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From animated
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lines and vector graphics to handwriting
effects for all kinds of motion graphics,
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it's important to have good command
of drawing capabilities.
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So in this tutorial,
I will start with a quick review
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of the Fusion paint node
and then I will go onto
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an intermediate level discussion
about the paint modifiers.
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I will show you how I can connect them,
how I can access
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the underlying polygon
and use this to drive certain effects.
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Attach effects,
create effects out of multiple strokes,
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or even use it, for example,
to attach an external particle system.
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So lots of ideas for animated drawings
for fusion motion graphics.
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Let's start drawing.
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Let me start
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at the obvious place
for drawing and use the paint.
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Note From here
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the paint node always
needs a background input,
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so if you're familiar with this stuff
already,
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it will just be a very quick review of
what are doing.
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So the paint node, I can just quickly,
you know, draw
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any lines,
but I have to pay attention by default.
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I'm having here
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the multi stroke tool available
here are different tools for for painting.
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And the mighty stroke is the default,
which by default only draws on one frame.
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So you go to another frame
and your beautiful drawing is gone.
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You can change this
by the stroke duration.
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But there's another thing
about the motor stroke, and that is that
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everything that you draw gets computed
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into or gets bundled into one modifier.
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So there is one modifier.
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This happens for all of the paint tools.
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Whenever you paint something,
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the paint information, the stroke
information gets stored in a modifier
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and you can access both modifiers
here to change things.
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However, for the multi stroke you can't
because you it's all bundled into one.
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And if you change something here,
for example the color, it will only apply
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for the next strokes that you draw,
not for the one you have done before.
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Let me delete those
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yet delete.
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And instead
I will use the single stroke here.
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And if I drive at the single stroke
and I go into the modifier, you see that
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I immediately have to modify this
because as soon as you stop
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drawing, the next modifier gets activated.
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So a stroke three is the next one
that I'm about to do if I'm doing it.
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If not, you can go back
and if it's empty, it gets removed again.
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So stroke two was the previous one.
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And you see I can can change it
even afterwards and access those strokes.
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Besides the color,
of course you have the brush controls.
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Make it small and make it softer
and so on.
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I will play more with this a bit later.
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You have the spacing here,
so if you want a dotted line.
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So basically how a brush strokes
as that fusion goes along the line
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and then copies the shape of the brush,
which you have up here
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as per certain spacing, That's basically
how a digital painting towards the book
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and you have control of that here.
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And you can of course,
enter numbers beyond the the limit.
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This single stroke and
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editable both here
and the line itself can be edited.
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So if I click make editable here,
then you see
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like lots of tiny green dots here
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which are the polygon notes, which
are automatically created by drawing.
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So while you are drawing your pen,
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it's creating a polygon underneath
as as you're drawing in there and marked.
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And it's easier to see.
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See, there are a lot of points
that you can print to grab
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and manipulate like,
like any, any polygon.
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So you can delete a few shift
as to make things a bit smoother
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and so on.
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But there are lots of points.
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So if you want to draw a smooth line,
usually I would directly go to
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the Polygon tool, which is otherwise
the same so poorly line stroke.
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If I do this again, you get a stroke here,
but you can immediately draw like once
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more polygon with as many control points
as you want to.
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Otherwise,
these two are pretty much the same.
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Speaking of Polygon, of course
you can draw that the polygon towards
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right over here.
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And this is too far probably familiar
for many of you, but you can,
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you know, draw a pulley line here
or attach it to a background
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which is masking of the background or
masking of whatever you want to mask off.
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And you give it a body width
and then you draw with that board of it
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here in the polygon and use the background
to change the style.
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For example, make it white.
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Speaking of
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polygon drawing,
if you ever need to reveal something
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with the line and the typical example
is this animated handwriting effect,
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I think there are like ten
or 15 tutorials on YouTube showing this.
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All it is is do a polygon,
follow the line of a write
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something by hand, or use a handwritten
font, follow the line with the polygon,
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and then all you do is animate
the length as I have done here.
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So that's also
you can use a polygon to reveal
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and you could use the same
with the paint node.
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But in this case it may be more efficient
because you don't need the spacing
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and you don't need the actual brush
properties,
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you just need the mask, just an a channel.
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So it's a bit more efficient
for for those scenarios.
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And you just animate the the length
if you want.
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You can also animate the position,
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which is the
starting point for the length parameter.
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And this is just one long polygon that you
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see here and it's gray
because it's locked.
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So if you draw something complex,
you can lock it.
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If you want to edit it again,
become a screen again.
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Okay, So much about the polygon.
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There are differences towards this
and the paint node
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one is the spacing option,
the option to use custom brushes,
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which you cannot do in the regular polygon
tool.
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Another option is in the regular polygon
you have position and length,
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which is enough for this.
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But often I find the approach
from the poverty line stroke here,
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most notably
where you have a right on and right off.
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Let me bring it into the viewer.
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In principle,
you can do the same thing right?
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You have right on, right off
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to go from so start and end
to go from the beginning of the end.
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If you need to animate both at the same
time, you can also grab the whole line
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and you just have this as one parameter
which you animate together.
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I find this easier
to control in many cases.
