| 00:00 | The MoGraph Fracture Object allows you
to treat objects that are not clones as
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| 00:05 | if they were clones.
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| 00:07 | What I mean by that is that the Cloner
object creates copies of objects, but
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| 00:10 | what do you do when you have all the
copies you want and you want to simply
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| 00:15 | modify them with Effectors?
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| 00:16 | Well, that's where the Fracture object comes in.
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| 00:18 | So I've got a very simple logo here, and
I've hidden the lights and environment
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| 00:22 | and camera underneath this Null object here.
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| 00:25 | And you can see if I make them visible,
there's the lights and the camera.
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| 00:29 | I'm going to make the top dot
red and then twirl that closed.
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| 00:32 | And underneath my logo parent, I've got
an Extrude NURBS object and I've got my
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| 00:36 | separate paths for the type in the Shapes.
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| 00:39 | The way the Fracture object works is
that it treats whatever you put under
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| 00:42 | there as if it were either made up of
clones, or if it's a group of objects, then
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| 00:48 | it will keep those objects as
individual clones, and that's what we want to do
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| 00:52 | for our logo parts.
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| 00:53 | Let's start off by going to the
MoGraph menu and adding in a Fracture object.
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| 00:57 | And then on this Fracture object, let's
call it Type Fracture, and let's make a
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| 01:03 | copy of that Fracture object
and call it Shape Fracture.
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| 01:07 | We want to have one Fracture object for
the outer shapes here and one Fracture
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| 01:11 | object for the type elements themselves.
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| 01:13 | You could do everything under one, but
we want to have a little bit more control
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| 01:17 | so that we can adjust how these things come in.
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| 01:20 | Now what we need to do is build the hierarchy.
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| 01:22 | There's a very specific hierarchy you
need to use when you're extruding objects
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| 01:25 | underneath the fracture.
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| 01:27 | So the way the hierarchy needs to work
is I'm going to take my Type elements, and
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| 01:32 | those are the splines that make up the
word LOGO, and let's actually switch to
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| 01:35 | the Perspective View and get to a full screen.
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| 01:39 | Let's hide the Interactive Render Region.
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| 01:40 | I'll hit Option or Alt+R in
the keyboard to get rid of that.
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| 01:44 | And now, I'm looking through the Camera
object and I want to have a little more
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| 01:48 | control than that, so let's uncheck the
Active Camera icon right here and then
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| 01:51 | we're now looking through the Editor Camera.
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| 01:53 | And now we can see our
scene much more comfortably.
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| 01:56 | So what we want to do is to animate
the position of these LOGO type elements
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| 02:01 | with an Effector and animate the
shapes with their own Effector, so there's a
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| 02:04 | specific hierarchy we need to build.
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| 02:06 | The way the hierarchy works is
that you have to extrude the result of
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| 02:09 | the Fracture object.
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| 02:10 | So I'm going to take my Type elements
and drag those Splines underneath the
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| 02:15 | type Fracture object.
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| 02:16 | You can see there are the splines
because I broke in the Extrude NURB.
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| 02:20 | We don't need this LOGO
type Null object anymore.
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| 02:22 | We're going to take the type
Fracture and drag that underneath.
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| 02:27 | Now with the type Fracture underneath,
you can see I still get my logos and
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| 02:31 | that's a very important hierarchy.
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| 02:32 | Always extrude the result of the Fracture
object and everything will behave correctly.
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| 02:37 | Now I want to do the same
thing for Shape Fracture.
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| 02:40 | Let's drag the Shape Fracture down
here and make it a child of that.
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| 02:43 | And then I'm going to take the spline
and make it a child of the Shape Fracture.
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| 02:47 | Now it looks like nothing has changed
and that's a good thing because that means
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| 02:50 | that the Fracture object is being
seen correctly by the Extrude NURB.
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| 02:53 | Now we're ready to actually modify
these guys with their own Effectors.
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| 02:57 | So let's start with type Fracture.
