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The project that we're going to use for this movie is the Fine Tuning project in the Chapter 8 folder. Basically, it's a continuation of where we left off in the last segment, where we got this cool rocket ship, with the flickering lens flare, that's going on in time a little bit. Basically what I want to introduce you to here in this movie is some advanced keyframing ideas and techniques, when you want to take your animation to the next level. This is not really going to be a hands-on, it's just going to be kind of like for future reference type thing, for when you're ready to take things to the next level.
So basically what we do is we come over here to the Effects area in the Tasks panel, and what we want to do is click this button here, which says Show Keyframes. Look at this divider line, you might need to resize this a little bit. But you see these little block right here, once we open this up, these little diamonds are the keyframes, these are the actual keyframes. So we can look at this and say OK, well, for the Flare Center we actually have three keyframes. We have one here, and then we have one here where we moved it around so that was more in sync with the rocket, and so we have a keyframe in frame 0. It wasn't correct, we adjusted it here, and then we adjusted and created a new keyframe at the end.
So visually this is what this looks like. Now, you could see that there is a current time indicator here as well, so this Current Time Indicator is the same thing as this Current Time Indicator. It's just kind of like a little mini Timeline here to show you where your keyframes are. These are all the little keyframes we set for the Brightness of the flickering exhaust here, and that's basically all there is to it. Now, this is going to seem a little advanced, and that's OK. I am going to open up Motion here. What I want to do is I want to click the rocket. So we're actually looking at the keyframes for the rockets.
So let's open up Motion, and here are the keyframes that we set for the Position property of the rocket. It starts here at this frame and ends here at this frame. Well, these little keyframes, these little diamonds, actually store data values. So we could actually click and drag, and move these closer to one another. So basically what's going on here is that at the beginning of the animation, there is no movement for a while. Then once it gets to this keyframe, then it starts moving, and then it ends there, at this keyframe, and then it doesn't do anything else for the rest of the animation.
Actually I'm going to click on the starfield just to temporarily turn off the visibility of the lens flare, click back on the rocket to select it. So basically what I have done is I have said OK, here's Point A and Point B, and by dragging them closer together, it's like telling Premiere Elements that you have a much shorter period of time from which to get to Point A to Point B. Think of it like this, this is how we started out. Let's pretend that these keyframes, these little diamonds, represents cities. Let's say Los Angeles over here on the left and Boston on the right.
So we have X amount of time, about 5 seconds or so to get from Los Angeles to Boston. Well, if we drag these closer together, it's like saying OK, now you have two seconds to get from Los Angeles to Boston. Well, if you only have two seconds to get from Los Angeles to Boston, you better step on it, you better go fast. So basically, because it has to go the same distance in a shorter amount of time in order to compensate for that, it has to go much faster. So my point being is if you really want to customize your animations, really slow things down, really speed things up, you will want to open up this extra little area here and manually tweak your keyframes.
Now again, this is a really high end area of Premiere Elements, so if this is kind of over your head right now, if you want to come back to it later, hey, no worries. Don't worry about it, don't feel guilty. This is just something so for future reference if you want to take things to the next level, it's here for you.
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