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So that's one advantage
here, one disadvantage here.
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Sometimes the pain node can sometimes
be a bit slower depending on what you do.
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And the polygon here
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also has the three dimensional controls,
which can sometimes be be helpful.
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Like if you want to rotate something
depending on what type of animations
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you want to do.
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That's probably enough for a review
on paint node and polygon node.
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So let's start the fun bits.
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First of all, I can think of effects
that I want to apply to my lines
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and you can come up with some interesting
line styles by doing so
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that we demonstrate the first simple one.
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And I will start a new pink note here
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and again,
use the the paint node needs to be
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in the viewer and active both
so that you have all the controls.
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And so let me just create this,
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go into the modifier maybe later.
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But first let me add, let's say
a directional blur as one example,
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and let's see how that looks
so that it's set to radial
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and bring the length parameter up.
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And this is my effect
so I can make some form of, of ribbons
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or stuff like this, even, like distortions
if I go through
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and I can animate the center position
if I want to for some some fun effects,
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then yeah,
then it's more like, like a shadow.
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The position doesn't matter anymore.
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But the anger,
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you get something like this
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so you can can start creating
some interesting things with this.
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Sometimes
it's fun to combine it with a spacing
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so you get like lines and then again
can, can play around with this.
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Now there are of course many effects
and fusion and you can try them out
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and try out the resolve of X
and see how you can can distort this.
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This is one option using
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things with fast noise and
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displacement to distort things.
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Yeah, blurs
different, blurs and glows and so on.
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And these are
the things you can play with.
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Now, I'm not going to spend the next half
an hour trying one after the other.
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But next, more interesting part.
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Let's see,
we want to combine different lines of
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you want to combine different lines,
styles, types, maybe something dotted
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with a boundary around
or something like this.
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The obvious choice for
this is just copying the paint node
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and pasting it afterwards
and then changing the modifier here.
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So I could
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change the the color here
and make it smaller.
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So now I have dots inside,
but they don't align.
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If you change the size,
then the spacing won't align.
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So let's not do this.
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Instead, let's go back to the first paint
node and reduce the spacing.
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So I have dots inside lines
and they look terrible.
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Let's make them red
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so that they are visible.
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Right?
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Like this.
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For example,
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this you can just do by a concatenation
or by merging on top of each other.
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Sometimes merging
or concatenating can be really helpful,
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especially
if you want to mask out something
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or if you want to use the applying modes
inside the merge for additional effects.
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So here in this scenario,
if I wanted to punch holes into the line,
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let's assume we have some background
which is a bit more interesting
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where we can see something
just for demonstration I created with some
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let's, let's do some,
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some some gradient or something
just so that we can look through
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and maybe not green because I'm not red
because we have red in the line.
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So if I wanted to punch a hole in here,
I can't really do it this way.
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I mean, sure,
I can set it to two alpha, 2 to 0,
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but you see, the color values from
the previous one are still coming through.
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So if you wanted to do something like
this, you would need to separate it out.
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And in this case, the paint node doesn't
do anything without background.
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So I will create a transparent background
of the same dimensions.
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Pipe the transparent background
into the paint.
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Not here.
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And then I can use this one,
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for example,
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for attach it as a mask that works
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and then, well, it does work,
but I'm only getting the dots.
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So should invert the mask,
which should be possible here,
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except when it isn't interesting
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not doing into anything it should, but
apparently it's not for the paint note.
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Okay. Fallback option Bitmap Node.
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Bitmap node is generally used to bring
color information into the Alpha channel.
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So in this case
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it's just creating an alpha mask
out of whatever image is coming in.
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And if there is already an alpha channel,
you can also use it to invert the China,
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for example.
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So in this case I inverted it
and I punched holes into my line.
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That's quite convenient.
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Only thing is the way I set it up here.
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I if I change one of them, I'm
not automatically changing the other.
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So that can be a bit inconvenient.
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Let's say I want to change the polygon
here again and yeah,
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let's bring this one into the view
and let's draw something else.
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And you see, but I'm not drawing the same
line here, right?
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It's just
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the polygon goes somewhere else.
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This one is a different one.
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So it would be great if the same polygon
could create both of these.
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Right.
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So the same line here, the same line
could be attached to both of them.
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And that is actually possible
in the modifiers.
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You have a polygon
inside the poly line stroke.
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So this green line
here, the place of this polygon
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positions is saved inside the modifier
as well, in a way somewhat separate.
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And what you can do is
you can access this.
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So if I go into
if I do a right click here, it says
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here, right click for shape animation,
you can animate this if you want.
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The polygon animated,
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but you can also attach it
to another polygon so you can do it right.
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Click here.
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Pay attention
that you are in the modifier.
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I'm working
not on the original tool, right?
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I'm always working on the modifier
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in the modifier right click
and then connect tool.
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And here we have Polygon too,
which is this one.
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Here we don't have the one from the paint.
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So what you need to do is you need to
publish the line before you can use it.
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So here in this pulley line, stroke and
pulley lines to run inside the paint node.
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00:13:16,833 --> 00:13:19,958
So inside the paint,
not inside the modifier, I do a right
236
00:13:19,958 --> 00:13:23,000
click and do publish, but that does is
237
00:13:23,000 --> 00:13:26,666
it makes the line the green line.
