick whip down here in the timeline.
03:28 If you click on the pick whip and hold down your mouse button and drag down to
03:31 the bottom of the scene, you can point it directly over top of the position
03:34 parameter for our track layer. Once there, just let go and that will go
03:39 ahead to set that expression. So to actually apply the expression you
03:43 just want to click outside of this box anywhere.
03:46 I'm just going to click down here. And now, notice our base form has actually
03:50 snapped down to the proper position. Now if we scrub though, you notice the
03:55 form is moving perfectly with the soccer ball.
03:58 The only settings we need to adjust are the Scale settings for this form.
04:02 Now even though we have some scale perimeters for our null object, I want to
04:06 be very precise in how this object is built.
04:10 And we'll do that by making adjustments to the Size X, Y, Z values for the base form.
04:16 Let's start by positioning our current time indicator on Frame 13.
04:20 This is the last frame before the ball starts to move.
04:23 So at Frame 13, let's add a keyframe for Size X, Y, and Z.
04:28 Now, I've already gone through and marked exactly what size settings I'd like.
04:32 So let's go and change the size from 200 to 165.
04:35 You can press Tab to move between the different fields.
04:44 (SOUND) Now if we scrub down the timeline by dragging our current time indicator, we
04:48 can reposition to around Frame 18. That's where I'm noticing the ball is
04:53 getting a little bit larger than my sphere shape.
04:56 So on Frame 18, let's go ahead and change the size one more time.
05:01 We can change this up to 200. (SOUND) Now, to finish this process we'll
05:08 add a couple more keyframes. Let's move down to Frame 23.
05:11 In here, we can change the size to 240. (SOUND) And now for our last set of
05:22 keyframes, let's move down the timeline to just before the sphere moves off the page.
05:27 That'll be frame 30 or 106. So here, let's change the size to
05:33 something really large like 450. (SOUND) Now, notice it's lined up.
05:41 If we scrub through the scene, you can see now we've created our base move and it's
05:44 actually scaling with the ball. Now we'll continue to make adjustments to
05:49 this object as we move throughout the rest of the course, but for now we have our
05:53 base move. All we really need to do is just tweak the
05:58 position of this very first keyframe. So let's go ahead and move our current
06:02 time indicator to Frame 13. And go down to our position for our track
06:07 object, and just click and drag on the Y. Then, I'll just move that one frame down.
06:12 Now everything's lined up beautifully. Then we're ready to move on and create
06:16 some more graphics.
06:17
Collapse this transcript
Animating the sphere
00:00 At this point in our project, we need to animate the appearance of these particles
00:04 around our soccer ball. If we scrub through the scene, notice
00:07 there's no animation just yet. We just have the particles moving with the
00:12 soccer ball. So I just want to focus on the first
00:15 couple frames. Let's move our current time indicator to
00:18 around frame 16 and press N to end our work area.
00:22 And I'll go ahead and change the magnification of our timeline as well just
00:25 so we can see things a little more clearly.
00:29 Now to start building this animation, I want to start on frame 2.
00:32 This is where I'll change the overall size of our particles themselves.
00:36 Let's change the size on X, Y, and Z to around 20.
00:42 Now I have to say, as I'm making these adjustments, in order to create a kind of
00:46 flowing organic animation, a lot of times you'll need to just make adjustments to
00:49 your base form, and sort of fiddle around until you get something that you actually
00:53 like. I happened to have already gone through
00:58 this process, so I'm just sort of sharing the highlights and telling you the
01:00 settings that I've said. But I definitely encourage you to go
01:03 through and kind of play around, and see if you can create an animation that you
01:06 love. We've created our initial size, set at 20
01:10 for frame two. Let's move down to around frame six.
01:15 This is where I want the particles to actually start to appear on the lower
01:18 right corner of the ball. Now in order to offset the position of
01:21 these particles, we're going to animate a distortion field.
01:25 We can do that in the Form effect. So since we have layer one selected, I'm
01:29 going to go up under Window and just make sure that I have my Effect Control panel
01:32 up and active in the upper left corner of my interface.
01:36 Now since we've already changed the overall size of our base form, I want to
01:39 go down to the Spherical Field option here.
01:43 Let's open up those options, and we'll open up sphere one.
01:46 Under sphere 1, notice we have an option for position X, Y.
01:50 If you click on the crosshairs, we can reposition this right over top the center
01:54 of our ball. I'll go ahead and click to repostion
01:58 there. Now in order to see the distortion lets
02:01 increase the strength amount. Notice as I increase the strength the
02:05 particles will get offset it looks everythings just kind of scaling but it's
02:09 phsyically moving the particles thoughout the scene.
02:13 Lets re-position our sphere off to the left.
02:16 I'm going to go ahead and click and drag right on the crosshairs, and notice
02:19 sometimes when graphics are over lapping like this, it's kind of hard to reposition
02:22 things. Occasionally, you may want to increase the
02:26 magnification just by scrolling up on your mouse, and then using your Spacebar to
02:29 grab the hand tool and reposition. So since I'm still having a hard time, I'm
02:34 going to go ahead and click and drag on the xy parameters for the position for my
02:38 sphere. Now, this is exactly where I want these
02:41 particles to start to appear, so I'll go ahead and add a keyframe for position x,
02:45 y. Now let's move a couple frames down the
02:48 timeline here, and I want these particles to appear as though they're wrapping, kind
02:52 of around the sphere. So let's click on the crosshairs, and just
02:56 move it up in the scene. Now we can move down to frame 10 and
03:01 continue that motion up over to the right finally moving down to around frame 12,
03:05 making sure that we've moved our spherical distortion field all the way off the right
03:09 side of the scene. Now as I scrub through you can see the
03:14 particles are starting to appear... And then they wrap around our object.
03:20 Now this isn't quite as organic as I would like, but we can tweak this animation by
03:24 animating some of the Glow parameters, as well as making some fine tuning
03:27 adjustments using the Opacity. So we'll just animate the opacity of this
03:33 right now. Move the current time indicator to around
03:36 frame two. Now we can press Option on the Mac or Alt
03:39 on Windows, and press T to create a keyframe for the opacity.
03:45 I'll just press T two more times to isolate the Opacity parameter.
03:48 Let's change that opacity down to zero and just move down to frame four, and then
03:52 we'll crank that opacity up to 100. Now as we move through, you can see that
03:57 the particles are kind of appearing as a blob and then starting to animate around
04:00 the scene. Again, we'll continue tweaking this as we
04:04 move throughout the rest of the course. For now, we've created our base animation
04:08 for the appearance of the particles in the scene.
04:12 Let's go ahead and load up a RAM preview and see what we've created.
04:16 That looks pretty good for now.
04:18
Collapse this transcript
Animating the shock wave
00:00 Now we all know one of the fundamental basics for creating animation is
00:04 exaggeration. And that's what we're going to do in this
00:07 specific video. We're going to create a shockwave blast
00:10 that shoots off the soccer ball once our player kicks the ball.
00:15 So if we scrub through the scene, you'll notice we have the particles wrapping
00:18 around the ball but no shockwave. So, let's start by positioning our current
00:23 time indicator to around Frame 12. Now, we need to do a little housekeeping
00:28 before we create our shockwave. Let's select Layer 1 and rename that layer
00:33 Base Particles. Now we'll create our shockwave based off
00:38 of these particles. So with Layer 1 selected, lets press
00:42 Command+D to duplicate. Control+D on Windows.
00:46 Now since we don't need the shockwave to appear until our soccer player kicks the
00:49 ball, let's trim the inpoint of our layer by pressing Option+Left Bracket or
00:52 Alt+Left Bracket on Windows. To further focus our attention, let's
00:58 enable Solo for Layer 1 and Layer 4. That way those are the only two layers
01:03 that we'll be dealing with. Now, in order to create the distortion
01:07 field we want to go to the Effect Controls for Layer 1.
01:11 In here, let's go down under the Spherical Field options.
01:14 In the previous video, we animated Sphere 1.
01:18 We don't need that sphere adjustment anymore, so let's go ahead and change that
01:21 Strength down to a value of 0. Now, collapse Sphere 1 and open up Sphere
01:26 2. Let's click the target for Position XY and
01:29 make sure to position it right in the center of our particles.
01:33 Now that we have our shockwave set up for distortion, let's go ahead and rename
01:37 Layer 1. I'll select the layer, and name it
01:39 Shockwave. (SOUND) Now, there are a couple different
01:43 parameters we'll end up animating. Let's add keyframes for Strength,
01:47 Position, Radius, Scale on the X, and Scale on the Y.
01:52 Now, let's move a couple frames down in the time line to when she actually kicks
01:55 the ball. Let's say Frame 14.
01:58 On Frame 14, let's increase the Strength up to 100%.
02:02 Now that looks pretty cool. But to accentuate what's happening, lets
02:06 increase the size on the Y axis. Now, just so we can better see what's
02:10 going on in the scene, let's push Shift+Forward Slash to reframe our scene.
02:16 Now since she's kicking off to the right, let's change the position on the x axis
02:21 off to the left. This way, it'll look like these particles
02:25 are kind of blowing off over towards the right.
02:28 Now if we scrub through the scene, we've already created a base animation for our
02:32 shockwave. But as we continue moving, notice the
02:35 particles will wrap back around the ball. I think that's created kind of a cool
02:39 effect. But we'll further accentuate this
02:42 explosion here by tweaking some other settings.
02:45 I want to press the U key on the keyboard to open up all of our keyframes.
02:50 Since we've already animated the scale of the Y axis let's go ahead and add some key
02:55 frames for the scale on X. Now I like the scale on X at the
03:00 beginning, so I'll just go ahead and reposition my scale X keyframe to be on
03:05 Frame 14. Now, if we move down to Frame 16, we can
03:10 increase the scale on X, and that will go ahead and allow us to blow out the sides
03:14 of this animation. So as we scrub through when she kicks,
03:19 it's going to burst up on the Y and then blow out on the X.
03:24 Now, notice the field actually wraps back around the ball.
03:29 As I scrub through, I actually think that looks pretty cool.
03:32 But I'll accentuate this explosion by animating the Radius parameter.
03:37 Since we already had a start radius key framed at 100%, let's just move down to
03:41 around Frame 18 and increase the Radius here a little bit to around 240.
03:47 Now as we scrub through, the particles won't start to wrap around the ball till
03:51 it reaches right around the end, which is exactly what we want.
03:55 We want these particles to burst off of the ball and shoot off to the upper right
03:58 hand corner. But since we want to accentuate that sort
04:02 of undulating feeling, we'll let those particles sort of hang out there by
04:05 leaving the parameters set the way that they are.
04:10 Now in order to get a good preview as to what we've just created, let's go ahead
04:14 and reset our work area to end around 104. Now we can load up a RAM preview and you
04:20 can see our shockwaves blown off the side of our page.
04:24 To better see what's going on, let's stop our RAM preview and just disable solo for
04:29 Layer 1 and Layer 4. Now, when we scrub through the scene, you
04:34 see we have our particles and our explosion.
04:37 Now, of course, much like everything else, we'll continue tweaking this.
04:41 A lot of excellent particle animation is actually created by making adjustments in
04:46 the color correction process.
04:48
Collapse this transcript
Creating logo particles
00:00 Now for this part in our project, we're going to create a custom particle emitter
00:04 based off of the logo for our sports drink.
00:07 Now, in order to actually create the custom particles, we'll need to use the
00:11 particular effect from Trapcode. If you scrub through our timeline, you'll
00:16 see that we have our jumper, and the jumper already has some null objects tied
00:19 to the bottom of his feet. We'll use the position data of these null
00:24 objects to determine exactly where the particles are going to be emitted from.
00:28 Now, I've already added a layer into this composition for particular, so let's go
00:33 ahead and just disable shy and then that will reveal our layer five.
00:38 This is just a black layer solid that's the same size as the comp with the
00:42 particular effect applied. So, in order to see the particles, let's
00:47 just turn on the visibility for layer 5. Obviously, the spheres that are the
00:52 default setting are not what we're going for.
00:54 We need to specify a custom particle. To do that, we need to add a custom
00:58 particle layer to our composition. If you look in our project panel, I have a
01:03 graphics folder and a precomps folder. If you don't click on the logo particle
01:09 precomp, notice our graphic has been loaded, and it's masked.
01:14 Our graphic just shows the h plus logo, and if we invert the mask, you can see
01:17 we've just cropped off the word sport. This way this layer is going to be the
01:22 particle that's emitted from our custom particle emitter.
01:27 And since it's in a pre comp, if we ever wanted to change that particle, we could
01:30 easily update the precomp, and that would, in turn, propagate back into our particle
01:34 emitter. So let's go back to our jump composition,
01:39 and open the effect controls. Again, make sure layer five is selected if
01:43 you don't already have it selected, and let's scroll down to our Particle options.
01:50 Click on the triangle next to the word Particle and let's change the particle
01:54 type from Sphere to Sprite. With Sprite selected, we can now specify a
02:00 texture. If we open up the Texture options, we have
02:03 a Layer pull down. Let's change that for None to specify a
02:07 layer in our composition. Well, as I showed you before, we had our
02:12 precomp in the Project panel, but we haven't added it to our comp yet.
02:17 So let's go ahead and click on that precomp and drag and drop it right down as
02:21 layer one in our project. Now when we select layer six, our
02:26 particular layer, we can go to the Effect Control panel, and if we scroll back down,
02:30 we can go to the Layer section, and now we'll specify layer 1 as the particle.
02:37 If I change the magnification, here you can see that h pluses are now emitting
02:40 from our particle emitter. Since we don't want this large h+ in the
02:45 center of the scene, let's turn of the visibility for layer 1.
02:50 Now all we have to do is specify that the emitter is going to move with the position
02:53 data of our different null objects. We'll start by creating an animation based
02:59 off the of position from layer 5 and layer 4.
03:03 So lets select layer 4 and 5 just by clicking on one and shift clicking on the
03:07 other now if you press P to open up it's position parameter.
03:12 We can easily select layer six. Now, if we go to the position x, y
03:16 settings for the emitter, we can hold down option on the Mac or alt on Windows and
03:20 click on the stopwatch. That'll automatically apply an expression
03:25 and we can click on the pick let and point it up towards the position data for layer
03:29 five. When we let go all we have to is click in
03:33 this blank area to go ahead and set the position expression.
03:38 Now we want to repeat the same effect with the position z parameter.
03:43 So again Option on the Mac Alt on Windows and click on the stopwatch.
03:47 Now with this pick whip let's click it and point it directly up at layer four.
03:53 And if we look at layer four, I don't want to apply to the overall position.
03:57 I want to apply it only to the z parameter so let's make sure we're hovered over z.
04:02 And then we can let go and then just click outside of this box to make sure that
04:07 we've set z for that new null object. Now as we scrub through the scene, you can
04:13 see the particles are custom. And they're emitting from the null objects
04:17 tied to the lower left foot of our jumper. The beautiful thing about creating
04:22 particle emitters like this is the fact that I can customize this particle
04:26 emitter, and then once I have a setting that I actually like I could quickly
04:29 duplicate the particular layer and then just tie the position data to our other
04:33 null objects. That way once we process the particle
04:39 animations for one, we can easily just duplicate those animations to the other
04:43 foot. Now obviously, we need to polish this
04:48 animation a little bit more, but we'll definitely do that as we continue on.
04:53
Collapse this transcript
Stylizing particle animation
00:00 It's important to know that the process of creating a custom stylized particle
00:04 animation is just that, a process. Now in this video, I'm going to save you a
00:09 lot of that process by giving you the specific settings I used to create our
00:12 particle animation. But usually, what you'd have to do to
00:17 create a particle animation from scratch is set your settings, preview the
00:21 animation, reset your settings, re-preview your animation, and repeat that process
00:25 about 100 times before you actually figure out exactly what you like in your particle
00:29 animation. Now of course like I said I'm going to
00:35 save these out process. So, let's get started by selecting layer
00:38 six, our particular layer. I want to go ahead and move our current
00:42 time indicator to the beginning of the project and press shift forward slash to
00:46 reframe the magnification of our comp panel.
00:51 Now, let's load up a RAM preview so we can see what we're dealing with.
00:55 Notice the particles are moving rather quickly, and our jumper is moving slowly
00:59 because it's slow-motion footage. So the majority of the adjustments that
01:04 went ahead and started to make were to try and alleviate that difference between the
01:08 2 motions. The obviously I'd love the motion of our
01:12 particles to be more closely tied to the movement of our jumper.
01:17 So you'll see the different settings that I'll make adjustments to to kind of
01:20 accentuate that movement. So, to get started, let's go to the effect
01:25 control panel. Since we already have layer six selected,
01:28 particular is already in our effect controls.
01:32 Let's press home on our keyboard to move our current time indicator to the start of
01:35 our timeline. Let's keyframe the appearance of our