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| 02:59 | I'll click on the Fracture object
and go to the MoGraph menu > Effector.
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| 03:03 | Now I'm going to use the Plain Effector.
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| 03:06 | That's plain as in ordinary, meaning,
just position, scale, and rotation.
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| 03:09 | So let's add that to the scene, and
you can see that my objects immediately
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| 03:13 | jumped up on the Y-axis, and that's by default.
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| 03:17 | The Plain Effector modifies objects
to move on the Y-axis by 100 units.
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| 03:22 | So let's undo that and bring
that Y value down from 100 to 0.
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| 03:27 | We want that type to stay there.
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| 03:29 | So the move that we want to create
is we want to have this type come from
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| 03:32 | infinity and hit its mark here in this
position, and then have the shapes come
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| 03:37 | from over the camera and hit their mark.
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| 03:39 | And so, it's going to go L-O-G-O and then
have the oval shape tumble into position.
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| 03:43 | So let's -- the way we do that is
to have the Plain Effector now modify
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| 03:48 | these guys on the Z-axis.
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| 03:49 | So I want them to come from infinity.
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| 03:51 | It's way off in the distance there.
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| 03:53 | So let's take the Plain Effector, and
under its parameter properties, adjust the
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| 03:56 | Z value, so I want to go on the positive Z-axis.
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| 03:59 | Let's put in something like,
say, 10,000. There we go.
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| 04:04 | And let's look through the camera
to see how small that is in frame.
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| 04:08 | And you can see that's pretty small.
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| 04:10 | And then I'm going to adjust the scale,
and I'll do uniform scale, and the scale I
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| 04:15 | want to have is a -1.
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| 04:18 | That's going to make my objects disappear.
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| 04:19 | You can see they're gone now.
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| 04:21 | So let's uncheck the look through camera
button, and now we can look at our scene again.
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| 04:26 | Now what I want to be able to do is to have
the objects come into position one at a time.
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| 04:31 | To do that, I'm going to need
something called Falloff on the Plain
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| 04:34 | Effector that I have.
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| 04:35 | Let's start off by naming this Plain
Effector and let's call it Type plain
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| 04:39 | effector, and let's take that Type plain
effector and make it a child of the Logo Parent.
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| 04:45 | Now what we need to do is on the Type
plain effector, we're going to go to
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| 04:49 | the Falloff option.
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| 04:50 | The Falloff by default is set to Infinite.
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| 04:52 | We want to change that to be a Box.
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| 04:54 | And the Box is going to be
represented by this yellow box.
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| 04:58 | You'll notice that as soon as I did
that, the things that are outside the box
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| 05:02 | immediately jumped to the original position.
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| 05:04 | And the things that are not quite
inside the box are now moving a little bit.
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| 05:08 | What I want to do is to make this box
the same size as the original LOGO type
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| 05:12 | and that involves
adjusting the values in the size.
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| 05:14 | Now I could scrub these, or I could click
on the orange button for the yellow box,
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| 05:19 | and the yellow box controls the size of it.
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| 05:21 | You'll notice as I increase the size,
it connects with those others and sends
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| 05:25 | them off into the distance, and that's okay.
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| 05:27 | Let's disable the Plain effector for
just a moment and see where our type is,
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| 05:31 | and I think I'll turn that back on again.
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| 05:33 | And you can see the most important thing
that I want to have is the axes have to
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| 05:38 | fall into the red zone here.
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| 05:40 | And the red zone is the difference
between the size of the effector and the
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| 05:45 | place where it's 100% Falloff.
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| 05:46 | So this is a 100% effect, this is 0%
effect out here, and that's determined by
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| 05:50 | the Falloff option.
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| 05:51 | I can adjust that to make the
size of the box larger or smaller.
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| 05:54 | I'm going to make it just a little bit
smaller, and I think that's going to do just fine.
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| 05:59 | Now you'll notice if I adjust the X
position on this object, as the objects pass
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| 06:06 | out of the Falloff zone,
they hit their mark again.