238
00:13:26,666 --> 00:13:30,541
It makes it accessible
from outside the paint tool.
239
00:13:30,625 --> 00:13:33,333
I can always use it within the paint tool.
240
00:13:33,333 --> 00:13:35,666
Another option
which I can show you afterwards,
241
00:13:35,666 --> 00:13:40,083
but this way by publishing it,
I can use that green line from the paint.
242
00:13:40,083 --> 00:13:43,083
One note I can use this anywhere else,
243
00:13:43,333 --> 00:13:47,083
and if I want to use it here, I go here
into the modifier from the paint.
244
00:13:47,083 --> 00:13:49,375
One note and here I do a right click.
245
00:13:49,375 --> 00:13:53,541
And now if I now go and connect to
I see that is the pulley line here.
246
00:13:53,541 --> 00:13:57,166
Police talk one pulley line value,
they can click on it
247
00:13:57,250 --> 00:14:01,166
and now you see
the two lines are aligned again.
248
00:14:01,416 --> 00:14:04,916
And if I go here and change it,
you see both of the lines
249
00:14:05,000 --> 00:14:08,000
are changed at the same time.
250
00:14:08,000 --> 00:14:12,291
These modifiers
can sometimes get a bit confusing.
251
00:14:12,291 --> 00:14:16,541
It really takes a little bit of time
to wrap your mind around what objects
252
00:14:16,541 --> 00:14:17,541
you are having.
253
00:14:17,541 --> 00:14:22,583
So you are having a paint node inside
that paint node.
254
00:14:22,583 --> 00:14:29,750
You made a paint stroke which has this
pulley line stroke which has
255
00:14:29,833 --> 00:14:31,125
fully line stroke one
256
00:14:31,125 --> 00:14:34,541
which has information
about the brush, about the color.
257
00:14:34,791 --> 00:14:39,750
And then this pulley line stroke has as
a separate object inside that pulley line.
258
00:14:39,750 --> 00:14:43,916
Stroke is the extra pulley line,
which is the green line.
259
00:14:44,000 --> 00:14:46,708
And this is kind of
260
00:14:46,708 --> 00:14:48,750
inside and a bit a bit hidden.
261
00:14:48,750 --> 00:14:52,333
So that's why it takes
sometimes a bit of time to click.
262
00:14:52,333 --> 00:14:54,500
But this is where the line is.
263
00:14:54,500 --> 00:14:58,833
And by default, the line is kind of hidden
in the background.
264
00:14:58,833 --> 00:15:00,083
We don't think about it.
265
00:15:00,083 --> 00:15:02,250
If you do think about it,
if you want to use it,
266
00:15:02,250 --> 00:15:05,833
you need to first publish it
so that it's available outside.
267
00:15:05,916 --> 00:15:10,166
And then in the other to
you have to go into the modifier
268
00:15:10,166 --> 00:15:14,250
for the paint in the modifier access the
269
00:15:14,333 --> 00:15:15,333
shape animation
270
00:15:15,333 --> 00:15:19,000
where the line is stored,
not just the color but the actual line
271
00:15:19,166 --> 00:15:24,000
and then connected so that it's
using the same line for both of these.
272
00:15:24,083 --> 00:15:29,708
And this way you see a patch or the whole
if I just want to make something yeah.
273
00:15:29,750 --> 00:15:32,833
With let's say a double line,
I could do this just connected
274
00:15:33,041 --> 00:15:38,000
and I have to have a double line
which follows nicely in the polygon.
275
00:15:38,083 --> 00:15:41,166
If you just want to stay within one tool.
276
00:15:41,333 --> 00:15:45,125
If you don't need the
this bitmap mask option,
277
00:15:45,208 --> 00:15:48,833
you could do this, but simply
you could stay inside the modifier
278
00:15:49,041 --> 00:15:53,208
and just add to the pulley line
one stroke at a second
279
00:15:53,208 --> 00:15:57,000
stroke in the same tool,
and then the principle is the same.
280
00:15:57,083 --> 00:16:01,958
Let me show it because I think this
principle is complicated for some people.
281
00:16:02,000 --> 00:16:04,791
So I make a second stroke
completely unrelated.
282
00:16:04,791 --> 00:16:08,708
Let's give it a different
color and a different size.
283
00:16:08,750 --> 00:16:09,291
The second
284
00:16:09,291 --> 00:16:13,000
stroke is on top of the first
within the same tool.
285
00:16:13,041 --> 00:16:16,583
This stroke again has the color
information and brush information.
286
00:16:16,666 --> 00:16:19,750
And then in the right click for shape,
I can connect it
287
00:16:19,958 --> 00:16:23,250
and I can connect it to the first stroke.
288
00:16:23,333 --> 00:16:25,375
Like this.
289
00:16:25,375 --> 00:16:27,958
These strokes
are still somewhat independent,
290
00:16:27,958 --> 00:16:32,875
so they use the same line, but
the animation parameters are independent.
291
00:16:32,875 --> 00:16:36,208
So if you drew the right on, for example,
you see that
292
00:16:36,208 --> 00:16:39,958
the animation parameters are not linked
and you can choose.