01:38 particles. By changing our particle per second value
01:42 to zero, an adding a keyframe. Let's move four or five frames down the
01:47 timeline, an just change the particles per second, up to a value of around 140.
01:53 Now, if we scrub through the scene, you can see, the particles are actually
01:56 starting to be emitted. Now, in order to better see the scene, I'm
02:00 going to press Shift Command h to hide all the edges of our null objects.
02:04 Now, let's continue making some adjustments.
02:09 I'm going to work from the top down in our particular setting but, I want you to
02:11 understand that a lot of times you'll have to bounce back and forth between the
02:14 different settings. So, let's get started by adjusting the
02:19 velocity random percentage. I don't want all these particles to move
02:24 out at the same percentage so, let's change the randomness from a value of 20.
02:29 To about 62%. That way the movement will be a little
02:33 more random. For the distribution, let's change that
02:37 setting to 2.3, and the velocity for motion, let's increase that.
02:42 I'm going to press tab to move to the next field.
02:44 And we'll increase that way up to a value of 106%.
02:49 Now if I scrub through the scene, you can see as my jumper is kicking its foot, the
02:53 particles are shooting up in the air. Let's actually preview this as a ram
02:58 preview. You can see now since velocity for motion
03:03 was increased. As the movement moves, the particles are
03:06 moving. They're still moving way too quickly, so
03:09 I'll go ahead and stop playback here for a second.
03:12 In order to create a more defined movement for our particles, let's go to the
03:16 direction pull down. We'll change that from uniform to
03:21 directional. Now we have a much more solid stream to
03:24 the movement of our particles. Let's move down to the next major section
03:29 in particular. Our particle settings, currently all our
03:33 particles will disappear after three seconds.
03:37 I want to shorten their lifespan since our clip is so quick.
03:40 Let's change that setting to 2.3, let's go ahead and press tab to move to the next
03:45 field Let's change the life random percentage to a value of about 31.
03:51 This way there'll be about 31% variance in how long each particle lives.
03:56 Let's change the size setting up to around 12.
04:00 This will make your particles a little bit larger, so we can actually see the h plus
04:03 logo. Now of course we want some random
04:07 variance, so let's change the size random percentage.
04:11 We can go ahead and crank that up to about 99%.
04:14 Let's press tab to move to opacity. Let's change that to 66, and press Tab.
04:20 Under opacity random percentage, let's change that to 97.
04:25 This is going to be a lot more random, and its already created a lot more interest in
04:30 our particle animation. Now, I'm going to scroll back down to
04:34 where we were and just make sure that we can change some other settings.
04:39 Notice when I go to set color it's grayed out.
04:42 This is a dead giveaway that we've actually chosen the wrong particle type.
04:47 Let's go back up under our particle type here and click on the sprite pull down.
04:50 I want to choose Sprite fill, this way I can fill our particle with new colors.
04:56 So under the set color options, let's not choose at birth.
05:00 Let's click on that pull down and choose Random from gradient.
05:05 Now if we go to the Color over life options, when I open that you can see I
05:08 have a gradient. Let's click the third gradient from the
05:13 top on these presets on the right. This'll give me some blue variance to my
05:18 color settings. Now, of course I want the opacity to be
05:22 random over time as well and that's visually represented here on the timeline.
05:26 Since it's 100% white it's going to be 100% opaque the entire time.
05:33 So if we go to the opacity over life settings, we have a different set of
05:37 parameters we can adjust. Just like we have presets here on the
05:42 right for our colors, we have presets here for the opacity over the life.
05:47 If I click this fourth one down it'll start dark and then be completely opaque
05:51 and then get dark again. Well I want this to be kind of variable,
05:56 so I'll just click and drag to create my own custom shapes.
06:00 Let's create a couple of different shapes and just have the opacity die off a little
06:04 sooner. Now notice I have a direct result here in
06:08 my Color over life settings. These are tied together.
06:13 Now if we scrub through timeline here, you can see I've got some basic animation
06:17 that's been created, but if we load up a RAM preview, the particles are still
06:21 moving way too quickly through the scene. Now rather than trying to adjust the
06:27 settings that we've set up currently, let's press the Spacebar to stop playback
06:30 here for a second. I want to scroll down further under my
06:35 options. Let's open our physics options.
06:38 In here we can create physics based on the thickness of the air.
06:43 So let's actually go to the Air settings. If you open that up, in here, let's
06:47 increase the air resistance. This is a very sensitive value.
06:51 So let's go and increase the resistance to a value of around 2.6.
06:56 Notice now my particles are kind of stuck in the scene.
06:58 If I scrub through you can see most of the particles aren't flying off in varying
07:02 different directions anymore. Now we'll make an adjustment back to this
07:07 by bouncing back up to the top of our particle settings.
07:10 But let's finish setting our air adjustment settings.
07:14 In addition to the resistance, let's add some wind.
07:17 I want some wind to move from right to left.
07:21 So let's choose a negative value for wind x and click and drag.
07:25 Let's choose a value around minus 130. This way the particles will look like
07:31 they're actually moving through the scene according to how the jumper is jumping.
07:36 Now I want some particles to fly up in the scene slowly throughout the entire scene,
07:40 so I'll click and drag to the left to have the wind X move up in our scene.
07:46 Now of course I want to make an adjustment to wind Z so lets click and drag that back
07:51 to the right and set a setting of around 92.
07:55 This way the particles will move back through the scene.
07:58 Now if I scrub through the animation area you can see I've created a very strong
08:02 clear defined particle animation. I want to add some more variance to this
08:07 animation. In order to do that, let's open up the
08:11 options for our Turbulence field. In here I want turbulence in the air to
08:15 change the size and the positions of our particles.
08:19 So let's change the Effect size option. Let's increase that to around 27 and press
08:25 Tab to move to position and we can increase that to around 46.
08:31 Now it has created a little more variance amongst our particles, but they are still
08:35 really very tightly packed together. Now when you've applied physics to your
08:39 particle animations one of the things that you'll need to do is go back up under your
08:43 Emitter options and sort of tweak the velocity of that emitter.
08:49 So let's click and drag under the velocity setting.
08:52 Let's crank this way up to a value of around 800.
08:56 Now usually that would mean particles are flying all over the scene, but since we
09:00 have the air resistance set so high, this is going to create a nice, kind of smooth
09:04 particle animation. Imagine as if you were shooting your
09:09 particles into some vegetable oil or something as opposed to just shooting them
09:13 out into the air. This is going to create kind of a thick
09:17 slow-down effect, so let's load up a RAM Preview and see what we've created.
09:23 So, after a little work we've created an animation that's actually moving along
09:27 with our jumper. Now of course like everything else in this
09:30 project, we'll continue tweaking as we move forwards but, I hope you enjoyed this
09:34 little tour of Particular, and especially an overview of the process of creating
09:38 complex custom particle animations.
09:42
Collapse this transcript
Creating cloud and dust particles
00:00 In order to add a little bit more depth and interest to our particle animation,
00:04 we'll add two more passes, a pass of dust and a slightly softer pass of clouds.
00:10 Now I want our new particles passes to be created based off our old particle system
00:13 that way we don't have to worry about positioning our particle emitter in the
00:16 scene, it will just follow along to what we already have currently.
00:22 So to get started, let's select layer 6 and press Cmd+D on a Mac or Ctrl+D on
00:25 Windows to duplicate. Once that layer has been duplicated, let's
00:30 go ahead and rename the layer. I'll change the name to Dust.
00:34 Now, just so we can focus on this dust pass, let's go ahead and solo this layer
00:37 and go to our Effect Controls. Before we make any changes, we should go
00:43 ahead and press the Reset button. This will reset the majority of the
00:46 effects for our particle animation. Notice now our particles are set up as
00:50 spheres. If we open our emitter options, you can
00:54 clearly see that we still have our key frames and we also have our expressions.
01:00 So, we don't have to worry about whether or not our particle system is going to
01:02 move along with the previous system. It's still there.
01:05 Let's press U on our keyboards to open up our keyframes.
01:10 Now, when we reset the emitter, it automatically created a new keyframe where
01:13 the current time indicator was set. We don't need this keyframe, so I'm
01:17 going to draw a lasso around it and then just press Delete.
01:21 Now that we've deleted this keyframe, let's move down to the previous keyframe
01:26 and change this parameter from 140 to 1400.
01:30 Since we're creating dust particles, we obviously need more particles.
01:33 Now, in order to see our particle emitter as we make changes, let's drag down the
01:37 timeline here a little bit to around 1 second and 6 frames.
01:42 Now as we make adjustments our Particle field will update.
01:46 Let's change the direction of our Particles from Uniform to Directional, and
01:51 let's decrease the Spread from a value of 20 to a value of 5.
01:57 Let's increase our Velocity from 100 to 400, then press Tab to move to the next
02:00 field. Let's decrease the Randomness down to a
02:05 value of three and we can decrease the distribution to a value of .3.
02:11 We can leave our velocity for motion set to a value of 20.
02:16 Now, if we scrub through the scene, you can see our particles are emitting and
02:19 they're definitely following along from the current motion path.
02:23 But we still have some adjustments to make just so we can have a little more clarity
02:26 as to what's going on in the scene. We'll create those adjustments by going
02:30 down to our Particle settings. So in the Effect Control Panel scroll down
02:34 to your particle options and open up particles.
02:38 In here, let's decrease the life of our particles from 3 seconds to a low value of
02:43 0.8. For the randomness, let's choose a setting
02:48 of 10%. Now, for the Particle Type, we can change
02:51 it from Sphere to Cloudlet. This should soften up our particle
02:54 significantly. Let's jump down to the Size setting, and
02:57 change that value to 3. Let's tab to move Size Random, and change
03:04 that value to about 30. Now since our opacity is set up at 100%,
03:08 we can't really see what's going on with our particles.
03:11 So let's change that Opacity setting way down.
03:14 I'm going to change it to a value of about 5.
03:17 Now, let's move to down Opacity Random and change that setting to about 20.
03:23 This is just creating a little variance in the opacity of the particles.
03:27 We can leave our color set at birth. But let's change the Color to a light blue
03:31 I'll click in the color well and just navigate our colors here to this blue
03:34 setting. I want it to actually be a little more of
03:38 this blue green, so I'll just drag down towards green.
03:42 Once you have a color you like, you can go ahead and click OK.
03:46 Since this all appears to be one color, I'm going to go ahead and increase the
03:50 Color Randomness up to around 20%. Just so we can see the particles more
03:55 clearly, let's increase the Magnification in our Composition panel by scrolling with
03:58 our mouse wheel. Now if we scrub through the scene, you can
04:02 see all the particles are set at the same opacity when they're born.
04:06 I want them to change over Life. So let's open up the Opacity over Life
04:09 settings. In here, we still have the same settings
04:12 from our previous Particle emittter. So let's go to the third preset down and
04:16 click. Now, when our particles are born they'll
04:20 be transparent and then they'll get brighter at the beginning and then fade
04:23 off over life. If you scrub through, you can see what
04:26 we've created. I think this is looking pretty good for
04:29 our dust settings. Let's go down and make a couple more
04:32 settings adjustments. I want to change the Transfer Mode from
04:37 Normal to Normal Screen over Life. This way when the particles are actually
04:42 applied over top of the background video, their transfer mode will change to Screen
04:46 and the Blend will start to blend with the background.
04:51 So let's go ahead and turn off the Solo button for our Layer and scrub through,
04:55 and you can see, we've already created kind of a dusty emitter off the bottom of
05:00 our runner's foot. Now I know this particle system looks
05:05 rather stark and harsh at the moment, but we will further address this when we go to
05:08 actually create our final color correction and blend passes.
05:13 For now let's go ahead and duplicate our Dust layer so we can create a cloud pass
05:17 to further soften this up. Select layer 6 and press Cmd+D and let's
05:22 rename our new layer Clouds. For the Cloud settings, we only have to
05:27 make a few minor adjustments. Press U on your keyboard to open up the
05:31 keyframes and make sure you navigate back to the second keyframe.
05:34 Let's decrease the number of particles per second to a value of around 100.
05:38 We don't need as many particles for Clouds.
05:43 So, we can see what's going on. Let's go ahead and scrub back down the
05:45 timeline to around 1 second 10 frames. Let's increase the directional spread of
05:50 our particles. Since I want this to be softer, let's
05:53 double it to a value of about 10. We can leave the velocity set to the same
05:57 value. The rest of the adjustments, we should go
06:00 ahead and make in our Particle settings. Let's change the life from 0.8 to a value
06:05 of around 2. Now, I want to soften up these particles,
06:10 so let's change the size from 3 all the way up to 10.
06:14 That's automatically created a lot more variance to our clouds.
06:19 Let's further blend this back by changing the Opacity settings from 5 down to about
06:23 2. If we scrub through, you can see we now
06:26 have our dust pass and our cloud pass, and everything is kind of softened up a little
06:30 bit and there's a little bit more interest in the scene.
06:35 I'm going to fit my magnification up to 100%.
06:37 So as I scrub through, you can see how this is actually been created.
06:42 Now, just to blend our clouds with our Dust layer a little bit more, let's go
06:45 ahead and collapse layer 6 and collapse layer 7.
06:48 I want to move layer 6 below all of our particles so that all of our particle
06:52 systems will blend over the top of that Cloud layer.
06:58 I'll collapse layer 7 and then select layer 6.
07:01 For layer 6, lets have this pop a little bit more by changing the Layer Blend Mode.
07:06 If you don't have your Layer Blend Modes open, toggle your Switches and Modes,
07:09 until you see your Blend Modes. Let's change our Blend Mode for our Dust
07:13 layer from Normal to Screen. Notice when we do that, now, we have
07:18 little bit more interesting blend between our particles.
07:22 So when it comes to building more interesting Particle Animations, take what
07:26 you've already created and just duplicate. This gives you a lot more flexibility.
07:31 You can duplicate your previously existing particle animation and then create whole
07:35 new particle systems and just use the power of Blend Modes to actually blend
07:38 everything together to create one cohesive interesting particle system.
07:44
Collapse this transcript
Rigging 3D particle emitters
00:00 To create flowing streaks off the back of our football, we're going to have to rig a
00:04 3D particle emitter. Now, to get started with that let's create
00:08 some 3D particles. Let's go up under Layer > New > Solid.
00:14 With our new Solid we want to make sure it's the comp size and it doesn't really
00:17 matter what color, so I'll leave mine set to Dark Gray.
00:21 We can click OK. Now to create our emitter you want to go
00:26 up to effect, under track code and choose particular.
00:30 Now one of the great things in particular is the fact that you can create 3D
00:34 particlar emitters using lights inside of after effects.
00:39 So lets add a light into our scene. Go up under Layer > New > Light.
00:44 I'll just choose a generic Point Light. Let's make sure the Intensity is set at
00:49 around 100% and then click OK. Now, with a light in the scene, we need to
00:54 reselect our Layer 2. This is our particular layer.
00:58 While we're here let's go ahead and name this Particles.
01:02 (SOUND) Open the Emitter settings, and under the Emitter, we can change the
01:07 emitter type from a point emitter to a light emitter.
01:13 Notice I get this message saying that I need to actually name the light emitter,
01:16 so I'll click OK and just select Layer 1 and rename it Emitter.
01:22 Now, if we select our particles again, under the lights we've successfully paired
01:26 up the emitter. We can't see any particles because we're
01:30 only currently at frame zero. So, let's move down the timeline here and
01:34 notice now we have particles emitting from our light.
01:39 If I select our Emitter here I can go ahead and move that and you'll notice the
01:42 particles will move with the light. Now in order to pair the light with the
01:48 null object, I want to make sure that my null exists in 3D space.
01:52 So select Layer 3, and then enable 3D for that layer.
01:57 Now to reposition our emitter to follow the null object, just hold down the Shift
02:00 key. And in the Parent column, click on the
02:03 pick whip and point it right at Null 6. Now let's rename layer three, our Null 6
02:08 layer. I'll rename mine track.
02:12 Now if we scrub through the scene you can see the particles are actually being
02:15 emitted from the light and they're tracking along with the movement of our
02:18 null. Now I want these spirals to rotate around
02:22 the outside of the football. To do that let's offset the position of
02:26 our light emitter. I'm going to go to the emitter settings
02:30 and press P and then here let's change the z position to 21.
02:37 Now I'll select the emitter and press Command+D to duplicate.
02:40 If you press P to open that position, let's change this z data to minus 21.
02:46 Now you can see we have two different particle systems being emitted from two
02:49 different lights. But in order to get the spinning effect,
02:53 we need to actually spin our null object. So move your current time indicator, back
02:58 to time zero. And select our null object.
