Join Ian Robinson for an in-depth discussion in this video Creating logo particles, part of Mograph Techniques: Retiming and Tracking Footage.
Now for this part in our project, we're going to create a custom particle emitter based off of the logo for our sports drink. Now, in order to actually create the custom particles, we'll need to use the particular effect from Trapcode. If you scrub through our timeline, you'll see that we have our jumper, and the jumper already has some null objects tied to the bottom of his feet. We'll use the position data of these null objects to determine exactly where the particles are going to be emitted from. Now, I've already added a layer into this composition for particular, so let's go ahead and just disable shy and then that will reveal our layer five.
This is just a black layer solid that's the same size as the comp with the particular effect applied. So, in order to see the particles, let's just turn on the visibility for layer 5. Obviously, the spheres that are the default setting are not what we're going for. We need to specify a custom particle. To do that, we need to add a custom particle layer to our composition. If you look in our project panel, I have a graphics folder and a precomps folder. If you don't click on the logo particle precomp, notice our graphic has been loaded, and it's masked.
Our graphic just shows the h plus logo, and if we invert the mask, you can see we've just cropped off the word sport. This way this layer is going to be the particle that's emitted from our custom particle emitter. And since it's in a pre comp, if we ever wanted to change that particle, we could easily update the precomp, and that would, in turn, propagate back into our particle emitter. So let's go back to our jump composition, and open the effect controls. Again, make sure layer five is selected if you don't already have it selected, and let's scroll down to our Particle options.
Click on the triangle next to the word Particle and let's change the particle type from Sphere to Sprite. With Sprite selected, we can now specify a texture. If we open up the Texture options, we have a Layer pull down. Let's change that for None to specify a layer in our composition. Well, as I showed you before, we had our precomp in the Project panel, but we haven't added it to our comp yet. So let's go ahead and click on that precomp and drag and drop it right down as layer one in our project. Now when we select layer six, our particular layer, we can go to the Effect Control panel, and if we scroll back down, we can go to the Layer section, and now we'll specify layer 1 as the particle.
If I change the magnification, here you can see that h pluses are now emitting from our particle emitter. Since we don't want this large h+ in the center of the scene, let's turn of the visibility for layer 1. Now all we have to do is specify that the emitter is going to move with the position data of our different null objects. We'll start by creating an animation based off the of position from layer 5 and layer 4. So lets select layer 4 and 5 just by clicking on one and shift clicking on the other now if you press P to open up it's position parameter.
We can easily select layer six. Now, if we go to the position x, y settings for the emitter, we can hold down option on the Mac or alt on Windows and click on the stopwatch. That'll automatically apply an expression and we can click on the pick let and point it up towards the position data for layer five. When we let go all we have to is click in this blank area to go ahead and set the position expression. Now we want to repeat the same effect with the position z parameter.
So again Option on the Mac Alt on Windows and click on the stopwatch. Now with this pick whip let's click it and point it directly up at layer four. And if we look at layer four, I don't want to apply to the overall position. I want to apply it only to the z parameter so let's make sure we're hovered over z. And then we can let go and then just click outside of this box to make sure that we've set z for that new null object. Now as we scrub through the scene, you can see the particles are custom. And they're emitting from the null objects tied to the lower left foot of our jumper. The beautiful thing about creating particle emitters like this is the fact that I can customize this particle emitter, and then once I have a setting that I actually like I could quickly duplicate the particular layer and then just tie the position data to our other null objects. That way once we process the particle animations for one, we can easily just duplicate those animations to the other foot. Now obviously, we need to polish this animation a little bit more, but we'll definitely do that as we continue on.
- 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