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| 06:09 | So if I started at this end and
animate on the positive X-axis, this is
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| 06:13 | going to L-O-G-O, just like that.
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| 06:15 | Let's undo that for a
second and get back to zero.
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| 06:18 | So let's animate the position of that.
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| 06:21 | This is our
starting point for that effector.
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| 06:23 | So let's go to the Plain Effector,
and I'm going to go to the Coordinate
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| 06:28 | Properties, and at time zero, let's
Ctrl+click on the gray circle for
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| 06:31 | the position parameter.
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| 06:34 | And I'll do that for each on X. And
I should have clicked on the P column
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| 06:37 | first and then I could Ctrl+click to
add them all at once, but I clicked
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| 06:40 | individually there.
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| 06:41 | Now we can move forward in time
and have the last keyframe at frame 30.
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| 06:45 | And for the last keyframe, I'll slide
the Plain Effector on the positive
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| 06:48 | X-axis until all the letters are clear
of the yellow box, and you see them slide
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| 06:52 | into position as they clear the yellow box.
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| 06:55 | Now if I scrub through the animation, you'll
see that my objects hit their mark.
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| 06:59 | It's probably going to be a little too fast.
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| 07:02 | We'll do a preview movie in
just a moment to check it.
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| 07:05 | But first, I want to do the actual hoop.
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| 07:07 | So I'll down the Control key and drag a
copy of this effector downward and I'll
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| 07:11 | name it Hoop plain effector.
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| 07:13 | Now we want this to affect the Shape Fracture.
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| 07:17 | So let's select the Shape Fracture
object and under the Effectors parameter,
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| 07:21 | let's drag in our Hoop plain effector.
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| 07:22 | When we do that, our hoop disappeared.
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| 07:25 | Now it went on the Z-axis as well.
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| 07:28 | As we go to the Hoop plain
effector object, let's look at that.
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| 07:31 | We want to, instead of having that be 1,000
on Z, we want to have that be a lot lower.
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| 07:37 | So let's start off by making it zero.
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| 07:40 | Now as I scrub this Z value,
something's going on here.
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| 07:44 | I can't exactly tell -- oh,
I see what the problem is.
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| 07:46 | The issue is that on this effector, I was
also scaling the type to -1.
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| 07:52 | That means my hoop is
currently scaled to -1.
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| 07:55 | It's effectively invisible.
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| 07:56 | So let's disable the Scale option.
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| 07:57 | We don't want that hoop to scale anyway.
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| 07:59 | And now you can see that I'll
be able to scrub that value.
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| 08:02 | So let's have that be on the negative Z-axis.
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| 08:05 | But to determine how far we need to move
it, we need to be able to see the camera.
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| 08:09 | So let's make the camera visible
by clicking on its top dot once.
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| 08:13 | And now you can see that my hoop is just
outside the field of view of the camera.
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| 08:17 | Let's get it to right on the edge.
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| 08:20 | And if we look through the camera, you
can see that as we scrub that value down
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| 08:26 | towards zero, eventually my hoop's
going to show up, and there it is.
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| 08:29 | We want to get it just outside
the field of view of the camera.
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| 08:33 | And then I'm going to go to the
Coordinate Properties and verify that my
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| 08:36 | keyframes are there.
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| 08:37 | And you see that now, as we do that,
as that leaves, the hoop hits its
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| 08:41 | position, and so does the type.
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| 08:44 | Let's do a quick preview movie of this.
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| 08:46 | I'll hit Opt+B or Alt+B on the PC.
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| 08:48 | That brings up the Make Preview window.
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| 08:50 | Let's change that from Full Render to
Software Preview, and we'll do, instead of
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| 08:55 | All Frames, we'll just do
from zero to, say, 50 or so.
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| 08:59 | So we'll go to Manual and change that to
50, and then the Size, I'll change it to
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| 09:04 | 640, and that's the horizontal size,
and you can see it picks up the aspect
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| 09:08 | ratio, and I'll hit OK.