03:03 Let's animate the x rotation. I'll go ahead and add a keyframe, and move
03:07 down the timeline to around one second. Now just click and drag through the x
03:13 rotation. If we scrub through the scene, you can see
03:17 we've successfully created and 3D rig where the lights are offset in 3D space
03:21 and our particles are spinning around with our football.
03:26
Collapse this transcript
Creating animated streaks
00:00 In order to create 3D flowing streaks, we need to make some adjustments to our
00:04 particle emitters. Let's scrub through our animation and see
00:07 where our project currently resides. Now we definitely have 3D emitters
00:12 rotating around a football. But we don't have any stress, so we need
00:17 to make an adjustment to our particles layer.
00:20 So select layer three and go to the effect controls for the particles.
00:25 First thing you'll notice, we have our emitter type, which are lights, and we
00:28 have two emitters in the scene so it's emitting twice, and that's perfectly
00:32 fine... Let's look at some of the other settings
00:36 that we need to adjust. The most important one is velocity.
00:39 I want the movement of the lights to actually create the particles, and I don't
00:43 necessarily want any velocity on any of the particles.
00:48 So let's change velocity to zero, and press Tab and change the random percentage
00:52 to zero and the distribution to zero. We can even zero out the velocity for
00:58 motion. Now just so we have precise streaks let's
01:02 change the emitter size on the x axis to two and the emitter size for y to one and
01:07 z to one. This is starting to look a lot more like a
01:13 streak right now. The next pull down here for light
01:17 intensity, this would allow us to use the light intensity to control the number of
01:20 particles being emitted at any given time. I don't necessarily need that, so I'll go
01:26 ahead and change that setting to none. Now, we'll just use the particles per
01:31 second parameter to control whether or not we're seeing any particles for our
01:34 streaks. If we scroll back through our timeline
01:39 here, you can see the particles are starting to be emitted the second our
01:42 quarterback starts throwing the football. Let's not start generating particles 'til
01:48 about frame 7. So, change the particle per second
01:52 parameter down to zero, and add a key frame.
01:54 Now, let's move a couple frames down the timeline to around frame 10.
02:01 Let's increase the particles per second. I'll click and drag up, and notice as I
02:05 drag up, I'm defining how streaky the particle streaks are becoming.
02:11 The more particles I add, the more these are going to look like lines instead of
02:15 dots. Let's use the setting 26, 70 for right
02:18 now. Under Position Subframe, we need to change
02:22 that pull-down from Linear to 10x Smooth. This is just going to smooth out the
02:28 translation between the different particles.
02:30 We can leave our Direction setting to Uniform.
02:34 Now, we need to make adjustments to the particles themselves.
02:37 So let's collapse our emitter and open the particle settings.
02:41 We don't need these lines to be extraordinarily long so let's change the
02:44 life of each particle. I'm going to bring this down quite a bit
02:48 to a setting of .4. Now, if you want to see your particles
02:52 update, just go ahead and scrub through the scene and give yourself a little bit
02:55 more time. Notice once I get around frame 17 or 18,
02:59 now the tail of the particle starts catching up with our animation.
03:04 I do want to add a little bit of variance to how long the particles live, so let's
03:08 increase the life random percentage to around 27.
03:13 This way we'll get a little bit of a drop off as the particles start to fade away.
03:17 Now, since this is kind of a drastic setting let's look at the opacity over
03:20 life settings. If we open up that option here, let's make
03:25 sure we have our effect control panel open all the way so we can see the presets.
03:31 Let's chose the third preset down from the left.
03:34 This way I get a nice fadeoff from the particles as they start to disappear.
03:38 Now to further tweak this, let's change the particle type from sphere to glow
03:43 sphere, and this automatically softens up our lines.
03:47 Just to tighten things up a little bit, let's change the size from five to three.
03:54 That'll smooth out our lines and make them a little smaller.
03:58 For the opacity setting, let's change that down to around 60%.
04:03 If we randomize this setting, we would add a little bit more waviness to our lines.
04:07 I want to go and have a randomness setting of around 27%.
04:12 Now of course we should change the color of our particles, so let's go on the color
04:15 settings, click in the well, and change it to kind of a light blue setting.
04:21 In order to add a little bit of randomness to that color let's increase the color
04:24 randomness just by clicking and dragging on the parameter.
04:28 We can increase it up to around 47%. Now this is looking pretty close to what I
04:34 want to create, but you notice, I'm getting these weird bumps that are
04:36 appearing. This is because we actually have too many
04:40 keyframes for our track. So in order to smooth this out, what I'm
04:44 going to do is move my current time indicator over top of one of those bumps,
04:47 so I can figure out exactly where the extra keyframes are.
04:52 So let's draw a lasso around this one keyframe, And press Delete.
04:56 Now notice as I move forward in the time line that bump isn't quite as drastic.
05:01 If I click on the next key frame here I can go ahead and delete that as well.
05:04 And now I'm getting a slightly more smooth result.
05:08 Since we have the particles fading in a little bit before they increase to full
05:12 luminance. The fact that our null object is kind of
05:15 sliding a little bit off the football is kind of covered up.
05:19 So let's go through the process of smoothing out these kind of lumpy areas
05:22 just by selecting the different key frames in our timeline.
05:27 Notice when I click on a key frame, it shows me which key frame selected in my
05:29 comp panel. So I'll go ahead and just click on the
05:33 different key frames and further smooth out our animation.
05:37 Now once you've gone through this process and created something that you like for
05:41 your own tastes, we'll go ahead and analyze our rotating streaks.
05:46 And as you can see the rotation is happening rather tight on the football.
05:51 So I want to offset those two different emitters.
05:54 Lets change the Z paramter to minus 40 for the top emitter and then 40 for the lower
05:59 emitter. This way they'll wrap around the foot ball
06:03 a little bit more clearly. Now we've succesfully created our emitter
06:07 and of course they don't quite blend with the background but we'll further address
06:11 that when we get into the color correction chapter.
06:15 For now, we're succesfully created some light streaks.
06:18 The most important thing to remember when your animating light streaks you want the
06:22 velocity for your particle emitters to be set to zero.
06:26
Collapse this transcript
Adding dynamic motion with particles
00:00 Never being one to leave well enough alone, I figured this was the perfect time
00:03 to add more particles and dimension to our light streaks.
00:07 After all, they do look a little flat right now.
00:10 Now just so we don't have to start from scratch every time, let's duplicate Layer
00:14 3. But before we do that, let's make sure the
00:16 layer is named properly. If we turn the visibility off and on, you
00:20 can see these are our light streaks. So let's rename this layer, Light Streaks.
00:25 (SOUND) Now you can press Command+D on the Mac or Control+D on Windows to duplicate
00:30 that layer. Let's rename our new layer h-plus logos.
00:34 (SOUND) Now we'll use the H+ Logos as a particle for a custom emitter.
00:40 So in order to specify that logo, we need to actually make sure to add it into our
00:44 composition. So let's open our Pre-comps folder, and
00:47 drag our Logo Particle Precomp down into the timeline.
00:51 Now this is only going to be a reference, so we can turn off the visibility of that
00:54 layer. If we go back to our H+ Logos layer, we
00:57 can open the Effect Controls, and specify our new H+ layer as the particle.
01:04 Let's open the Particle settings. Under Particle Type, change it from Glow
01:08 Sphere to Sprite Colorize. Now, we can access the Texture option.
01:13 When we open our Texture, we can change the Layer settings to our Logo Particle
01:17 Precomp. Now, we can't see the logo because the
01:20 logos are too small. So, let's double the Size from 3 to 6 and
01:24 press Tab and increase the size randomness up to about 70%.
01:30 Now, you should start to see the particles appear along our light streaks.
01:33 In order to have these particles bounce off of the edge of the light streaks, we
01:36 need to make settings back in our emitter. So let's open up our Emitter settings.
01:41 If we start at the top, you can see we have keyframes.
01:45 So let's press U on our keyboard to open up any current animated properties.
01:50 If you press J, we can quickly move our current time indicator back to the second
01:54 keyframe. Now we can decrease the number of
01:57 particles per second. Let's change this parameter to a setting
02:01 of about 800. Now for the position subframe we don't
02:04 need to smooth the results, so let's go ahead and click on that and change it to
02:06 linear... Let's change our Velocity settings as
02:10 well. I'm going to change Velocity to a setting
02:14 of 72 and press Tab to move to the next field and we'll set that to 92.
02:19 For the distribution we can set that to 2.1 and for the Velocity for Motion, we
02:24 can set that to 10. Since I want my particle emitters to be a
02:29 little bit larger, let's change the Emitter X Size all the way up to a value
02:33 of 84. And then we can change the emitter size on
02:37 Y and Z to 50. (SOUND) Now, just in case we want to add
02:40 more particles later, or even less, let's go ahead and click on this pull-down for
02:45 particles-per-second modifier. If we choose light intensity, we can
02:51 adjust the number of particles in the scene by just adjusting the brightness of
02:55 a different light emitter. Now we're ready to add our final
02:59 adjustments back down under our particle settings.
03:02 So, let's collapse the emitter. In the particle settings, let's work on
03:06 the life of our particles. Right now, they have the exact same life
03:09 as our light streaks. I want to increase that a little bit more.
03:14 So let's change that life up to 2.3. Go ahead and press Tab to move to the next
03:19 field and let's change the Life Random percentage to 6.
03:23 Now, if we scrub further down the timeline, you can see more clearly the
03:27 particles. I'm going to zoom in on our top panel and
03:30 just reframe the scene. Notice how the logos are perfectly
03:34 straight. So let's go down to the Rotation
03:36 parameter. In here, let's change the Random Rotation
03:40 to a value of about 14. Now our logos are still readable but
03:43 they're kind of rotated around the scene. I'm going to collapse the rotation for now
03:48 because we have three more settings that we can make adjustments to.
03:53 Let's double-check the first one, Opacity over Life.
03:57 When we look at that you can see the particles start transparent and then
04:00 become 100% opaque and then fade out over death.
04:04 I think this works beautifully because if you notice the particles fade in right
04:07 around the edges of our ball. So, let's leave this setting alone.
04:12 Let's look at size over life. If we open up that option, notice we don't
04:16 have any settings set up just yet. Let's choose the third setting down from
04:21 the top and that'll create a similar setting to what we have for our Opacity.
04:26 The only difference is I don't want the size to actually scroll up from the start.
04:31 So let's just click and drag to make sure that the size starts large and then starts
04:35 actually running down. Obviously, this is personal preference so,
04:40 please choose any size settings you like. I'll go ahead and collapse size over life
04:45 and let's look at our color settings. For the Set Color options we need to
04:50 change at birth to over life. This way over the life of the particle
04:55 they'll change colors. So, if we open up the color over life
04:59 settings notice we have this kind of rainbow gradient.
05:03 Let's choose the third preset down from the top.
05:06 This blue setting. Now we're going to get a smooth transition
05:09 from white to this kind of greenish color. All the way down to blue.
05:14 If you want to add more colors you could definitely just click anywhere underneath
05:17 the color area. If you want to double-click on a color,
05:20 that'll open your Set Color options. So you could then kind of tweak exactly
05:24 how you want your colors to appear. Just remember, when you use the setting,
05:29 the particles are going to work form left to right.
05:33 So when they're born here they're starting white and they're getting greenish and
05:36 then they turn to blue. Same thing with the opacity across the
05:40 top. If it's black it's 100% transparent and if
05:43 it's white it's opaque. Now we'll probably have to come back and
05:47 make adjustments to the transfer mode but for right now lets change this from normal
05:51 to screen. This is going to make the particles kind
05:55 of blend with each other over top of everything that's going on in our scene.
06:01 Now, let's reset the Magnification of our composition and load up our RAM preview.
06:05 After a couple seconds, I'll just go ahead and press the Spacebar so we can preview
06:10 what's going on. I think this is looking pretty good.
06:15 We'll definitely continue tweaking this as we move forward.
06:18 But for now you can see we've added a little bit more dimension and dynamic feel
06:22 to our particle animation, just by doubling our light streaks and making some
06:25 adjustments with our custom logo.
06:29
Collapse this transcript
4. Adding Color Correction and Finishing Touches
Creating a garbage mask
00:00 Before we attempt to color correct our footage or even blend in graphics over the
00:03 top of our footage we need to make sure that we have a clean backplate.
00:08 And if we scrub through our clip, you'll notice that the DP's hand pops right into
00:11 the middle of the scene. So we're going to fix this relatively
00:16 quickly by using a garbage mask. We're also going to pull a frame from the
00:21 clean shot and use that as our backplate. So if we move our current time indicator
00:26 to the beginning of our comp notice we have a really strong shadow on our soccer
00:30 player and we have the DPs hand in the lower corner of the image.
00:36 Well this isn't going to be a good clean backplate...
00:38 Let's move our current time indicator to the end of our project.
00:42 Here we have beautifully well-lit graphs, and the shadow's out of the way, as well
00:45 as the hand off the screen, so this will be our perfect back plate.
00:50 Now as I'm noticing our work area is set at 8 seconds, so let's change the work
00:54 area end to the end of our composition while we're down here.
00:59 Now to create a clean back plate, we'll just create a freeze frame.
01:03 Let's select layer four and press Cmd+D to duplicate that layer.
01:07 Now, we can go up under the Layer command and go to Time and choose Freeze frame.
01:14 In the Freeze Frame setting, notice time remapping was applied, and it shows frame
01:18 121. Now if I scrub through the timeline,
01:22 notice nothing's going to move except for the graphic elements over top of his leg.
01:27 So this will be our freeze. Let's rename layer four Freeze, and move
01:31 it to the bottom of our layer hierarchy. >> Now when we apply a mask on layer four
01:36 it will allow our freeze layer to show though.
01:40 Now to create the mask, we want to move our current time indicator down the
01:44 timeline to where the hand is most in the scene.
01:47 I'm going to choose frame 106. Now we can grab the pen tool from our
01:51 toolbar. And then go ahead and click to create a
01:55 rough mask around the hand. It doesn't have to be particularly close
02:00 and as a matter of fact you don't want your mask points to be to close because we
02:03 will end up adding a feather to this mask. So once you're finished adding your mask
02:10 you can go ahead and grab your selection tool one more time and just reposition
02:13 some of the points if you want to you know, kind of tweak the mask a bit.
02:19 Once you have something set up you like, let's press M.
02:22 That'll open up our mask path parameter, and we can add our first keyframe just by
02:26 clicking the stopwatch. Now whether you move backwards or forwards
02:31 is entirely up to you. I'm going to try and move back a couple
02:34 frames, so I'll just move my current time indicator.
02:37 And since all the anchor points are selected, I can quickly and easily
02:40 reposition the entire mask just by clicking on one of them and moving.
02:45 If I move down through the scene, I could deselect some of my mask points, and then
02:49 just click and hold down Shift to click multiple mask points.
02:54 This will allow me to reposition large groups of the mask points.
02:58 Now that you've seen a little bit of the process, I'm going to save you the
03:01 headache of watching me go through each individual frame.
03:06 We'll cross dissolve to the finished roto-scope mask in just a moment.
03:10 Now I'm going to change my magnification to fit up to 100%, and let's scrub through
03:14 the project. You can see I have my mask that's
03:18 rotoscoping out the hand but of course I can still see the hand.
03:23 So, let's change our Mask Blend mode on layer four from Add to Subtract.
03:28 Now press Shift+Cmd+H to hide the mask path, and then scrub through the scene.
03:34 As we scrub through you can see any hard edges that appear based on our mask.
03:39 So if you look at the shadow in the bottom of the scene, you can see I have several
03:42 hard edges that have appeared. And a couple of little dancing things
03:47 happening over here when we scrub through. Now we will be adding some graphics over
03:53 top of this and darkening up the scene, so I'm not quite as concerned about this
03:56 rough transition. But just to soften things a little bit I'm
04:00 going to press M twice on my keyboard to open up my Mask Feather options.
04:05 Now if you go ahead and scrub out on the Mask Feather parameter to a setting of
04:09 about 22. We've softened that transition.
04:13 So it's not quite as jarring, it's still a little jarring.
04:17 But it's not quite as bad. Now like I said, we could go ahead and
04:21 continue tweaking this, but for now, our animated mask is set up exactly the way I
04:25 want things. We're good to go to move on to create our
04:30 initial composite, and continue applying some of the finishing touches to create
04:34 our finished animation for this shot.
04:38
Collapse this transcript
Color correcting the back plate
00:00 I have our reference QuickTime open here, so we can talk about the scene that we're
00:03 going to build. As I scrub through, you can see we've got
00:07 our graphics appearing and our soccer player kicking the ball.
00:11 Overall, there's kind of a greenish tint to the scene.
00:14 Now, we're going to make our shot look even better than this because I find these