293
00:16:39,958 --> 00:16:41,458
Maybe you don't want them linked.
294
00:16:41,458 --> 00:16:42,083
I mean, for example,
295
00:16:42,083 --> 00:16:45,750
with the size I don't want linked,
if I want, I can insert an outline.
296
00:16:46,000 --> 00:16:47,583
Maybe I don't want the softness,
297
00:16:47,583 --> 00:16:50,375
but if I want to animate something,
maybe I want it linked.
298
00:16:50,375 --> 00:16:54,916
So if I want to animate this,
if I do want this linked,
299
00:16:55,083 --> 00:17:00,416
then I can either use expressions
or use the same publishing and connection
300
00:17:00,416 --> 00:17:02,541
method that I've just shown you
for the party line.
301
00:17:02,541 --> 00:17:05,208
That also works for single parameters.
302
00:17:05,208 --> 00:17:09,750
So if you just want to use a parameter,
you can right click publish,
303
00:17:09,833 --> 00:17:12,125
I right click on the end parameter.
304
00:17:12,125 --> 00:17:14,041
Now you get another modifier.
305
00:17:14,041 --> 00:17:15,750
That's the way how this publishing works.
306
00:17:15,750 --> 00:17:20,458
You get another modifier
for this end value which is now accessible
307
00:17:20,541 --> 00:17:21,625
anywhere else.
308
00:17:21,625 --> 00:17:24,500
And if I go into the other stroke
309
00:17:24,500 --> 00:17:28,791
stroke to I don't switch
to the settings tab annoying.
310
00:17:28,875 --> 00:17:29,875
Anyhow, I go to
311
00:17:29,875 --> 00:17:35,375
the stroke tool controls and here right
click on end and then connect to
312
00:17:35,458 --> 00:17:39,541
and from within stroke one there is
313
00:17:39,625 --> 00:17:42,875
the published point end
which is not available
314
00:17:42,958 --> 00:17:46,583
and can be linked
and it jumps to that modifier,
315
00:17:46,583 --> 00:17:49,625
which is also annoying
and it jumps to the settings tab.
316
00:17:49,625 --> 00:17:53,125
I don't know why this is happening,
but either way you go back
317
00:17:53,333 --> 00:17:56,916
and you see now the two lines are
318
00:17:57,000 --> 00:17:58,791
animated together.
319
00:17:58,791 --> 00:18:01,166
So much for combining strokes.
320
00:18:01,166 --> 00:18:05,541
So working with these purely lines
and understanding where the line is,
321
00:18:05,750 --> 00:18:10,083
the actual shape is how you connect it
to other tools that can be quite helpful
322
00:18:10,083 --> 00:18:14,500
for a range of things
you can do in fusion and motion graphics.
323
00:18:14,750 --> 00:18:17,916
So I recommend trying this a few times,
324
00:18:17,916 --> 00:18:22,291
maybe try to three times
and see that you get the hang of it.
325
00:18:22,375 --> 00:18:24,083
Besides connecting things,
326
00:18:24,083 --> 00:18:28,041
one thing I haven't covered
is actually using custom brushes.
327
00:18:28,125 --> 00:18:30,250
That is possible to some extent.
328
00:18:30,250 --> 00:18:33,250
It's not like a super powerful
brush engine like in Photoshop,
329
00:18:33,333 --> 00:18:36,958
but you can change the style of the brush
to some extent.
330
00:18:37,083 --> 00:18:42,416
That may create a new paint note for this
so we can start from scratch,
331
00:18:42,500 --> 00:18:43,833
attach it,
332
00:18:43,833 --> 00:18:48,750
and let's draw on the left side
and just draw a simple line
333
00:18:49,000 --> 00:18:52,875
and I will go right away
into the modifier to change it.
334
00:18:52,875 --> 00:18:56,333
I will give it spacing
so we can see the individual brush.
335
00:18:56,500 --> 00:19:00,458
So there is a round brush
which is like being stamped like this
336
00:19:00,458 --> 00:19:02,000
in the in the line,
337
00:19:02,000 --> 00:19:02,916
and then you can
338
00:19:02,916 --> 00:19:06,666
go into the brush controls
and you can change it here, make it hard,
339
00:19:06,750 --> 00:19:11,166
but you can also go here
and make it an image brush.
340
00:19:11,250 --> 00:19:16,166
And by default
you have like some, some false options
341
00:19:16,166 --> 00:19:21,000
and I don't know, snowflakes
and I don't know if there
342
00:19:21,083 --> 00:19:26,000
if they're ever useful, but
there are a few strange symbols and signs.
343
00:19:26,166 --> 00:19:28,375
But you can do your own.
344
00:19:28,375 --> 00:19:33,875
And in that case,
you can either choose here a clip
345
00:19:33,875 --> 00:19:38,375
where you can choose the source file
and the image file should work.
346
00:19:38,375 --> 00:19:42,000
PNG JPEG should work or bitmap,
347
00:19:42,083 --> 00:19:44,875
but most likely I just choose tool
348
00:19:44,875 --> 00:19:49,166
and then I load is an image
or I create something.