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| 09:10 | And it's going to quickly burn through that and
I'll get to the Picture Viewer. Let's hit Play.
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| 09:14 | The first time through it's going
to cache the frames. And my type --
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| 09:19 | everything's happening really fast and
also it's happening at the same time.
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| 09:23 | We want the type to come in and
then have the hoop come in afterwards.
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| 09:27 | So let's make some adjustments and have
everything happen a little bit slower.
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| 09:31 | So the first thing I want to
do is bring up the timelines.
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| 09:34 | So rather than just going to the animation
layout, I'm just going to bring up the timeline.
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| 09:38 | So I'll go to Window > Timeline.
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| 09:40 | And it's currently in the F-Curve Manager,
so let's hit the Spacebar and go the keys.
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| 09:44 | First, I want to have everything happen slower.
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| 09:46 | So let's highlight both tracks, and
then with this orange bar, let's stretch
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| 09:49 | everything out a bit.
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| 09:50 | So let's stretch that out to 60
frames, let's double the time on it.
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| 09:53 | Then I want to have the Hoop
plain effector happen later.
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| 09:57 | So let's take that and have
that happen quite a bit after.
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| 10:01 | So you see that my type now, let's make
the timeline just a little bit smaller
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| 10:07 | and move it down here.
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| 10:09 | And now we can scrub through and
see what's happening here. Boom.
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| 10:16 | And I think that timing is going to be pretty good.
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| 10:18 | Let's do another preview movie.
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| 10:20 | Before we do a preview,
let's hide our effectors.
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| 10:22 | I'll hold on the Option key, or Alt key on
the PC, and click twice on those status dots.
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| 10:28 | Now it's Opt+B or Alt+B, make another
preview movie, and it pops up pretty quick,
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| 10:34 | and now we'll do a preview.
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| 10:40 | And because our frame range was set
to only 50, we're not seeing the actual
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| 10:45 | arrival of the hoop.
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| 10:46 | So let's go to Opt+B or Alt+B again, and
instead of doing just 0 to 50, let's do
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| 10:51 | 0 to 89, which will be the end of the animation.
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| 10:53 | It's going to pop up again, and then hit Play.
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| 10:56 | I think that timing is going to be pretty good.
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| 11:02 | Yup, feeling great.
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| 11:06 | So the last thing we want to do
is to smooth out the animation.
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| 11:10 | Let's close the timeline up and
there's a very special effector for that.
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| 11:13 | That effector is called the Delay Effector.
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| 11:17 | Let's twirl open our Type Extrude and
twirl close the two fracture objects.
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| 11:21 | I'm going to select each of the
Fracture objects and go to the MoGraph menu and
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| 11:25 | add in, under the Effectors, a Delay Effector.
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| 11:28 | And the Delay Effector creates
this really interesting effect.
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| 11:32 | What it does is it smooths out the motion.
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| 11:34 | You can also add a springing effect by
adjusting the Effector properties for
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| 11:38 | the Blend pull-down.
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| 11:39 | If we set it to Spring, it
will do a 'boing!' kind of action.
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| 11:43 | By default it's set to Blend and
that's just the movement we want.
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| 11:47 | That's going to create a nice ease-in.
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| 11:49 | Let's do another preview,
Opt+B or Alt+B, and hit OK.
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| 11:52 | And when that pops up, we'll hit play
here in the Picture Viewer, and you'll see
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| 11:56 | that our animation now is very smooth.
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| 11:59 | And the beautiful thing about this is
that this was all done with just a few
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| 12:06 | keyframes, and that's really
the power of the Effectors.
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| 12:09 | The Effectors allow you to create
movement and modify clones and generate
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| 12:14 | animation without using very many keyframes.
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| 12:17 | Sometimes no keyframes at all,
sometimes just a few keyframes, but the key
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| 12:20 | is, I have a very
manageable workflow for this type.
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