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Shot 02, which is the thrashing shark transition, is actually three separate shots that will be used in rapid succession to make that thrashing shark transition. We are going to need to replace the shark, but we won't need any of the Spline Wrap or hierarchy elements in these. We'll also need to animate a little bit of mouth movement for these shots. I'm going to go to the File menu and open up shot-002-A and scrub through it just for a moment. You can see that my shark is leaning towards the camera and I want to have that mouth open up as it leans towards the camera.
So, let's go to the finished shark file, get our HyperNURBS, copy it, just like we did before, and paste it down into shot-002-A. So I'll paste down. Now, we don't have any of the Spline Wrap elements in here. We do have the same shark Null. So I'm going to drag my HyperNURBS down into the shark-002 Null. Let's name the one below it, we can call it old, just so we can tell the difference between them. We're going to be deleting this one. That's the dummy shark. Before I make any other drastic changes, let's do a File > Save as. File > Save As, and we'll call this one shot-002-A-finanim.
We can always get back to our original shadow 002-A if we decide we don't like something. So now, all I need to do is go to the Coordinates properties and zero out the position and rotation. Don't change the scale. Just the position and rotation. 0, Tab, 0, Tab, 0, and tab all the way across to the rotation fields 0, 0, 0. Now, let me uncheck the Look Through Camera option and show you what's happening here. Our final shark was built at 0, 0, 0, and our dummy shark has an offset to it, just like it did with the previous shot. So, all I need to do is take the X-axis for the hero shark and move it into position.
So, the tip of the snout is right where it needs to be. Then I can delete the old shark and we're left with just the new shark. Then when we look back through the camera, there is that mouth. Yikes! Right at the camera! That actually works out pretty well. I want to have the mouth open up just a bit over the course of the ten frames. So, let's go back to time 0 and then twirl-open our hierarchy and select the Morph tag that's on the cube. In the Morph tag, we're going to animate the open slider.
I'm going to drag the slider down to 0, maybe not quite 0, maybe about 13% or so. Then if I hold down the Ctrl key and click on that black circle, that adds a keyframe for that at time 0. I'll slide forward in time to the last frame, and then drag the slider forward, and there is the open mouth and then I'll add another keyframe. Then just scrub back through it. There's our shark opening its mouth. That's pretty much all it needs to do in this shot.
Remember, because we have the final geometry in here, we won't really be able to hit the Play button. We should always make a preview movie, plus we're going to need to export that out. So, I'll go ahead and go to the Make Preview option and then check my Frame Range, Image Size, and Frame Rate, and that's all set correctly. I'll hit OK and this one I'll preview pretty quick. Now, I can hit Play, and there is my shark thrashing and biting the screen. That looks great! That's just what I want to have happen. Let's stop playback, go to the File menu, do a Save as, Animation, and as a Photoshop Sequence, and hit OK.
Then just like I did in the previous movie, I'm going to go to the Chapter 8 folder, and make a new subfolder in there and call it shot002-A-finanim, and then hit Create, and then call this one shot002-A-finanim-preview. And that's it. Now, shot002-A, shot002-B, and shot002-C are nearly identical. So, I'm going to use the same techniques here that I used for shot A to finish up shot B and C off-camera.
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