349
00:19:49,166 --> 00:19:52,041
Right away inside fusion.
350
00:19:52,041 --> 00:19:55,916
I'm not going to draw an image now
I just use for demonstration a text node
351
00:19:56,083 --> 00:19:59,000
and in the text node I choose an icon
352
00:19:59,000 --> 00:20:02,000
font and I have one installed.
353
00:20:02,083 --> 00:20:03,750
What do I have here?
354
00:20:03,750 --> 00:20:04,833
I consider right.
355
00:20:04,833 --> 00:20:09,416
I have an icon font installed on just
the windows fonts or your computer fonts.
356
00:20:09,416 --> 00:20:11,125
Whatever
you have installed, it's available
357
00:20:11,125 --> 00:20:15,333
and let me choose
one from the character map.
358
00:20:15,416 --> 00:20:19,958
Let's just choose an error like this Copy
359
00:20:20,000 --> 00:20:21,208
paste And you
360
00:20:21,208 --> 00:20:24,208
don't see the error here,
but you see it here.
361
00:20:24,208 --> 00:20:27,208
You can scale this down, so
362
00:20:27,291 --> 00:20:30,083
maybe you don't need HD resolution
363
00:20:30,083 --> 00:20:33,083
for a brushed skin, can make it,
364
00:20:33,250 --> 00:20:37,583
make it smaller
and can set the size yet to one.
365
00:20:37,625 --> 00:20:39,833
So I have a large error.
366
00:20:39,833 --> 00:20:43,416
Let me directly add a transform afterwards
367
00:20:43,500 --> 00:20:46,583
which can help
in case you want to rotate it right.
368
00:20:46,583 --> 00:20:48,125
If you want to rotate the error.
369
00:20:48,125 --> 00:20:52,083
And then I use the transform node
and put this source to it.
370
00:20:52,166 --> 00:20:54,208
I can choose whatever tools I want, right?
371
00:20:54,208 --> 00:20:58,583
Any tool that produces an image
can be used here as the source tool.
372
00:20:58,833 --> 00:21:05,666
And now you see my brush is
becoming arrows so I can draw with arrows
373
00:21:05,750 --> 00:21:10,166
and they all point in the same
direction, unfortunately,
374
00:21:10,250 --> 00:21:12,291
and there
are limited options what you can do
375
00:21:12,291 --> 00:21:16,250
now I have drawn it in white
and I can can change the color.
376
00:21:16,250 --> 00:21:17,750
I can change the size here.
377
00:21:17,750 --> 00:21:20,458
I wouldn't generally upscale,
378
00:21:20,458 --> 00:21:22,916
you know, because they are larger
than the resolution here.
379
00:21:22,916 --> 00:21:26,375
It's probably better to start
from a higher resolution here.
380
00:21:26,458 --> 00:21:31,000
So generally, I would rather think of
downscaling rather than upscaling.
381
00:21:31,083 --> 00:21:33,083
But so far, that's that's all fine.
382
00:21:33,083 --> 00:21:36,291
I have my transform here
so I can rotate them around
383
00:21:36,541 --> 00:21:40,666
and if I want them to all point
in the same direction, that's fine.
384
00:21:40,750 --> 00:21:43,291
So unfortunately, it's not possible
385
00:21:43,291 --> 00:21:47,000
to have those custom paint brushes
follow the polygon line.
386
00:21:47,250 --> 00:21:48,750
It's not possible in the paint.
387
00:21:48,750 --> 00:21:49,750
Know what that is?
388
00:21:49,750 --> 00:21:52,125
It is possible via a different technique.
389
00:21:52,125 --> 00:21:56,833
It is possible
if you basically manually copy it.
390
00:21:56,833 --> 00:22:00,791
And by manually
I mean using a duplicate node.
391
00:22:00,875 --> 00:22:03,291
Let me show you that because I think
392
00:22:03,291 --> 00:22:07,250
there are some interesting concepts
which can also be used for other options
393
00:22:07,250 --> 00:22:13,791
with the duplicate, with working with
polygons and transferring
394
00:22:13,875 --> 00:22:16,416
movement over time,
395
00:22:16,416 --> 00:22:22,083
transforming time into a stroke, into a
396
00:22:22,166 --> 00:22:25,166
fixed replication of fixed duplication.
397
00:22:25,166 --> 00:22:27,000
So I think that's quite interesting.
398
00:22:27,000 --> 00:22:28,208
That's why I show you the basics.
399
00:22:28,208 --> 00:22:30,583
However, it's also rather technical
400
00:22:30,583 --> 00:22:34,375
and I won't build
like a full super comfortable solution.
401
00:22:34,375 --> 00:22:36,708
I just want to show you the idea.
402
00:22:36,708 --> 00:22:41,500
And if you find this stuff interesting,
maybe I do a separate tutorial
403
00:22:41,500 --> 00:22:44,500
because then it would be more
about expressions and so on
404
00:22:44,500 --> 00:22:47,958
to build like my own paint tool
using duplicate.
405
00:22:48,041 --> 00:22:53,250
But the idea is simple to demonstrate,
so I use my error again.