00:17 goal posts and things in the background rather distracting.
00:22 So for this specific video, we're going to work on isolating the soccer player from
00:26 the background. And then we'll fade out the background
00:30 elements leaving just the soccer field and the player.
00:34 And then of course we'll be able to take that and apply a color correction to the
00:37 whole scene to better match this kind of teal look of our h plus logo.
00:42 So let's jump into After Effects. Now, our back plate layer is made up of
00:47 two layers, layer four and five. I'm going to draw a lasso around both of
00:50 those layers and precompose them. Let's go up under Layer and choose
00:54 Precompose, and let's call this soccer Kick One Precomp.
00:58 Having this precomp as a single layer in the bottom of our composition will allow
01:02 us to tint the background video as one element.
01:06 So let's go ahead and double-click the precomp so we can actually work on
01:10 isolating our soccer player from the background.
01:14 Now, just so we have one piece of footage to work with we will precompose this one
01:17 more time. Select layers 1 and 2, go up under Layer
01:21 and choose Precompose. Let's call this Base Precomp Kick.
01:27 (SOUND) All right. Now, we're actually ready to start
01:31 painting out the selection of our soccer player, and we'll do that using the Roto
01:35 Brush. So, to do that, we need to open our
01:38 precomp in our Layer panel. Right-click on Layer 1 and choose Open
01:43 Layer. In the Layer panel, we have our footage
01:46 loaded. Now, we can go to Roto Brush tool, which
01:49 is up here in upper left portion of the interface.
01:53 The Roto Brush tool will allow us to easily paint onto our scene.
01:57 Now, before we paint anything, we need to go up under the View menu and make sure
02:00 that our resolution is set to full resolution.
02:05 Now, just so I can see a little more of the scene, I'll increase the size of the
02:07 canvas. Now, the Roto Brush is a relatively simple
02:11 tool. If you hold down the Cmd key, if you left
02:14 click, you can increase the size of the brush of decrease the size of the brush
02:18 just dragging up and down. It's Cmd on Mac, Ctrl on Windows.
02:24 When you have a Green brush, that allows you to add to your selection.
02:28 So let's quickly just click and drag inside our soccer player.
02:32 Notice the Roto Brush has actually created a selection.
02:36 I'm going to press Command on the Mac and left click and drag down just to create a
02:40 smaller brush. Now, when we draw through, I'll be able to
02:44 select for arms. Now, all we're trying to do is create a
02:48 good rough selection of our player. So I'll just keep drawing in different
02:54 portions of our player to actually create more of a selection.
02:59 Now, any time you have too much of a selection, you can hold down Option on the
03:02 Mac or Alt on Windows and paint through that extra area.
03:06 That'll tell the Roto Brush to delete that extra selection.
03:11 Now, like I said at the beginning, we don't need to have a very precise
03:13 selection. We can make adjustments to the roto brush
03:17 after we've created our main selection. For example, we can shift the edge out
03:21 just by clicking and dragging. Notice now, I have more of a selection.
03:25 I can also soften that edge by increasing the feather amount.
03:30 Notice when I do that, I get a direct representation here in my Layer panel.
03:34 Now, if you really want to see what the mask looks like, you can toggle the Alpha
03:38 Channel. This is what I'm most concerned with.
03:41 So I'll just jump back to toggle my Alpha Boundary one more time.
03:45 And we'll start creating our Roto Brush selection.
03:48 Notice in the bottom of the Layers panel, we have these arrows.
03:52 These arrows are signifying that we have a roto brush selection.
03:56 Any part of the file that's outside of these arrows will not have a roto brush
04:00 applied. The way the roto brush works, it allows
04:04 you to move frame by frame and then refine the selection so if I move down a frame I
04:08 can go ahead and just paint back onto her foot and add to the selection.
04:17 Now, you'll want to repeat this process several times as you go through the
04:19 different frames. And again, if there's too much area
04:25 selected, you can always Option+click and drag to deselect a certain area.
04:30 Just understand, sometimes, you may have to go back and reselect the areas you want
04:33 selected. Now, to save the headache of having to
04:37 watch me go through this entire selection. I'll just cross dissolve till when I'm
04:41 finished painting the roto brush and we'll pick up there.
04:45 Once you have a roto brush selection that you like and you finish painting all your
04:48 frames, go ahead and go to the Freeze button in the lower right corner of the
04:51 Layer panel. When you click that, After Effects is
04:55 going to go ahead and render those frames in the background so that every time you
04:58 scrub through the scene it's not having to reprocess the Roto Brush selection.
05:05 Now that we've frozen our roto brush selection, I'm going to jump back to the
05:08 Composition panel. Notice we have a clean selection of our
05:12 soccer player. Let's make the timeline a little bit
05:15 larger and look at what we have. In our precomp, we have our base kick
05:20 layer that already has the roto brush applied.
05:24 Now, I'd like to have this selection separate from the overall back plate.
05:28 So let's press Cmd+D to duplicate this precomp.
05:31 And on the back plate layer, Layer 2, lets go ahead and select our roto brush and
05:35 delete. Now, we have a source for a mask and we
05:40 can go ahead and apply adjustments to our background layer.
05:45 Now, I want this main top area here to be the darkest.
05:49 So, what we'll do is create a new gradient layer.
05:53 Let's go up under Layer and choose New Solid.
05:57 Make sure it's the comp size and click OK. Now, under the Effect settings, let's
06:02 Generate a Gradient Ramp. To accentuate the dark area at the top of
06:09 the scene, let's bring the Y parameter for the black area down.
06:13 Now, let's reposition this between our two layers.
06:18 We can change the Blend mode of our black solid layer by switching our toggles an
06:21 switches. For the Blend mode, let's change it to
06:25 multiply. Now, we've successfully isolated our
06:29 soccer player from the background and we've painted out all of those background
06:32 elements. Now, I know it doesn't look really
06:35 realistic just yet, but we need to tweak a little bit more before we can actually
06:38 stylize our footage. So to tweak this, I'm going to go ahead
06:43 and select my Layer 1 layer. And just press command+D so I have a
06:47 duplicate of the original roto brush paint.
06:51 I want to duplicate of this layer just in case we ever decide to go back and make an
06:54 adjustment to the roto brush. I'll move my duplicate layer down to the
06:59 bottom of the layer hierarchy. And turn off it's visibility.
07:03 And in my switches, I'll shy hide that layer so enable Shy and then go ahead and
07:08 hide that layer. Now, for our Roto Brush layer, I just want
07:12 to soften the edges of the roto brush. Now, instead of going in and adjusting the
07:18 Feather settings for the brush itself I'll collapse that effect and just go up under
07:22 the Effects settings. And choose Blur > Fast Blur.
07:29 Now, when I apply this it's going to blur the soccer player as well as the mask.
07:33 So, let's go ahead and increase the blurriness here, and that's giving us a
07:38 nice soft mask. So, what we need to do is duplicate our
07:42 back plate layer here, Cmd+D and move it up above our black solid layer.
07:48 Now, if we go back to our track mats, we can enable a track mat.
07:53 Let's select a track mat for Layer 2 and tell it to Alpha Mat my base comp.
07:59 Now, I've got my soccer player separate from my mask and separate from the
08:02 background and I have my gradient layer that's helping mask out all these
08:06 different elements. In order to pinch the mask in, let's go
08:11 ahead and select Layer 1. And under the Roto Brush settings, let's
08:15 go ahead and shift that edge back in a little bit here.
08:18 I'm decreasing the amount of the shift. Now, we're losing a little bit of the edge
08:24 of our soccer player, but that's okay because we will make an adjustment to the
08:27 gradient settings here. So, let's press T to decrease the opacity
08:32 of our gradient. We'll bring back our background just a
08:36 little bit. Now, to see what all these settings are
08:39 doing for our color corrected comp, let's jump back to our kick composition.
08:43 In here we have our main precomp. Now, we can go up under Effect, you can go
08:49 to color correction and apply a tint. I want to tint the white areas of the
08:54 video. So let's go ahead and click on the white
08:56 color wheel. And choose kind of this nice teal blue
09:00 color. Now, this is a rough tinting.
09:05 Let's go ahead and decrease the amount of the tint in the scene.
09:08 Let's bring it down to around 32%. Now, in order to stylize this a little bit
09:13 more, let's go back to our precomp. In here, I want to create an Adjustment
09:18 layer. So let's go up under Layer.
09:20 Choose New Adjustment Layer. On the Adjustment layer, let's apply a
09:25 Curves adjustment. So go to Effect > Color Correction and
09:29 Curves. To adjust the curves, let's click in the
09:34 middle and drag down. Now, I want to click in this upper half of
09:38 the curves and click and drag back to the left.
09:41 This is going to increase our contrast. Now, if we go back to our kick
09:45 composition, you can see it's kind of muddy.
09:50 So, we'll pop this by using a duplicate of Layer 4.
09:53 So, let's select Layer 4 and press Cmd+D and if we switch to our modes.
09:58 You can change the Blend mode from normal to add.
10:03 Now, this is going to help pop our background.
10:06 Obviously, this is a little bit too much to add back into the scene, so let's press
10:09 T and decrease the opacity back down. Now, we've got kind of a contrasty look
10:16 for our soccer player. And when we start to blend in the
10:19 different graphic elements, we're starting to actually get somewhere with this
10:24 stylized look.
10:26
Collapse this transcript
Fine-tuning the Form particles
00:00 Now that we have a very color correction on our background plate we can go ahead
00:03 and stylize our particle systems. So let's move our current time indicator
00:09 to frame 10. Just so we can see the particles more
00:12 clearly let's change the magnification up to 100% and make sure we can see our
00:15 particles in this scene. Now this form was created with a Base
00:21 Particles layer. So select Layer 2 and go to the Effects
00:24 Control panel. In here we need to make some adjustments
00:27 to our particles themselves. So let's open up the Particles section and
00:31 in here let's decrease the Opacity down to around 40%.
00:37 And just so all the particles aren't the same let's increase the opacity randomness
00:42 up to 100%. Now just so you can see things more
00:45 clearly I'll turn off my adaptive resolution.
00:48 To add a little bit more pop to these particles lets add another trap code
00:52 plugin. I'll go up under Effects and go down to
00:55 Trapcode. And this time we'll choose Starglow.
00:59 Starglow is also a plugin available in the Trackcode suite from Red Giant.
01:04 Let's start by adjusting the input channel.
01:06 Change the Lightness to Luminance and then open the pre-process section.
01:11 As we click and drag to the left, we'll lower the threshold value.
01:15 The lower this value gets, the brighter our Starglow is going to be applied to the
01:19 different particles. So, let's go ahead and set a threshold of
01:23 around 30. Now we can soften the threshold by
01:27 increasing that value. So, let's soften this up to around 25.
01:34 Now in order to give a little bit of a dynamic pop to these highlights, let's
01:37 increase the boost light. I want to increase this to a value of
01:43 around 2. If we scrub earlier in our time line
01:45 you'll notice we have really bright highlights that have come in here.
01:50 So let's actually decrease the boost light to around 1.
01:53 This way when you have multiple particles overlapping each other we'll still have
01:57 bright highlights but then when we move back further down in the timeline you can
02:00 see we still have a little bit of pop here.
02:05 Now of course we could keyframe the boost light but for now let's leave it set at a
02:08 setting of 1. To better match our scene we need to
02:12 adjust the colors of our Starglow. So, let's scroll down to see the different
02:16 Starglow options. If we open up Color Map A, you'll see we
02:20 have green colors and Color Map B we have these orange and red colors.
02:25 Let's start by changing the preset for Color Map B.
02:29 If you click on the pull down, let's choose electric as a preset.
02:34 Now we have kind of a nice bluish highlight.
02:36 The shadows are still a little blue, so let's go ahead and click in the shadows
02:40 color and just drag that color down towards green or lighter blue.
02:45 Let's click OK, and now we have something that matches a little more closely our
02:49 monochrome palette. It's still a little green, so let's go
02:53 back up to our shadows colors for Colormap A and just change that green setting.
02:59 To be a little bit more blue. When we click OK.
03:01 Now, I have kind of a fun popping highlight for my particles.
03:05 Now that we've stylized these particles, we need to actually move down the timeline
03:10 and look at our next set of particles, our shockwave.
03:15 To apply these adjustments, let's start by actually just applying our Starglow.
03:21 I'm going to scroll up in my Effects Control panel since I still have layer two
03:24 selected. I'll make sure to click on the word Star
03:28 Glow and then copy that effect. Now when we go to the Shockwave layer we
03:33 can collapse the form effect and then just make sure we have the effects control
03:37 panel selected... And paste our star glow.
03:42 This is automatically created a beautiful bright highlight in the scene.
03:46 Just so we can see things more clearly I'm going to change the magnification to fit
03:50 up to 100%. Now as we scrub through you can see we
03:53 have our particles animating into the scene and at frame 12.
03:57 We have this really bright pop that happens.
04:00 So we have two different adjustments we need to make.
04:04 Let's start by adjusting the Opacity of layer one.
04:06 Press Option + T to set an Opacity keyframe.
04:10 I want to go ahead and just drag this Opacity down to 0.
04:14 And if we move a couple frames down the timeline let's go ahead and increase the
04:18 opacity up to 100%. This way, when we scrub through, the
04:23 particles will pop and it will still be up at a value of 100%.
04:28 Now since we already had these extra opacity key frames, let's just go ahead
04:31 and draw a lasso around them and delete them for the time being.
04:35 So let's go ahead and scrub through. You can see we've got our particles
04:40 building into the scene and we have our pop.
04:44 Now that we've stylized our particles I want t ogo back and make an adjustment to
04:48 my background back plate. Overall I think this scene is looking a
04:52 little flat so let's go ahead and create a new adjustment laeyer.
04:57 Go up to layer choose new adjustment layer.
05:01 In here we can go to the effefcts panel and let's apply a curve setting.
05:05 So let's go to color correction and choose curves.
05:10 With the curves selected I want to brighten up the same so I'll go ahead and
05:12 just click and drag in the middle up towards the upper left.
05:17 And just to create a little bit more contrast, let's click in this upper
05:20 portion here and drag back down to the left.
05:26 If we disable our curves and re-enable our curves, you can see it's applied just a
05:29 little bit of a change. To make this pop a little bit more, we're
05:33 going to go ahead and adjust some brightness and contrast settings.
05:38 So I'm going to go up under effect, color correction and choose brightness and
05:41 contrast. I want to crank up the contrast in my
05:45 image and then increase the brightness overall.
05:48 And we'll keep making adjustments to both of these until we get something that's
05:52 better stylized in the scene. So now if we scrub through you can see we
05:56 have these beautiful particles entering the scene and our soccer player has a
06:00 little bit more punch because we've adjusted the brightness and contrast.
06:05 Now I don't like the amount of the background that's popping through but
06:08 we'll continue to make adjustments to this as we continue layering in some more
06:12 graphics and apply our finishing touches.
06:16
Collapse this transcript
Continuing with fine-tuning
00:00 Now comes the fun part, we actually get to polish our product and create a finished
00:04 element that we can then go ahead and re-time for the edit in our spot.
00:10 So let's scrub through our kick composition and see where we're at.
00:14 We have particles appearing, getting kicked and flying off the scene.
00:19 Now the first thing I want to address is just the brightness of our soccer player.
00:23 So let's open up the soccer percomp. I'll double click layer 5, and in the
00:27 precomp let's select layers 2 and 3 and just press Cmd+D to duplicate those
00:32 layers. This will make our soccer player just a
00:36 little bit brighter. Now I want to blend this into the
00:39 background a little bit more, so let's select layer 6 and just decrease the
00:43 opacity down to a setting of around 71%. Now even though this has created a kind of
00:49 a halo look. If we go back to our kick composition, I
00:52 sort of like the style that that's created around our soccer player.
00:56 So I'm going to go ahead and leave this theme the way it's set up currently.
01:01 Now if we scrub through, you can see we have our base form particles but we don't
01:05 have any other particles that sort of hark back to this h+ product.
01:10 So we need to add a particle system. Let's go to the Jump composition.
01:15 In Jump, we already have some particles set up on our Layer Seven.
01:18 Now, just because these particles are custom, they're referencing another layer
01:22 in the comp, so let's make sure to hold down Cmd on the Mac, or Ctrl on Windows,
01:26 and click on Layer One. That way, we can have layer 7 and 1
01:31 selected when we go up under edit, and choose copy.
01:37 Let's go to the kick composition, and paste those layers.
01:40 I'll make sure layer 5 is selected, and go up under Edit, and choose Paste.
01:46 You'll find two errors. Just go ahead and click Okay.
01:49 Those errors were caused because Particular no longer knows what layer to
01:53 follow to determine the position of the emitter.
01:57 So let's select our particular layer, layer 5.
02:01 If we open the effect controls, we can go to the Emitter settings, and in here
02:05 notice position X, Y has nothing attached to it.
02:09 So let's hold Option on the Mac, Alt on Windows, and click on the Stopwatch.
02:14 This will go ahead and trigger an expression.
02:18 Now go down to the timeline, select layer 4 and press P to open up it's position
02:22 data. Then with layer 5's pick whip, under the
02:27 expression, let's click on the pick whip and point it at position for layer 4.
02:33 When we let go, we can just click anywhere outside of this area to set our