406
00:22:53,333 --> 00:22:57,875
This time I will make it over an
HD image like a small error,
407
00:22:57,958 --> 00:23:04,166
small size of a large frame, and in this
large frame I will use a transform node
408
00:23:04,250 --> 00:23:07,750
and animate the center
position of that transform node.
409
00:23:07,791 --> 00:23:13,041
Let's say for example, ten frames
to move the arrow around.
410
00:23:13,125 --> 00:23:15,083
So it's just moving.
411
00:23:15,083 --> 00:23:17,583
Now. What does movement
mean when movement means?
412
00:23:17,583 --> 00:23:21,583
If I have animated a center, coordinate
that there is a path
413
00:23:21,583 --> 00:23:26,791
attached to the center,
the path can be found in this modifier.
414
00:23:26,875 --> 00:23:29,750
The path is a modifier which describes
415
00:23:29,750 --> 00:23:34,083
how a polygon is being followed over time.
416
00:23:34,166 --> 00:23:38,166
And you see there's one parameter
animated, which is the displacement,
417
00:23:38,250 --> 00:23:41,958
and you can remove that animation
to demonstrate this to.
418
00:23:42,041 --> 00:23:47,166
This displacement shows
how you move alongside this path.
419
00:23:47,250 --> 00:23:50,708
It's automatically animated
if you change the center position.
420
00:23:50,750 --> 00:23:55,375
So there's a automatic solution here,
however you can at any point.
421
00:23:55,416 --> 00:23:56,500
This is just a polygon.
422
00:23:56,500 --> 00:24:01,291
You can go in there, can activate
the polygon towards and can start drawing,
423
00:24:01,375 --> 00:24:05,708
and then your displacement will follow
the longer path that I've just done.
424
00:24:05,833 --> 00:24:06,375
Right.
425
00:24:06,375 --> 00:24:11,541
So you can can change things, can modify
it as always, just like any polygon.
426
00:24:11,708 --> 00:24:17,375
And then this path here, you just decide
how to follow this polygon.
427
00:24:17,458 --> 00:24:20,291
One thing this path has is heading
428
00:24:20,291 --> 00:24:25,166
so it knows in which direction
the path locally points
429
00:24:25,250 --> 00:24:30,500
and this can be used
if you go an angle to a right click
430
00:24:30,583 --> 00:24:34,083
connect to use the path
and connect to the heading.
431
00:24:34,166 --> 00:24:38,916
If you do this, then
the path is not animated right now.
432
00:24:39,000 --> 00:24:41,208
So then use the displacement.
433
00:24:41,208 --> 00:24:41,666
You see that
434
00:24:41,666 --> 00:24:46,083
my error is following the path
so I can have an arrow which is following
435
00:24:46,333 --> 00:24:50,291
a motion path, which in itself
can be quite useful from time to time.
436
00:24:50,458 --> 00:24:53,750
But here what I will do is animate
this displacement.
437
00:24:54,000 --> 00:24:57,708
That said,
just over ten frames, for example,
438
00:24:57,791 --> 00:24:58,791
like this
439
00:24:58,791 --> 00:25:03,000
for over ten frames I have it, animate it,
and then at a duplicate
440
00:25:03,000 --> 00:25:06,000
note,
441
00:25:06,208 --> 00:25:07,625
here it is on the right side.
442
00:25:07,625 --> 00:25:12,541
I make ten copies
and give it an offset of one frame.
443
00:25:12,541 --> 00:25:17,083
So I am copying from ten times
and in each copy
444
00:25:17,083 --> 00:25:20,916
I'm taking a frame further ahead
than I am in the timeline.
445
00:25:20,916 --> 00:25:22,125
So I'm a frame zero.
446
00:25:22,125 --> 00:25:25,666
I'm taking one copy from frame zero one,
copy from frame
447
00:25:25,666 --> 00:25:30,166
one to its onto frame ten,
and that's how I got my line.
448
00:25:30,250 --> 00:25:32,875
It doesn't have to be
449
00:25:32,875 --> 00:25:34,083
ten frames.
450
00:25:34,083 --> 00:25:35,833
It doesn't have to be exact frames.
451
00:25:35,833 --> 00:25:37,666
It can use half a frame and so on.
452
00:25:37,666 --> 00:25:42,000
It can use with time durations
that are not like exact frames.
453
00:25:42,000 --> 00:25:43,666
It can get in between values
454
00:25:43,666 --> 00:25:46,916
and it will get the transformation
from the in-between position.
455
00:25:47,125 --> 00:25:51,458
So you can, for example,
set this to 2 to 20.
456
00:25:51,500 --> 00:25:55,666
And this 2.5, for example,
and it still works.
457
00:25:55,750 --> 00:26:01,625
Now I can come up with some clever ways
to make expressions out of this so that
458
00:26:01,708 --> 00:26:03,291
yeah, that, that I
459
00:26:03,291 --> 00:26:07,166
just have one copy slider
which decides how dense this is
460
00:26:07,166 --> 00:26:10,916
and then you can make other expressions
for the build up and take down and so on.
461
00:26:11,125 --> 00:26:13,583
Right now the way I show it to you,
it's medium useful
462
00:26:13,583 --> 00:26:16,375
because it all depends on this
ten frame animation.
463
00:26:16,375 --> 00:26:21,208
So if you play back, it automatically
vanishes because the animation is over.
464
00:26:21,291 --> 00:26:25,166
One thing I could do is, for example,
just as a quick fix at a time
465
00:26:25,166 --> 00:26:29,250
speed tool afterwards and then
466
00:26:29,333 --> 00:26:31,833
left side duplicate, right side
time speed.
467
00:26:31,833 --> 00:26:35,458
And here I just have the speed to zero,
which gives me a freeze
468
00:26:35,458 --> 00:26:37,250
frame on frame zero.
469
00:26:37,250 --> 00:26:38,625
So I have my line fixed.
470
00:26:38,625 --> 00:26:42,791
Again, not super flexible,
but there are other ways to
471
00:26:42,875 --> 00:26:44,708
play around with this.
472
00:26:44,708 --> 00:26:48,250
Put expressions
in this, put expressions into this
473
00:26:48,333 --> 00:26:49,958
displacement animation and so on.
474
00:26:49,958 --> 00:26:53,916
And then I can do some interesting stuff
with this.
475
00:26:54,000 --> 00:26:57,500
Again, I think I'll keep this
for a separate tutorial on expressions,
476
00:26:57,500 --> 00:27:01,708
but now you have an idea again
how to use this motion path,
477
00:27:01,708 --> 00:27:04,708
how to use the polygon
and the displacement
478
00:27:04,875 --> 00:27:07,750
and the duplicate note,
and maybe you can come up
479
00:27:07,750 --> 00:27:10,750
with some interesting stuff yourself
with these tools.
480
00:27:11,000 --> 00:27:16,291
Last example
I can use the particle tools to paint.
481
00:27:16,375 --> 00:27:20,833
Let me show you that part
so I can use the particle towards here.
482
00:27:21,041 --> 00:27:23,541
I need a particle emitter
483
00:27:23,541 --> 00:27:26,666
and whenever you have an emitter,
you also need a particle renderer.
484
00:27:26,875 --> 00:27:30,416
And the particle renderer
by default creates a 3D system,
485
00:27:30,583 --> 00:27:32,750
but you can actually change it to 2D.
486
00:27:32,750 --> 00:27:33,833
And in this case,
487
00:27:33,833 --> 00:27:37,458
I just want to draw a line,
so I will just stick to the 2D solution
488
00:27:37,541 --> 00:27:40,250
and let me actually turn off the check out
under there. Yes.
489
00:27:40,250 --> 00:27:43,125
And I probably I just need one viewer.
490
00:27:43,125 --> 00:27:45,666
So these are my small particles here.
491
00:27:45,666 --> 00:27:50,833
They are being generated in this circle,
but I can go into the emitter.
492
00:27:51,041 --> 00:27:55,333
I have a region selection and I could
493
00:27:55,416 --> 00:27:59,083
either use a busy air or a bitmap.
494
00:27:59,166 --> 00:28:01,875
Busy means I can draw a line.
495
00:28:01,875 --> 00:28:05,875
And now they're being generated
across this line.
496
00:28:05,875 --> 00:28:09,416
If I play a few frames,
you start to see them here.
497
00:28:09,666 --> 00:28:12,083
Yeah, there they are.
498
00:28:12,083 --> 00:28:16,791
Or you can use a bitmap
and type in an image.
499
00:28:16,875 --> 00:28:18,833
It depends on what else you want to do.
500
00:28:18,833 --> 00:28:22,250
One issue with this line
here is also here.
501
00:28:22,250 --> 00:28:26,166
You could attach this to other polygons.
502
00:28:26,250 --> 00:28:29,458
However, I notice that they don't line up
503
00:28:29,458 --> 00:28:32,750
correctly in some cases
504
00:28:32,833 --> 00:28:36,291
because the renderer
just does some transformers.
505
00:28:36,500 --> 00:28:39,500
And you have here things like
506
00:28:39,666 --> 00:28:41,083
like I like like
507
00:28:41,083 --> 00:28:44,375
Zoom and perspective and so on,
508
00:28:44,458 --> 00:28:46,708
which doesn't impact this line here,
509
00:28:46,708 --> 00:28:50,666
but it changes the image compared to the
510
00:28:50,750 --> 00:28:51,916
any reference polygon.
511
00:28:51,916 --> 00:28:53,291
If you draw a polygon separately,
512
00:28:53,291 --> 00:28:55,416
like with the pulling control
and then connect it.
513
00:28:55,416 --> 00:29:00,125
So what I find simpler in
this case is instead of busier,
514
00:29:00,208 --> 00:29:03,458
change this to bitmap and bitmap
just means
515
00:29:03,458 --> 00:29:07,375
you can attach an outside channel
and you can just draw a polygon.
516
00:29:07,375 --> 00:29:11,250
Like you can always start with a polygon
to give it a broader width.
517
00:29:11,333 --> 00:29:13,541
And this is the polygon.
518
00:29:13,541 --> 00:29:19,250
And now if I attach this to the bitmap,
I get it perfectly aligned with particles
519
00:29:19,250 --> 00:29:20,541
filling the polygon shape
520
00:29:20,541 --> 00:29:25,250
and I directly have like the width
and so on to the side here.