02:37 expression. Now we're still not going to see any
02:40 particles because we haven't specified what layer those particles are going to be
02:43 set from. So let's select Layer 5 one more time.
02:48 In closing emitter settings for now, let's open our Particle settings.
02:51 In here we do have a sprite fill particle type, but if we open up our texture
02:55 options, notice there's nothing set for the layer.
03:00 Let's change that pull down to our logo particle precomp.
03:04 Now you can see our particles flying into the scene.
03:07 In order to better match the scene, let's make our particles monochromatic.
03:13 Go down to the Set color option and change it from Random from gradient to At birth.
03:20 And then click in the color well and let's just choose this kind of light blue color
03:23 and click Okay. Just to create a little bit more variance
03:28 across the h's, let's decrease the opacity And increase the opacity randomness up to
03:34 100%. Now to better stylize this, let's copy a
03:39 different effect from one of our other layers.
03:43 I'm going to collapse layer five for now and select our base particle layer.
03:48 In here, if we collapse our form options under effects control, we have star glow.
03:52 So let's select our star glow filter and copy it.
03:57 Now if we go back to our particular layer, we can paste that effect.
04:03 Now we've applied the same star glow that we had to our original formed shape, and
04:07 now our particles blend into the scene a little more clearly.
04:11 Now, after the soccer player kicks the ball, I want these particles to fall
04:15 towards the ground. So to make that adjustment let's adjust
04:19 the gravity setting for our particle emitter.
04:23 Close the particles setting in Particular and open up Physics.
04:27 Under physics just crank up the gravity to a value around 1200.
04:32 Now we scrub through, you can see our particles will emit and they'll fall
04:36 towards the ground. Now I want my particles to kind of spray
04:40 out a little more randomly. So if we open up our Emitter settings, we
04:45 can increase the spread. So let's click on the Directions Spread
04:49 and just increase this to a setting around 55.
04:53 Now when we click and drag, you can see the particles are emitting from the
04:56 background, and we have our kind of cool star glow.
05:00 So now that we have everything animating through the scene the way we like, let's
05:04 add one last element to add a little more pop to our graphics, and that's these
05:08 flashing H's. In order to add a flashing H, we need to
05:12 add a blank H to our project. So let's go to our project panel and open
05:17 the Graphics folder. In there, we'll find our H+ Sport logo.
05:21 Let's go ahead and drag that down into our composition.
05:25 I'll make sure it's set all the way at the top of the timeline.
05:29 That way, it's automatically going to be on top of all the other layers.
05:34 Now, to stylize this, let's just go up under the Edit menu and choose Paste.
05:40 Since we already copied the star glow, we've created the paste effect right on
05:43 top of our logo. So if we press T, we can open up the
05:47 opacity of this layer. I want to decrease the opacity down just a
05:51 little bit and then open the Effect Controls.
05:55 In here, let's change the input channel from Luminence to Alpha.
06:00 Now we need to make an adjustment to our pre-process.
06:03 If we increase the threshold, this will decrease the amount of the star glow
06:07 applied to our logo. So let's increase the threshold to around
06:13 263. Now all we need to do is animate the
06:16 appearance of this popping. So, to do that we'll create a couple quick
06:20 key frames. If you move your current time indicator to
06:24 frame three and add a key frame for the opacity, let's change the opacity setting
06:28 to zero. Just move a couple frames down the
06:32 timeline and then increase the opacity setting up to 100.
06:36 Now I'll just move a couple more frames, decrease the opacity setting just a little
06:41 bit. You could choose any setting you like.
06:45 The big point is that we're going to have this flicker through the scene.
06:49 Now, move a little further down the timeline and decrease the opacity down to
06:52 zero. Let's trim the outpoint of our layer by
06:56 pressing option right bracket, and then move our current time indicator to the
07:00 first keyframe and press Option left bracket.
07:03 Obviously on Windows it's Alt left and right bracket.
07:08 Now when we scroll through the scene I've got this h plus logo that actually pops.
07:14 So we can strategically reposition this in different places throughout our project.
07:19 Let's actually make this appear a little further down the timeline.
07:22 Let's say, right after our soccer player kicks the ball.
07:25 Now instead of having a popup in the center of the screen let's go ahead and
07:29 reposition that off to the left hand side. Now you can duplicate this effect just by
07:35 duplicating the layer. So I encourage you to duplicate this and
07:39 scale it and reposition it in different areas on the scene.
07:43 As well as different places along the timeline, that way you'll create a custom
07:47 graphic that's all your own and then of course you'll have something that's ready
07:50 to retime when we go to edit this back into our project.
07:55
Collapse this transcript
Stylizing the graphics with Lux
00:00 In order to better blend these graphics into our scene, we're going to use another
00:04 Trapcode effect named Lux. Let's start by creating a layer Solid.
00:09 Go up under Layer > New > Solid. Make sure the solid is the same size as
00:14 the composition by clicking Make Comp Size.
00:17 And let's make sure that we have a white solid.
00:21 Go ahead and click OK to set your white solid.
00:24 Now to create the Lux effect, we need to go under Effect > Trapcode > Lux.
00:30 Now nothing's going to happen at first because Lux actually works with two
00:34 different layers. We've applied Lux to our layer of Solid
00:38 but nothing's going to be generated until we add a light to our project.
00:44 So go up under Layer > New > Light. Now let's change the color of our light.
00:51 If yours is blue, we'll change it to white.
00:53 If yours is white, just leave it set to white.
00:56 We can make sure its a point light and leave the fallout set to none without
00:59 casting shadows and then click OK. Now notice this has actually created a
01:05 bright light in the center of our scene. Now I'm not seeing the control handles, so
01:09 I need to press Shift+Command+H to make those visible again.
01:13 Lux allows you to create a volumetric light.
01:17 Basically, any time you add a light to the scene, you can have it be visible now,
01:22 using Lux. So if we select our white solid here,
01:25 notice we have options for our point lights.
01:29 If I crank up the intensity, the brightness of the light is going to
01:31 change. Now if i double-click on the light, notice
01:35 I have intensity settings here as well. Well I can go ahead and crank this up.
01:39 And notice as I increase this intensity, the brightness of the light still
01:43 increases. Let's cancel that last change.
01:48 With our white solid selected, notice we have an option for Light Intensity.
01:53 As long as this is selected, any time we make changes to our light intensity it
01:57 will go and show that change in Lux. Now, let's change our intensity for the
02:02 Lux setting back to 100%. Now to choose a different color, I want to
02:07 actually go to my light settings. So, let's open up our Light options.
02:13 An then here under Color, let's grab our Eyedropper, an choose one of these light
02:16 teal colors. Notice that wasn't that light.
02:20 So let's go ahead an just bring that up to this bright area here, and now we can see
02:24 this more, kind of stylized glow. To make the light follow along with our
02:30 jumpers foot, we want to go ahead and change the position data for this light.
02:35 Let's collapse Layer 1 and just press P to open up its position.
02:41 Now, we need to separate the dimensions of this position to create an expression to
02:44 tie to each one of these different parameters from my null objects.
02:49 So let's right-click on the word Position, and choose Separate Dimensions.
02:54 Now, if you hold down Option on the Mac, or Alt on Windows, and then click on any
02:58 of the stop watches, notice it'll automatically create multiple expressions.
03:04 Since all three settings were selected when we clicked, it's automatically
03:08 started to apply those expressions. Now, just so we can see things more
03:12 clearly, I'm going to press the Tilde key to maximize my timeline.
03:17 Now let's open up the position data for Layer 7 and Layer 6.
03:23 Now, if we open up the disclosure triangles for each one of our expressions,
03:26 now we have access to the pick whips. So let's click on the pick whip for X
03:31 position, and point it directly at the X parameter for Layer 7.
03:36 We can do the same thing for the Y parameter.
03:38 And then of course, for Z, let's go ahead and choose the Z parameter for Layer 6.
03:45 Once all three of those are chosen, go ahead and click anywhere outside of the
03:48 expression to set the expression. Now we can press the Tilde key one more
03:53 time and notice our light has moved down onto our jumper's left foot.
03:57 This is blended with our particles quite well and created an interesting look for
04:01 the scene. In other to further blend what's going on,
04:04 I want to create a base plain layer that's down here in the bottom of my composition.
04:11 Now just so I don't slow things down as I'm working, I'm going to go ahead and
04:14 press the Caps Lock key just to stop any refresh from happening in my Project
04:18 panel. Let's go up under Layer > New > Solid.
04:25 For this solid, I want to make sure to choose a 50% gray.
04:28 (SOUND) So let's open up the Color settings.
04:30 And then, click and drag till we get to 50% gray.
04:33 I can see that in the Brightness setting. As long as you have 0, 0, 50, you'll have
04:38 a nice 50% gray. So let's click OK, and then click OK one
04:42 more time. And of course our refresh has been
04:45 disabled but that's okay for the time being.
04:48 Let's toggle our switches and modes, so we can get to our different switches here and
04:52 enable 3D for this layer. Now, I know I want to position this down
04:57 in the scene so, I'm going to click on the Y axis and just drag this down.
05:02 Now, I know I also need to rotate this, so let's press R to open up the rotation.
05:06 If we rotate on the X axis, we can go ahead and click and drag, insert a
05:10 Rotation of negative 90 degrees. Now in order to see what we've done in our
05:15 scene, let's go ahead and disable Caps Lock.
05:19 Notice now our gray layer is reflecting this light.
05:23 This is really cool but in order to better blend it into our background, we need to
05:27 change the blend mode for this layer. Go to the toggles and switches and change
05:33 the mode from Normal to Screen. This is going to knock out any of the gray
05:38 pixels and allow the color that's being absorbed by the light reflect into the
05:41 background area. Now, if you press Shift+Command+H, you can
05:46 turn off all the handle edges and see exactly where the edges of our layer solid
05:50 are. So what we need to do is actually change
05:54 the scale of this layer solid. I'm going to press S to open up the scale,
05:58 and I'll unlock the scale parameters. It's okay if we distort this out of the
06:04 normal 100% value just because I'm just using this to catch that color effect.
06:11 Notice if we scale this out towards the background here.
06:14 I've got this really neat blend that's happening.
06:17 Now to soften this, I want to add a mask. So I'm going to grab my Mask tool.
06:23 And with the Gray Solid selected, I'll just click and drag in my composition.
06:29 Now, once the mask has been created, I'll grab my Selection tool and click off the
06:32 mask, just so I can click on this one point and drag it over to the side.
06:37 And we'll do the same thing with our other left point here.
06:40 Now, that we have a mask added to this scene.
06:43 We can just soften that mask. So lets open up the mask options and crank
06:47 up the feather setting. This way we can create a soft transition
06:51 between the area that's catching the light and the background area that is not.
06:58 So when it comes to adding Lux in the scene, you want to make sure to pay
07:01 special attention to its 3D position data. And then, of course, take advantage of
07:06 different blend modes to catch the light as it reflects off different objects in
07:10 your project.
07:12
Collapse this transcript
Blending particle emitters
00:00 Even though we got kind of a dynamic look with our lux effect and our glowing
00:03 ground, we still need to better blend these particles together in this scene.
00:08 So let's go ahead collapse Layer 1 and collapse Layer 2 and start focusing on our
00:14 base particle emitter. So our base particle emitter is down here,
00:20 under Particular. If I turn off the visibility and on the
00:24 visibility, you can see these are the logos.
00:27 So let's rename Layer 10, Logos. (SOUND) And to better blend these in with
00:32 our dust and clouds, I want to make some different settings on our Effects
00:36 Controls. So, let's start by decreasing the amount
00:41 of Life on these particles. I want to bring that setting down to
00:46 around 1.2. This way, the particles will more closely
00:50 stick to the feet of our jumper. Now, I'm just going to disable my adaptive
00:54 resolution setting here so you can more clearly see the particles as I move
00:57 through the scene. Now when I scrub, notice how the particles
01:03 are kind of shooting up an off to the side.
01:06 I want to add a little bit a gravity to this particle.
01:09 So let's go down to the physics settings, an crank up the gravity settings.
01:16 (SOUND) If we scrub through now notice the particles are kind of moving with our
01:20 runner but, they are falling down in the scene and I think this is creating a
01:23 little bit more realistic look. Now, just so we don't have quite as many
01:28 particles let's go back up to our particle emitter settings and press the U key to
01:33 open up our different keyframes. Let's move our current time indicator to
01:38 the second key frame. Let's change the Particles per second
01:41 setting to around 100. Now, when we move further down the
01:46 timeline you can see we have our particles emitting.
01:51 But there aren't quite nearly as many. Now to better stylize this to match the
01:55 rest of our graphics, I'm going to jump over to my kick composition here for a
01:58 quick second. Let's select our base particles layer and
02:05 copy our Starglow effect. (SOUND) I'm just going to press Command+C
02:09 and then jump back to our jump layer. On the Logos layer, let's press Command+V
02:15 or Ctrl+V on Windows to paste that particular effect.
02:20 Now this is starting to actually blend in the scene a little bit better.
02:24 I still think the logos are a little bright and I don't like all these dark
02:27 logos. So what we can do is change the Opacity
02:30 settings and the Color settings. So, let's decrease the Opacity setting
02:37 from 66 down to around 39 or 40. And just to change the color settings,
02:44 instead of changing it from random from gradient, let's choose at birth.
02:50 Now, we can change the color from at birth to this kind of light teal color.
02:55 When we click OK, since we have varying opacities for our H's, we'll have them
03:00 blended back into the background but with our starglow effect they still sort of pop
03:05 out of the scene. Now, our smoke really looks like smoke and
03:11 I want this to look a little bit more like shiny particles.
03:17 So, to make an adjustment to that let's select our dust layer first.
03:20 If we turn off the opacity and on you can see the dust is just this very front
03:24 section of our effect. First thing I want to do is collapse the
03:30 emitter settings for this dust. And the Particle options.
03:34 Let's click in our Effects Controls and press Cmd+V to paste the starglow effect.
03:41 Now this is definitely adding a little bit more pop to our dust.
03:45 If you find the shine is a little too much go ahead and open up your Preview Process
03:48 settings. Then just raise the threshold a little
03:50 bit. That way you can tone down exactly how
03:54 much that's popping out of the scene. Now let's look at our cloud settings.
03:58 I'm going to collapse Layer 10 and select Layer 11.
04:03 For our cloud we have really long lasting particles.
04:07 Let's start by changing the life. I'm going to go to my particle settings
04:10 and under life let's change that to about point 8.
04:15 Now when we scrub through the scene, you can see I have these particles that are
04:19 being emitted, but it's not nearly as distracting.
04:23 And I have a little bit of glow on top of everything.
04:25 Let's change the blend mode for our clouds from normal to hard light.
04:32 This is going to better blend it into the background.
04:35 It's a subtle change, but when you play the animation back over time, you'll see
04:39 that now this looks a little bit more dynamic in terms of how the animation is
04:43 being created. Now none of these particles are really
04:48 popping off the background and that's because our background layer is still way
04:51 too bright. So let's select Layer 12 and go up under
04:55 Effect > Color Correction. Let's start by just making a Levels
04:59 adjustment. I like using levels because I get a
05:03 histogram that shows me the brightness of the scene.
05:05 Let's change the output for our black by clicking on this triangle and dragging it
05:09 to the right. Now I've got a much more dynamic scene,
05:14 with a lot more contrast. If I want to pop up my midtones, I can
05:18 click on this midtone setting, and just bring it back to the left here a little
05:21 bit. Now when we scrub through, you can see the
05:25 particles are much more attention-grabbing.
05:27 Now just to add a little bit more shine to our particles, I'm going to go back to my
05:31 dust setting. And just make an adjustment to my
05:35 Starglow. Let's decrease the Streak Length so its
05:39 not quite as long but increase the boost value so we get this nice white hot look.
05:45 Now when we scrub through we've got something with a lot of contrast and a
05:49 little bit more dynamic flavor. To add the finishing touches to this
05:55 graphic, we need to take all these particle settings and apply the same thing
05:59 to our jumpers right foot. This is a pretty straight forward process.
06:05 To begin, let's go ahead and select Layers 9, 10 and 11 and just press Command+D to
06:09 duplicate all those layers. Go ahead and press Cap Locks to stop the
06:14 refresh of the Comp panel. Now I'm going to move Layers 9, 10, and 11
06:19 up in my layer hierarchy. I want to position them above our Z, our F
06:23 layer and X Y our F layers. Select Layers 8 and 9 and press P to open
06:29 up the position data. Now since we've already created all the
06:35 particle animations all we have to do is reattach the different expressions from
06:40 each particle emitter to the proper X, Y, Z position data.
06:45 So I'll show you how to do this for one layer and then I want you to do that for
06:49 the subsequent layers. So with Layer 5 selected, I'll open up my
06:53 emitter options. And notice we already have an expression