521
00:29:25,333 --> 00:29:28,250
Then it's just up to what particle
522
00:29:28,250 --> 00:29:31,375
simulation you want to do
and what you do with this polygon.
523
00:29:31,625 --> 00:29:35,791
I would probably remove the animation here
unless you want to animate this polygon,
524
00:29:35,875 --> 00:29:41,916
but maybe I want to animate the particles
and just leave the polygon the way it is
525
00:29:42,000 --> 00:29:45,791
so I could create all my particles
on frame zero.
526
00:29:45,791 --> 00:29:47,750
Just one idea how I could use this.
527
00:29:47,750 --> 00:29:50,666
Make a lot of particles
until we can really see it.
528
00:29:50,666 --> 00:29:54,625
Let's say a thousand particles
perhaps to make them stronger.
529
00:29:54,625 --> 00:29:56,916
Let's add a glow afterwards.
530
00:29:56,916 --> 00:29:58,583
It's a nice thing for particles.
531
00:29:58,583 --> 00:30:04,083
If you don't see them really well, just
add a bit of particle glow or something.
532
00:30:04,166 --> 00:30:06,416
Yeah, depending on the style.
533
00:30:06,416 --> 00:30:07,583
Let's do this then.
534
00:30:07,583 --> 00:30:10,583
Let's give them a little bit of let's
535
00:30:10,583 --> 00:30:14,041
give them a life
span of the whole duration.
536
00:30:14,291 --> 00:30:16,291
When I'm 20,
537
00:30:16,375 --> 00:30:18,333
I will only create them on frame zero.
538
00:30:18,333 --> 00:30:23,666
On frame one, I will frame zero
animate from one and set it to zero.
539
00:30:23,750 --> 00:30:26,125
So this way that no new particles
540
00:30:26,125 --> 00:30:29,125
coming in and the particles that I have,
541
00:30:29,208 --> 00:30:32,125
I can make them change
542
00:30:32,125 --> 00:30:35,500
over the duration of their life
543
00:30:35,583 --> 00:30:38,583
and I can go into the style
color controls,
544
00:30:38,791 --> 00:30:42,833
give them, let's say, good color over life
545
00:30:42,916 --> 00:30:46,458
and give them some different colors over
546
00:30:46,541 --> 00:30:50,250
over the existence.
547
00:30:50,333 --> 00:30:52,541
And this just goes over the duration.
548
00:30:52,541 --> 00:30:54,375
And now this could probably become
549
00:30:54,375 --> 00:30:58,291
a big particle tutorial
if I just keep going like this.
550
00:30:58,375 --> 00:31:01,958
But I think what I would do
551
00:31:02,041 --> 00:31:04,208
let me let me change one more thing.
552
00:31:04,208 --> 00:31:08,000
Let me give them
a tiny bit of velocity variance
553
00:31:08,000 --> 00:31:11,541
so they start drifting a little bit
and now I change my mind.
554
00:31:11,541 --> 00:31:18,250
I don't want this
animated on Frame zero, I just keep it
555
00:31:18,291 --> 00:31:19,916
constant at like,
556
00:31:19,916 --> 00:31:24,125
let's say it's a 200, something like this.
557
00:31:24,208 --> 00:31:28,541
But then I will animate my polygon,
make the length shorter
558
00:31:28,625 --> 00:31:32,416
and over duration that the polygon wander
559
00:31:32,500 --> 00:31:36,250
through the scene position like this.
560
00:31:36,333 --> 00:31:38,458
Oh, this looks better than I anticipated.
561
00:31:38,458 --> 00:31:41,833
So I have a polygon
following this polygon line.
562
00:31:41,833 --> 00:31:44,625
The polygon is triggering
the particle generation.
563
00:31:44,625 --> 00:31:46,833
The particles
have a little bit of velocity,
564
00:31:46,833 --> 00:31:50,250
so they spread out
and change their color over time.
565
00:31:50,250 --> 00:31:55,750
And that is this little particle line
effect.
566
00:31:55,791 --> 00:31:58,791
Now, of course, there are millions
of things I can do with particles.
567
00:31:58,791 --> 00:32:02,500
I should probably do a particle series of
of different topics.
568
00:32:02,500 --> 00:32:07,666
But just to get this connection
between Polygon and creating particles,
569
00:32:07,750 --> 00:32:12,750
here you have a simple way of doing this,
and then it's just up to imagination
570
00:32:12,750 --> 00:32:17,000
and knowledge of the fusion
particle system to go on from here.
571
00:32:17,083 --> 00:32:19,916
Okay, that's it for this tutorial.
572
00:32:19,916 --> 00:32:21,291
A lot packed into it.
573
00:32:21,291 --> 00:32:25,083
I hope you enjoyed it
and see you next time.
574
00:32:25,166 --> 00:32:28,833
Maybe with some expressions
or some particles or something like this.
575
00:32:29,041 --> 00:32:39,333
Okay, thanks. Take care.
576
00:32:39,416 --> 00:32:41,666
Oh, you
577
00:32:41,666 --> 00:32:48,833
know, some
578
00:32:48,916 --> 00:32:49,541
of you.
51021
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