06:57 set. Well, let's select layer five and press
07:00 the U key to open up those expressions. Notice there are words in our expressions.
07:05 So, this is actually going to be relatively easy to change.
07:09 All we need to do is change the name from LFto RF.
07:14 So, if you click in the expression window you can just click just to the right of
07:17 the letter L and change it to R. Then just click outside of the expression
07:22 to set the change. We'll do the same thing for L on the next
07:26 expression. So like I said, go ahead and do that for
07:31 the next two layers. I'll pick up here in just a second.
07:35 Once you're finished making those adjustments, go ahead and press the Caps
07:38 Lock key again. So your scene can refresh.
07:41 Now the only thing we need to do is create a little bit more variance between the two
07:45 different particle emitters. And this is a really easy process.
07:50 Again, much like the previous settings, I am going to show you how to do this once,
07:54 and then you can make the adjustments to the subsequent particles.
07:59 So lets select our Clouds layer seven. In here, under the emitter options, if you
08:03 scroll down to the bottom, I have a setting for random seed.
08:08 All we have to do is just click on that number, and change it.
08:11 Once you do that, the particle emitters will change and update, and then we'll
08:15 have completely different particles moving along on the different feed of our jumper.
08:20 Now I want you to make those changes to Layer 6, our logo layer, and Layer 5, our
08:24 dust layer. Then, you'll actually have completely
08:28 unique particle animations on each different foot of your jumper.
08:33
Collapse this transcript
Creating complex particle emitters
00:00 While creating these initial light streaks was kind of fun, we're going to have a lot
00:03 of fun in this video creating complex emitters out of these light streaks.
00:08 So to start, let's make an adjustment to our H particles.
00:13 I want to add some dynamics to those particles, so they flow through the scene
00:16 a little more realistically. Let's load up our (INAUDIBLE) preview so
00:21 you can see what I'm talking about. I like how the streaks flow through the
00:24 scene but, notice how all the particles just kind of turn into a big mess over
00:27 here on the right side. Let's press the Spacebar to stop playback
00:32 for a second, and position our current time indicator further down the time
00:35 indicator further down the timeline around 106.
00:39 Select the H+ logos layer, layer four. And go to the effect control panels.
00:44 Let's scroll down and open up the Physics options.
00:47 Under Physics, let's open up Air. In Air, let's increase the air resistance
00:52 to a setting of around four. Automatically we are starting to get a
00:56 little bit more definition in our particles that have been omitted.
01:00 I want to add wind moving from right to left, so let's click and drag on the x
01:04 parameter for Wind X and create a value of negative 54.
01:10 If we open our turbulence field options. In here, we can have turbulence created
01:14 off of our particle emitter. Let's have that turbulence affect the size
01:19 of our particles. I'll go ahead and increase that value up
01:23 to a setting of about 34. Now, obviously, we have way too many
01:27 particles in our scene. So let's go up under our particle emitter
01:30 options. And see if we can adjust how many
01:33 particles are being emitted. Well, when we look at particles a second,
01:38 you can see we have key frames, and if we look in the timeline, there are those key
01:41 frames. So, let's navigate to the second key frame
01:45 here and change the particles per second option from 800 to a setting of around
01:49 320. Now when we scrub down the time line you
01:53 can see there are many less H's now just we can see things more clearly I'll turn
01:57 off my adaptive resolution setting. Since we've created the wind and thickened
02:03 the air density I want to go ahead and load up a ram preview so you can see what
02:07 we've done to our H logo's. I love how they kind of stop in the scene,
02:13 but I think we should add a little bit of rotation.
02:16 So let's stop playback for a second and go to our particle settings.
02:21 Let's open up rotation and just increase the amount of rotation speed.
02:26 Go ahead and crank that up to a setting of around two and then we could randomize
02:30 that speed just by increasing that random assignment just underneath.
02:36 Now as we scroll through you should see our particles are actually emitting and
02:40 they're rotating. (LAUGH) Now these are moving kind of
02:43 quickly sort of like wile e coyote so let's go ahead and stop playback here and
02:46 just look at what we've done. Okay, that's obviously a little too quick.
02:52 So let's just stop Playback here for a second, and decrease the Random Speed to a
02:56 setting of around three. And let's just decrease our Rotation Speed
03:01 to a setting of around one. Now when we lit up our Preview you can see
03:06 we have some rotation but it's not quite as frantic.
03:10 Let's go ahead and load up our (UNKNOWN) preview and you can see that's looking
03:13 pretty decent. Now, I want to stop playback here for one
03:17 second and further blend these light streaks and logos together.
03:21 To do that I want to decrease the size of my logos.
03:25 So, let's look under our rotation settings and adjust the size.
03:29 I want to change it now to a setting of around two.
03:33 Now these particles are going to blend with our glowing lines a little more
03:36 clearly. To add further depth, let's go ahead and
03:39 create an effect similar to what we created in the Zero to Jump chapter.
03:45 To do that, I'm just going to go ahead and lift our dust particles straight out of
03:49 the scene. Click on layer five, and press Cmd + C to
03:52 copy or Ctrl + C on Windows. Jump back to our pass comp.
03:58 Let's make sure we have layer four selected.
04:00 And paste our new layer. We'll get an error message, but that's
04:04 okay. Our dust setting's looking for position
04:07 data. So if we open up the emitter options here,
04:10 notice nothing is set up for x, y, or position z.
04:16 We need to link this to our actual particle emitters.
04:20 So we don't necessarily have to use Expressions to do this.
04:23 We can just change our emitter type from Point to Lights.
04:28 That way any lights that are in the scene are automatically going to emit.
04:33 These settings from our dust. So if we scrub through the scene here, you
04:36 can see now we've added some dust into the scene.
04:40 Now the dust is spraying out a little far, so let's see if we can change that
04:43 setting. If we decrease our velocity value, it's
04:47 automatically going to bring Our dust particles back in line with our streaks.
04:55 So as we scrub through here you can see we've got some dust actually flying in the
04:58 scene. And our logos.
05:01 Our logos are living just a little bit too long.
05:04 So let's go ahead and select our logos layer and make one more adjustment.
05:08 Under the particle settings let's decrease the life from a setting of 2.3 to around
05:15 1.2. This way when we scrub through you can see
05:19 we have our streaks emitting and our dust and our logos.
05:24 This is creating one nice complex cohesive look.
05:28 To add the final touches to this we need to go ahead and create some luxe lights
05:32 right where our light emitters are. So t odo that let's go back to our jump
05:38 composition and look for our luxe layer. That's our white solid here so let's click
05:44 on layer three. And just go up under edit, and choose
05:47 copy. Now we can go right back to our pass layer
05:51 and go up under edit and choose paste. Now since we've done this, it's
05:56 automatically taken our emitter lights and used those as the lights.
06:01 For our locks. If we open up our point light options,
06:05 notice we can go ahead and make an adjustment to the intensity of the light.
06:09 I want to increase the intensity and then increase the softness value.
06:14 This way we'll get a little bit of pop, but it's not quite as jarring.
06:19 Now in order to change the color setting of our lux lights.
06:22 Let's go and select our two different emitters.
06:25 Press Cmd + D or Ctrl + D on Windows to duplicate.
06:30 Now let's rename these two new lights. I'll change the Emitter 3 to Lux.
06:36 Let's change Emitter 4 on Layer 1 to Lux 2.
06:41 Now if we double click our lux lights we can change the color.
06:44 I'm going to the change it to this kind of light blue color, and click OK.
06:48 When we click OK now our lux light should update to be blue.
06:54 Now it's hard to see because we actually have the lux applied to both the emitter
06:58 And our Luxe light. So let's change that setting for our
07:02 second luxe light. And then look at some different options.
07:08 When I click OK, let's reposition our two luxe lights right next to each other, and
07:12 turn the visibility off, then turn the visibility back on.
07:17 Notice, these lights are blue, but they are blending with our emitter lights.
07:22 So let's go ahead and select our light solid one more time, and open up the
07:26 general settings. Notice that we have an option for the pull
07:30 down here where it says name starts with anything.
07:33 Well, let's click on that and change it to Luxe.
07:37 Now it's only going to use the luxe lights.
07:39 To create this glow look. Now as we scrub through the scene you can
07:44 see we've created these kind of glowing beams and a much more stylized look to our
07:48 particle emitters. So, we've definitely created some complex
07:52 emitters just by copying some different particle emitters that we've already
07:56 created. And by applying some different color
08:00 correction using Lux.
08:02
Collapse this transcript
Creating a cohesive look
00:00 This is arguably my most favorite part of the entire process.
00:04 Looking at all the different graphics that we've created and trying to create one
00:08 cohesive look so it's coming from one voice graphically.
00:13 Let's start by looking at our past composition.
00:15 You can see here, our colors aren't quite blending with our background and our
00:19 graphics, and the scene overall looks a little washed out.
00:24 If we look at our Jump layer, we have this really nice high contrast scene and we
00:27 have these bright graphics in the bottom. If we look at our kick composition, you
00:33 can see we have a lot of things going on here.
00:36 I really like the business of this composition, but notice, there's a lot
00:41 going on. Well, I want to start by creating one
00:45 cohesive color wash across all of the different comps.
00:49 So, let's go to the 03_Pass layer and create a new adjustment layer.
00:54 Go up under Layer, choose New, Adjustment Layer.
00:58 Now, we can go to the Effects, and I want to apply a Tint.
01:02 So, if we go to Color Correction, there's Tint, but just below that, there's
01:06 Tritone, which is also another form of tinting your layer.
01:10 This gives you control over the color of the highlights, midtones and shadows.
01:14 So let's change the midtones to that kind of light blue color we've been using for
01:17 the majority of our projects. We can also change the shadows from black
01:24 to kind of a dark blue, make sure it's really nice and dark.
01:29 Now, in order to blend this back into the scene, let's increase the value for Blend
01:33 With Original. The larger this number, the more like the
01:37 original scene our graphics going to look. So, let's set it at a setting of around
01:44 71%. Now, this still looks a little washed out
01:47 so, let's go back to our Effects under Color Correction, and apply some Curves.
01:51 With our Curves Adjustment, let's click in the middle and drag up to the left to
01:55 increase the brightness of our scene. Then we'll suggest the highlights just by
02:01 clicking in this middle area of the line, and drag up onto the left.
02:06 Now, just to crush the black levels out a little bit, let's click in the lower
02:10 portion of our line, and drag down into the right.
02:14 Now, we've added a little bit more contrast to the scene, and this looks
02:17 overall much more like a cohesive look. Now, to apply this to all the other
02:23 layers, all we have to just copy our Adjustment Layer.
02:26 So lets select layer 1 and rename this Color Wash.
02:32 Now we can just copy that, Cmd+C on the Mac, Ctrl+C on Windows and just press
02:36 Cmd+V or Ctrl+V to paste. Notice we're not seeing our Color Wash in
02:42 the Jump comp. That's because the duration of this comp
02:45 was a little longer, so let's make sure this layer goes over the entire length of
02:48 the composition by dragging our out point. Now notice, this wash is a little too
02:54 strong. Let's just disable the Curves option here,
02:57 and you can see that it's blending back into the scene quite nicely.
03:01 Since we already had such a high contrast background, we don't really need these
03:05 curves. Now, just so it doesn't have a such a
03:09 strong blue wash, let's increase our Blend With Original setting to 84%.
03:14 Now, we can go to our Kick composition and Cmd+V or Ctrl+V to paste again.
03:19 Just like our previous comp, let's disable our Curves.
03:23 And again, with a Tritone, let's increase this Blend With Original setting up to
03:28 around 85%. Now, if we click through the different
03:33 comps, you can see we've created a generalized stylized look.
03:37 Now, in addition to using this step to create one cohesive look, this is also
03:41 another way to actually create one last pass at your graphics.
03:46 So when I'm looking at these light lines, I'm realizing they still look a little
03:49 chunky. Especially, when we compare them to
03:52 something like we did in the Kick settings.
03:55 See how nice and clean these particles are?
03:57 Let's go to our past composition and make some changes to our light lines.
04:03 I'm going to scroll down to our Light Streaks layer, Layer 10.
04:07 And let's decrease the size of our Particles.
04:09 In the Particles setting, let's change the size from 3 to about 1.2.
04:15 Let's keep stylizing this by going to our Jump composition and copying a different
04:20 filter. Let's go to our Dust layer, and if we
04:24 collapse our particular effect, we can copy our Starglow Effect.
04:29 So select Starglow, and copy. Jump back to our past composition, and
04:33 let's just paste right on the Light Streaks layer.
04:37 If we collapse our particular settings, we could easily toggle on and off the
04:41 visibility of our Starglow. As you can see, it's not really affecting
04:46 these lines very strongly. We need to adjust the Input Channel to
04:50 Alpha. Now, we can adjust our pre-process
04:54 settings by increasing the Threshold. This will allow us to tone down these
04:59 highlights. We can also soften this up just a little
05:02 bit just by increasing the Softness amount.
05:05 Now, as we scrub through, you can see I have much more dynamic glowing lines
05:08 moving through our project. There's one last thing I want to adjust
05:13 and that's the brightness of these two lights.
05:16 So let's look for our Lux layer. If you click on layer eight, that's
05:19 actually our Lux layer. So while we're here, let's press Return
05:24 and name this layer Lux. Under the General settings, we have an
05:28 option for a Look. Let's click on that pull-down and change
05:32 it from Natural to Strong. Now, this automatically blows out the
05:36 scene. But we can deselect the Light Intensity
05:39 Use option, and just decrease the Softness of our light down to 0.
05:44 Let's also decrease the Intensity down a little bit.
05:48 If we use a setting of around 40, this looks pretty good.
05:52 But I want to press Shift+Cmd+H so we can hide our lights and see exactly what we're
05:56 dealing with. I really like this pin line effect.
06:00 If we scrub through you can see these lights are now moving around the football
06:03 and it creates a really cool effect. Now notice, when I scrub back into the
06:08 screen, my lights are already starting the rotation process before the ball starts to
06:12 rotate. So, let's click on this first X Rotation
06:18 keyframe and drag it to the right. Now, when our quarterback throws the ball,
06:23 it will start spinning and our particle lights will go ahead and start rotating as
06:27 well. Now notice, since we have such a tight
06:30 rotation in this one area, we've got some issues with our Rotation.
06:36 We can make an adjustment by deleting some of these extemporaneous keyframes.
06:41 I'm going to start by clicking this third keyframe here and just pressing Delete.
06:44 We can delete this next keyframe as well. Now, you can see we sort of stretched out
06:50 the position between these different keyframes.
06:54 Even though our lights appear to kind of move ahead of the football, I still think
06:57 this is perfectly acceptable because of how bright everything is in the scene.
07:01 So we've quickly and easily smoothed out this adjustment.
07:06 If you really want to keep smoothing things out, you could adjust the Shine
07:09 settings for our lights again. But I really like what we've created, so
07:12 I'm going to leave my settings set up the way they are right now.
07:17 So if we click back through our Kick layer, our Jump layer and our Pass layer.
07:22 You can see we do have three different graphics, but they do have some
07:26 resemblance of a cohesive look. Now of course, just like any other
07:30 project, you should probably go ahead and send off a version to your client to see
07:33 if it's something that they like.
07:36
Collapse this transcript
Pushing the graphics over the top
00:00 There comes a time in every project where you look at your finished graphics and you
00:03 realize they're not quite finished. You need to push them over the top so
00:07 that's what we're going to look at in this video.
00:10 We'll look at the different things that we could do just to push our graphics a
00:13 little bit further. So let's start by scrubbing through the
00:17 zero three pass composition. And if you notice our lights are actually
00:21 lit at the beginning of the comp. And I don't want these lights to start to
00:26 appear until our passers arm starts moving forwards.
00:30 So, let's position our current time indicator on frame seven and make sure
00:33 that we select our lux layer, layer eight. Go ahead and press Opt + T or Alt + t on
00:38 Windows to add a key frame for the opacity.
00:42 Let's change that setting to zero and move forward a couple frames so the ball comes
00:46 out of his hand. Let's do frame ten.
00:50 That way we can increase the capacity to one hundred percent.
00:53 Just to keep a tidy house, let's move back and keep the starting point that way with
00:57 option left bracket. alternate back windows.
01:02 Now if we preview the first part of that animation, you can see that we've added a
01:05 little bit more pop into that scene. Starts dark and then we get this huge
01:10 blowout. So I think that looks pretty good.
01:13 Let's jump to our 01 tick composition. We scrub through here I want you to
01:18 position your current time indicator around frame 15 and we'll see we have this
01:22 flashing logo. But if we scrub through you'll notice it
01:26 only flashes once I don't think that's particularly dynamic so let's have it
01:30 flash twice. We'll just compress all of the key frames
01:33 by holding Opt on the Mac, Alt on Windows, and then drawing a lass around the key
01:37 frames. Now, still holding Alt and Opt, we can go
01:41 and click on our end keyframe, and drag it to the left to compress it.
01:46 Now let's just copy those keyframes. And before we paste, make sure our current
01:50 time indicator is on our last keyframe. Now when we scrub through the scene, you
01:54 can see our logo's flashing twice. This flashing logo is quite a dynamic
01:58 element. Let's incorporate this into the other
02:00 compositions. I'll select layer 2 and copy it.
02:05 And we'll go to comp 2 and paste. It doesn't matter where the logo appears
02:10 just yet because we'll do the final placement here in a minute.
02:13 Let's go to our 0 3 pass layer and copy our layer.
02:18 Okay let's go back to 0 1 K and kind of focus on things a little bit more.
02:22 When I scrubbed through, I have a lot of things going on.
02:26 So our little h plus logos here are getting lost.
02:29 I want to add a little more pop to these logos.
02:31 To do that, let's scroll down and make sure that we have our number seven layer
02:35 selected. If you turn the visibility off and on, you
02:38 can see those are logos. Let's rename the layer logos.
02:44 And now to give it more pop lets press Cmd + D or Ctrl + D on Windows to duplicate.
02:49 Now that looks pretty good but I want to accentuate this kind of glowy floating
02:52 nature. So lets select our bottom most logo layer
02:57 8. Go up under effect and go to blur and
03:00 apply a fast blur. But the fast blur let's increase the
03:05 bluriness setting to around 20. Now we're already starting to get some
03:09 pop. Let's look at our blend modes if you don't
03:12 have your blend modes active just make sure to toggle them.
03:15 And let's change our blend mode for that layer to add.
03:19 Now we get a little bit more pop in this scene.
03:21 Now when we scrub through, you can see that our glow and our logos are in the
03:24 exact same spot. And to increase that little floaty
03:28 feeling, I'm going to press S to open up my scale, and just increase the scale on
03:31 this layer to a setting of around 120. This will offset our glow a little bit,
03:37 but if we reposition the layer back to the left.
03:41 This is going to actually create a little bit more of that sort of flowing glowy
03:45 feeling. Now obviously you could keep pushing by
03:48 this by duplicating this glow layer if you really want to excentuate that look.
03:52 I'm just going to undo because I sort of liek where we're at right now.
03:57 So we can scrub through just to double check one more time and I think this looks
04:00 pretty good. Now let's go back to the other
04:04 compositions and place our h plus flashing logos.
04:07 Let's go to zero two jump. Just click on layer one and drag it down
04:11 the timeline for the time being. Let's scrub through and see where the h
04:14 flash is. I sort of like how its flashing here in
04:17 the left hand side but I want to make this a little more interesting.
04:20 Let's duplicate this layer and then press S to open up the scale.
04:25 We can create a smaller version of this flashing over in the right hand corner as
04:28 well. And just so they aren't flashing at the
04:31 same time, let's offset the animation by dragging our first layer down the
04:34 timeline. Now, if we scrub through, you can see the
04:38 logo's going to flash in one place and the other.
04:41 Now, I know the word sport is outside the title safe, but that's okay.
04:45 This is just an accent piece. So let's load up our ram preview so we can
04:48 see what this looks like. I think that's already creating a slightly
04:52 more dynamic look. Let's stop playback, and go to our pass
04:56 layer. We can do the same thing with our pass
05:00 layer. Since our h+ logo is so large, and it's
05:02 setting directly over top of our passer. Let's just push it off to the left hand
05:07 side here. Even though we can only see part of the
05:10 logo, let's just duplicate that logo, make it a little smaller and again, do the same
05:14 thing that we just did by setting it over here and then offsetting that animation.
05:21 Now since in our previous comp the logo kind of flashed from left to right.
05:24 Let's go ahead and have this flash from right to left.
05:28 This will be a kind of fun juxtoposition with the football.
05:31 Alright now let's load up a RAM preivew and check out what we've done.
05:36 So you can see whenever you need to push your graphics over the top what you need
05:39 to do is just analayze all the different graphic elements in your different scenes.
05:45 And then figure out whether you need to add more pop or incorporate those elements
05:49 throughout your other comps.
05:52
Collapse this transcript
5. Retiming
Retiming layers with prerenders
00:00 Since our project has so many particles and different effects, it makes sense to
00:04 prerender our clips before we retime them. So let's move to the zero one kick
00:08 composition, this has the most graphics out of any of our builds, so we'll go
00:12 ahead and retime this clip. To do that, let's select all the layers in
00:17 the composition, then go up under Layer and choose Precompose.
00:21 Let's name our pre comp Kick for precomp, and click Okay.
00:28 Now instead of rendering this clip, let's open our precomp and actually render this
00:31 composition. There's a nice import and replace function
00:35 that we can use so once we render the Quicktime it will automatically be
00:38 imported back into our project. Let's go up under Composition and chose
00:43 Add to Render Queue. In the Render Queue, you can leave your
00:46 render settings set to Best and your output module to Lossless.
00:51 On Windows, it'll probably be Windows Media, on the Mac it will be a Quicktime
00:53 file. It you click on the word Lossless, you can
00:57 go to the Post-Render Action pull down. Change that from None to Import & Replace
01:02 Usage. Now we need to define where we're going to
01:05 output our file. Click Next to output to, and let's go to
01:09 our exercise files folder. In our exercise files, there's a footage
01:14 folder, and in the footage folder, I've created a new folder called zero five
01:18 prerenders. We can leave the name kick for precomp in
01:21 there, and click save. Now, when we render, our clip is
01:24 automatically going to be rendered, and imported into our project.
01:30 And if we go to our 01 kick composition, notice the pre-compass has been replaced
01:34 with our rendered Quicktime. So now, we can easily re-time our footage.
01:39 Go up under layer, and choose time. Enable time remapping.
01:44 This is going to create two keyframes. If we open the graph editor and select the
01:50 words Time Remap, we can see a graphic representation of our retime.
01:55 Now, as we scrub through the scene, I want our soccer player to kick the ball, and
01:59 then right about this point, I want to sort of move backwards and then move out
02:02 of the scene. So lets start our retime by positioning
02:06 our current time indicator at one oh four. So lets add a keyframe.
02:12 I'm going to down to my Diamond button on the left side of the interface and add a
02:15 keyframe. Now move down the timeline to around 113,
02:19 and let's add another keyframe. Since I've created these two key frames
02:25 this is going to give us the ability to keep the normal timing for the first half
02:28 in the last little bit of our composition. If we want to retime any areas now, we can
02:34 just retime this area in between. So, let's add one more keyframe in between
02:39 the two keyframes. And I'd like this clip to play backwards.
02:43 So to make it play backwards let's click and drag the clip down so in this area
02:47 it's actually moving down instead of up. This will make the clip play backwards.
02:53 Notice the further I move the key frame down, the further back the clip will move.
02:58 Now I don't need it to move back quite that far so let's just move it down to
03:01 here, so when we scrub through, you can see, okay, the ball's going to come flying
03:05 out. It'll jump back, and then fly back out
03:08 again. If you want to smooth this out with the
03:11 keyframe selected, you can enable ease. That was we can go ahead and use handles
03:16 to retime exactly how our key frame is going to be applied.
03:22 So this is going to kind of create an interesting look.
03:25 So let's preview our animation and see what we've got.
03:32 So obviously, once you apply your first retime, you'll probably want to make some
03:35 adjustments. I'm going to smooth out that last little
03:38 change that we did, just so it doesn't move quite so quickly when it moves to the
03:42 next keyframe. When you've applied your re-time, you can
03:46 actually change how the system processes all those frames.
03:51 So with layer one selected, let's go up under the Layer menu, and notice under
03:55 Time we have an option for Frame blending. Now if you have extensive re-timing, you
04:00 may want to set this to Pixel motion. This way Aftereffects will look at each
04:05 individual pixel in the retiming process. If you find that pixel motion isn't
04:10 getting the job done, you want to go ahead and set it to Frame mix just to see how
04:13 that actually looks. So, once we're finished, let's go ahead
04:18 and load a RAM preview, and you can see we've properly retimed our footage and
04:22 done a successful pre-render.
04:25
Collapse this transcript
Adjusting speed with Timewarp
00:00 Another great way to retime footage without having to precompose or even
00:04 prerender is by using the Timewarp effect. So, let's go to the 03_Pass composition
00:10 and apply our Timewarp effect to a new adjustment layer.
00:14 So, let's go Layer > New > Adjustment Layer.
00:17 And then go to Effect > Time > Timewrap. The default settings for Timewrap
00:22 automatically adjusts the speed down to 50% playback.
00:25 And if you scrub through, notice we get kind of these warping, blurring effects.
00:31 This is happening because the default setting for the method is pixel motion.
00:36 Timewarp is looking at each individual pixel of our composition and trying to
00:40 move the pixels accordingly to slow down the footage.
00:45 Now, since our image is made up of such high contrast graphics and numerous
00:48 graphics at that, pixel motion isn't the best answer.
00:53 Let's switch our settings to frame mix. Now with frame mix we have options for our
00:57 speed. So, just so we can see where we are in our
01:01 composition let's change the setting for speed up to 100%.
01:06 This way we'll know exactly where we are when we start the retiming process.
01:11 Move your current time indicator to frame 17.
01:15 This is where I want the footage to start playing backwards so the ball moves back
01:18 into our passers hand. And then we'll have it move forwards and
01:21 shoot out off the scene. So let's add our first speed key frame
01:26 here frame 17. Now just move down the timeline a little
01:31 bit till about 102. Let's change our speed setting to minus
01:35 100. Notice even though it's playing back at
01:39 minus 100% speed, our ball isn't back to where we want it to be yet.
01:44 So let's move down the timeline here a little bit until the ball gets back into
01:47 our passer's hand. Now let's press u on our keyboard to open
01:51 up our key frames. And we can add a second key frame at the
01:54 current value just by clicking our little diamond button here on the left side of
01:57 the interface. Now if we move further down the timeline,
02:02 say around one 20. We can change our speed back up to 100%.
02:07 Now the footage is going to playback in normal real time speed.
02:10 So lets preview what we've created. I think that's pretty cool, but honestly
02:18 it's a little slow for the transition. So lets stop playback here and compress
02:22 our keyframes. I'll draw a lasso around all the
02:25 keyframes, and hold down Option on the Mac, Alt on Windows, and just click and
02:29 drag on one of the keyframes. This way when you scrub through, it'll
02:33 automatically jump back and move forwards. Notice we don't have quite precise control
02:38 over how far back the football is going. That's just dependent on how long it can
02:44 play backwards at 100% speed. So let's go and increase the amount of
02:49 space between our center 2 key frames. That should give us a little of the
02:53 backwards motion. Now, in order to polish a little bit more
02:58 lets make sure we have to word Speed selected and open our keyframe editor.
03:03 Lets right-click on our lowest keyframe, go to Key Frame Assistant > Easy Ease In.
03:09 This way we can ease the transition into our speed change.
03:13 Let's do the same thing for our next keyframe.
03:15 We'll go to easy Easy Ease Out. Again, we could smooth this transition
03:20 back out again. So, of course, you could add this effect
03:24 to any of your keyframes and really smooth the change in motion.
03:28 But I think you can see how quickly and easily you can change speed effects just
03:32 by using Time Warp.
03:34
Collapse this transcript
Using Timewarp with Motion Blur
00:00 In addition to being able to re-time your footage, you can also control the motion
00:04 blur directly within the effect of Timewarp.
00:07 So to show you what I'm talking about, let's jump to the comp 02_Jump.
00:12 To apply our Timewarp, of course we need to add an adjustment layer.
00:17 Now let's apply our Timewarp. We'll go to Effect > Time > Timewarp.
00:23 Now immediately Timewarp is going to default to the Speed setting.
00:26 This time I'm going to be really precise about what frames I'm working with.
00:30 So, let's change that speed to source frame.
00:34 Now, if you scrub through the timeline after the setting notice nothing's going
00:37 to move in your footage. That's because the source frame is set to
00:40 zero by default and it just stays that way.
00:43 So we need to press Home to move our current time indicator to the start of the
00:46 timeline and add a keyframe for our source frame.
00:50 And then press N and go down and look at our time indicator to see, okay that's 90
00:54 frames. So let's change our source frame value to
00:59 90 frames. Now if you press U on your keyboard, we
01:02 can see the two keyframes we've created. And if we open our Editor, you can see the
01:07 line that's been created. This is just like when you enable time
01:10 remapping on any sort of layer. Now let's move our current timeline
01:15 indicator to around 203. This is where I want the time change to
01:18 happen. So in order to do this I'm just going to
01:21 add a keyframe at the current value. Let's go to the left side of the timeline
01:25 and click our diamond keyframe button. Now before I make this change I want to
01:30 add some buffer keyframes so move your current time indicator further up the
01:33 timeline towards the front. Let's say around 120.
01:37 Then add another keyframe. Then, we'll move back down the timeline to
01:41 around 2:12, and add yet another keyframe. Since I have these two buffer keyframes, I
01:46 can now make adjustments to that extra keyframe we first added.
01:51 No matter what setting I change this keframe to the timing after and before
01:55 will always remain the same. Now let's move our current time indicator
02:01 diretly over our third keyframe here. Notice as I move up and down I'm getting a
02:06 unit number and even through its not a square number let's see its set at 2961.
02:12 OK well let me change this to 29. That means this frame is exactly frame 29.
02:20 If we move our current time indicator to frame 29, sure enough, absolutely no
02:23 change. So again, this is a very precise way of
02:27 adjusting your retime effects. Now just like any other key frame, we
02:31 could ease this out, so let's do that. I'll right click on the key frame, go to
02:36 the key frame assistant and choose easy e's, and with our control handles we could
02:40 control the amount or the speed in and out of our key frame.
02:46 So that's all well and good everybody understands how to retime.
02:50 But, let's move our current time indicator to around 123.
02:55 Now, let's go to Timewarp and scroll down in the effect controls.
02:58 Go ahead and enable motion blur. It may take a second to process but, now
03:02 notice I've got some great motion blur on our footage.
03:06 Now, if you want to create some kind of crazy effect, you can increase the number
03:10 of Shutter Samples. So, this will give it some really really
03:14 nice smooth blurs. It's increasing the number of frames to
03:17 create the blur. So, the higher the number the more the
03:20 processing but, also the smoother the blur in general.
03:24 Let's see what this looks like. I'll load up RAM preview and make sure I
03:27 start it from the beginning. Once you've gotten through the time change
03:32 go ahead and press the Spacebar and see what we've got.
03:36 I don't know about you, but I think that's kind of cool.
03:39 Now, I'll stop playback here and just tell you one more thing about Timewarp.
03:44 After we apply the motion blur, if you ever want to speed up your system, and not
03:48 have it take so long in that process, you could change the method from Pixel Motion
03:51 to Frame Mix. This won't give you quite as smooth of a
03:55 blur but it will speed up the overall processing.
03:59
Collapse this transcript
Conclusion
Reviewing the finished project
00:00 Now that we've created all our graphic elements, let's check out the commercial
00:03 and see how they were integrated back into the final edit.
00:06 (MUSIC) >> You work hard and play harder.
00:10 Water can't give you back what you lose. H+ Sport has what you need.
00:18 Natural electrolytes from plants, not chemicals.
00:21 H+ Sport isn't made in a lab. Too much sugar dehydrates you, and robs
00:27 your energy when you need it most. H+ Sport only has five grams.
00:32 Everything you need, nothing you don't. H+ Sport, natural rehydration.
00:38
Collapse this transcript
Next steps
00:00 I want to take a moment to say thank you and help define some next steps as you
00:03 continue your jounrney exploring motion graphics.
00:08 I have some other suggestions for some courses you might want to explore.
00:11 Since we just finished mograph techniques you'll probably want to check out the
00:15 other mograph techniques titles. The great thing about this is the fact
00:19 that it explores cinema 4D as well as after effects.
00:23 Now if you want to go a little bit more in depth about motion graphics, I have a
00:26 course on the principles of motion graphics.
00:29 Like I said, it's a little bit more in depth.
00:31 It's almost 8 hours and it covers a variety of different techniques as well as
00:35 explores some of the basic principles behind design.
00:39 Another great course is Design in Motion with Rob Garrott.
00:42 I really love this because it explores a bunch of quick techniques you can use in
00:46 both After Effects and Cinema 4D to help take your motion graphics to the next
00:49 level. Now if you're one of those people who like
00:53 to explore the nuts and bolts of how everything works you'll want to check out
00:56 the After Effects Apprentice series. Since we just finished some tracking,
01:01 you'll probably want to look at After Effects Apprentice 12: Tracking and
01:04 Keying, with Chris Meyer and Trish Meyer. Like I said, this does a great job of
01:08 explaining exactly how tracking and keying works inside of After Effects.
01:14 So again thank you so much for taking this course and I hope you enjoy your journey
01:17 exploring motion graphic techniques.
01:20
Collapse this transcript


Suggested courses to watch next:

Design in Motion (8h 15m)
Rob Garrott



Are you sure you want to delete this bookmark?

cancel

Bookmark this Tutorial

Name

Description

{0} characters left

Tags

Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading
cancel

bookmark this course

{0} characters left Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading

Error:

go to playlists »

Create new playlist

name:
description:
save cancel

You must be a lynda.com member to watch this video.

Every course in the lynda.com library contains free videos that let you assess the quality of our tutorials before you subscribe—just click on the blue links to watch them. Become a member to access all 104,069 instructional videos.

get started learn more

If you are already an active lynda.com member, please log in to access the lynda.com library.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Access to lynda.com videos

Your organization has a limited access membership to the lynda.com library that allows access to only a specific, limited selection of courses.

You don't have access to this video.

You're logged in as an account administrator, but your membership is not active.

Contact a Training Solutions Advisor at 1 (888) 335-9632.

How to access this video.

If this course is one of your five classes, then your class currently isn't in session.

If you want to watch this video and it is not part of your class, upgrade your membership for unlimited access to the full library of 2,025 courses anytime, anywhere.

learn more upgrade

You can always watch the free content included in every course.

Questions? Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com.

You don't have access to this video.

You're logged in as an account administrator, but your membership is no longer active. You can still access reports and account information.

To reactivate your account, contact a Training Solutions Advisor at 1 1 (888) 335-9632.

Need help accessing this video?

You can't access this video from your master administrator account.

Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com for help accessing this video.

preview image of new course page

Try our new course pages

Explore our redesigned course pages, and tell us about your experience.

If you want to switch back to the old view, change your site preferences from the my account menu.

Try the new pages No, thanks

site feedback

Thanks for signing up.

We’ll send you a confirmation email shortly.


By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked