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Hi, my name is Tony.
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And today we're going to take a look
at creating some 3D motion graphics
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using fusion inside of DaVinci Resolve.
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Now I'm going to assume
that you have a good understanding
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of the basic layout of fusion,
how to use nodes, how they work,
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and how to set some keyframes
and do some basic animation.
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If you need to go back
and watch the intro to Fusion
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on the Blackmagic design dot com website.
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Okay,
so let's take a look at what we have.
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I'm going to go ahead and load up
the Fusion 17 Lesson
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Part three.
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Now, for the most part,
when we have been accessing fusion
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inside of resolver, we've been doing it
through the edit page and we put our play
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head over the clip that we want to work on
and then step right into fusion.
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But there might be some situations
where you don't need
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to have access to an edit page.
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You just want to go straight into fusion
and you can do that.
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We can actually go and create
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our own fusion composition
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by right clicking
right inside of our bend.
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So let's do that and then go to new fusion
composition.
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Let's go ahead and just give this a name
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and I'm good with the duration
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and I'm good at the frame rate,
so I'm going to go ahead and press enter.
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Now, before we jump into fusion,
let's just take a quick
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look at what we're going to be creating.
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So we have this 3D globe
and we have some 3D text.
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We've given it some light
and it's finishes off with these little
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3D bars coming together
and closing out our frame.
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So again, we're going to take a look
at Fusion's 3D environment.
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Now it's a real 3D environment,
not a 2.5 D environment.
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So we're going to have access to things
like 3D objects, cameras, lights, etc.
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So let's go ahead and double click
on our breaking news fusion composition
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and jump right in.
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All right.
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We're inside of fusion.
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Now, one thing you might notice
is that we do not have a media in Node
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that's coming from the timeline
on the end of page.
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Remember, we started directly
from the bean inside of resolve.
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So this is a clean composition
ready for us to get going.
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Let's go ahead and go to our 3D globe bin.
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And when you find the Earth dot tiff,
let's just drag that in
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now, close down my media pool.
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Now, remember, the first thing we want
to do is be organized.
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So let's go ahead and rename
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our node
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and let's go ahead
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and view it in viewer one
by pressing the number one key.
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All right.
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So we can see that we have an image here
of the earth and it has some transparency.
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I want to take this image
and I want to bring it into 3D.
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How would we do that?
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Well, it's actually pretty simple.
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Let's go to our node toolbar
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and hover your mouse over
each of these icons.
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And when you find the shape
3D, let's go ahead and bring that in
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to our node editor.
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All right.
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I'm going to load this shape
3D into viewer number two.
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And just like that, by loading that node
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straight into that viewer,
we have access to Fusion's 3D environment.
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We don't have to turn any 3D on,
just load the node right into the viewer.
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And now we are inside
of the 3D environment.
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Real quick before we get into
how do we move around in there,
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I just want to connect our Earth image,
our 2D image,
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and just drag it on to our shape 3D.
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And as you can see right away
now, we're using our 2D image
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on top of our Shape 3D
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image plane right inside of fusion.
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So it's going to be very important that
we figure out how to navigate in here.
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As we animate, as we add objects,
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we're going to want to make sure that
everything that we're doing is lining up.
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Exactly.
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So being able to navigate in orbit
around inside of our 3D
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environment
is going to become pretty crucial.
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And don't forget to make sure
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that you have a three button mouse
that that's going to really help
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as we're navigating around.
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So if you remember,
we use the middle button mouse
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to move our 2D image around,
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just like we do in the node editor
and in the viewer.
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And the same is true
inside of our 3D view.
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We can use the middle mouse button
to move around.
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Now, if you want to zoom again,
command, scroll, wheel
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or control on
a PC, we can zoom in and out.
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And another way to
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navigate is to orbit around in 3D space.
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And we can do that with the alt in middle
mouse button.
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So I'm holding down my alt
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and then I'm using my middle mouse
button to orbit around in 3D.
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Now I'm going to just kind of go
a little bit crazy and move this around
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and let's just pretend
that something happened
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and I've lost my view
and I can't find my way back.
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Well, that's fine.
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We can definitely reset our view
if we go down here to the left,
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bottom left of our viewer,
there's this little perspective
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text with some 3D access points.
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Go ahead and right click on that
and we can go
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all the way down to Settings
and click on Reset Default.
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That's just going to bring us right back
to our original position in 3D space.
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Just a reminder, we're moving around
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and we're orbiting, but we're not actually
changing any 3D objects.
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This is just the perspective
view of our 3D scene.
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You might
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have noticed
inside of this perspective menu down here
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that there was other options
for viewing different viewpoints.
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So we can view the front,
we can view the top and etc.
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and go back to the perspective, view.
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Now, along with these controls down here,
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there's other controls up
top on our viewer.
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We have to move orbit and scaling
controls.
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We also have the ability
to turn on some lighting.
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If we click on this, this is just going to
give us a simulated lighting.
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It's not going to actually add
any lights to your 3D scene.
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But as you'll see later on, we're going
to need to be able to simulate some lights
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just so we can tell the dimensions
of our objects and make sure that we're
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creating them properly.
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So I'm going to turn that off
and just go with a flat look. For now,
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another important
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button is this quad view button.
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So let's go ahead and press that.
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And now that's presented us
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with four different views
right inside of our single viewer.
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And we can see our top front right
and perspective.
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And we're going to need this again
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as we're creating
and adding a lot of objects in 3D space.
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We're going to want to make sure
that everything that we bring in
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is going to be in exactly
the same place that we want it to be.
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So let's take a look.
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We want to take our 2D image
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and we want to wrap it around a sphere
so it looks more like a globe.
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And I'm going to make sure
that I have my shape 3D node selected
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in the inspector under shape.
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Let's just change that from plane
to sphere
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and right away
we can see that it's now a sphere.
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I just want to do a couple of changes
real quick.
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I'm going to bring down the size
something like
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right around there.
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I think that should work.
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And I also want to bring up
the subdivisions, the base and the height
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that's just going to make sure
that our services are going to be nice
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and smooth around our sphere.
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Let me just zoom in again.
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Command or control using my scroll wheel.
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Great.
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So now that we have our globe,
I want to give it a little bit
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more of a hard surface.
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I'm going to add a chord to it.
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So let's just duplicate art shape 3D Node,
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Command C or Control C on a PC.
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I'm going to D select and then just
command V to paste or control.
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B to paste.
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Again, we want to make sure
that we're staying organized,
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So I'm going to start to
label these for us, Shape 3D
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F two and let's name this
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Earth
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sphere
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and the one that we pasted.
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Let's go ahead and rename that one to
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core.
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Okay.
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Now if we remember coming
from the 2D side of our compositing,
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when we want to composite two elements
together, we used the merge note
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foreground over background
and it's a similar process inside of 3D.
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Except for that the merge 3D, you can add
as many different elements or objects
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as you want to each merge, 3D
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essentially becomes
its own 3D environment, if you will.
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So let's go ahead and add Emerge 3D.
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I'm going to bring it
from our node toolbar
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and bring it right into my note editor.
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And now I'm just going to connect
each of these together.
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Okay, We've connected our scene,
but we're not seeing anything.
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And that's
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because we have to remember that we're
viewing the proper node in the viewer.
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So with my merged 3D node selected,
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I'm going to press one to view it
in viewer one,
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and I'm going to press two to view it
in viewer two.
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Because our viewers are independent,
we can load the same node
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in both viewers at the same time.
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We have our core.
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I'm going to select that
and let's make some changes
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to make it look a little bit better.
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Let's decrease its radius
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and let's go over to its materials
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tab and change the color
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to like a dark blue,
something right around there,
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middle and darker.
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Okay,
I'm going to go to the specular values
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and I'm just going
to bring down its intensity.
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All right. Not bad.
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This is pretty cool.
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00:09:57,763 --> 00:09:59,682
So let's
go ahead and select our Earth sphere
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and make sure that our planet
is at the beginning of our column.
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And let's go over to the
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transform controls of our Earth sphere.
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00:10:09,317 --> 00:10:11,986
And what I would want to do is
I want to animate
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the Y rotation.
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So let me put it into position.
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00:10:19,910 --> 00:10:23,164
I'm going to adjust this, bring it down,
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and I'm
just going to find my starting point.
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I think that's good right about there.
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I'm going to set a keyframe
using the white diamond checkmark.
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It's changed orange.
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00:10:34,091 --> 00:10:37,303
So now I know
there's a keyframe set on that frame.
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I'm going to go to the end of our comp
and I'm
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just going to use this slider
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and move our globe like that.
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Okay, Let's play this back.
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Perfect.
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We have our 3D globe now rotating
across the whole length of our clip.
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It'd be really cool if we could maybe add
some streaks orbiting around our globe.
212
00:11:01,327 --> 00:11:04,330
So to do that, I'm
going to bring in another material.
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00:11:04,330 --> 00:11:07,625
Let's go back to our media pool
and find these streaks.
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00:11:07,625 --> 00:11:13,464
Dot D and let's just click and
drag and bring that right in
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00:11:13,547 --> 00:11:15,883
and close my media pool.
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00:11:15,883 --> 00:11:18,010
One thing you might notice is
that we can bring
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Photoshop
files directly into our Node editor,
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and if you want in the inspector,
you can come over to the layer tab here
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and select any specific layer
you want inside of that document.
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Now, for our purposes,
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we're fine using the merged view,
so we're going to stick with that.
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00:11:35,361 --> 00:11:38,364
I'm going to stop playback
and I'm going to load our streaks
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into viewer one.
224
00:11:40,866 --> 00:11:43,452
So I want to take our streaks
in like we did with the Earth.
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00:11:43,452 --> 00:11:47,373
I want to wrap it around our sphere,
our globe.
226
00:11:47,456 --> 00:11:48,999
So I'm going to select our core.
227
00:11:48,999 --> 00:11:54,463
I'm going to copy it when it click
in the note editor to deselect and paste.
228
00:11:54,547 --> 00:12:05,057
Again, let's quickly rename this.
229
00:12:05,141 --> 00:12:05,558
All right?
230
00:12:05,558 --> 00:12:10,229
And let's
go ahead and connect it to our Merge 3D.
231
00:12:10,312 --> 00:12:11,856
And let's go ahead and connect
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00:12:11,856 --> 00:12:15,526
our streaks to our streak sphere.
233
00:12:15,609 --> 00:12:15,943
Okay.
234
00:12:15,943 --> 00:12:20,281
You might have seen a little bit of change
happening in there and on the viewer
235
00:12:20,281 --> 00:12:24,285
on the left, viewer number one, we see
our streaks are yellow in on the viewer,
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00:12:24,410 --> 00:12:26,287
on the right, they look pretty dark.
237
00:12:26,287 --> 00:12:30,124
So just remember that since we copied
and pasted our core
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that it has that material of blue.
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00:12:32,293 --> 00:12:34,920
So let's go back and reset that to white.
240
00:12:34,920 --> 00:12:37,631
And when we do now we can see that
241
00:12:37,631 --> 00:12:42,344
the sphere is using
the image values from our 2D image.
242
00:12:42,428 --> 00:12:43,804
Let's just change the size of this.
243
00:12:43,804 --> 00:12:46,599
Go back to the controls tab
and under the radius.
244
00:12:46,599 --> 00:12:48,809
Let's just bring it up a little bit.
245
00:12:48,809 --> 00:12:51,353
That's a little too much. There we go.
246
00:12:51,395 --> 00:12:51,854
Right there.
247
00:12:51,854 --> 00:12:57,193
Should be fine.
248
00:12:57,276 --> 00:12:58,027
Okay.
249
00:12:58,027 --> 00:13:01,864
Next thing, it would be nice
if our streaks were orbiting or rotating
250
00:13:02,114 --> 00:13:06,285
around our sphere and we can do that
a couple of different ways.
251
00:13:06,368 --> 00:13:10,706
The way that I want to do that and show
you is using the 2D side of animation.
252
00:13:10,790 --> 00:13:13,125
So we're going to go ahead and animate
our streaks in 2D
253
00:13:13,125 --> 00:13:17,421
and then let that dynamic flow
into our 3D object.
254
00:13:17,505 --> 00:13:19,882
So let's go ahead and
255
00:13:19,882 --> 00:13:22,176
move our streaks back a little bit.
256
00:13:22,176 --> 00:13:26,096
If you remember, we can bring up tools
and add nodes by using shift spacebar.
257
00:13:26,222 --> 00:13:29,099
That's going to bring up our select tool
dialog box.
258
00:13:29,099 --> 00:13:31,519
And I'm just going to type in
259
00:13:31,519 --> 00:13:35,147
Transform.
260
00:13:35,231 --> 00:13:35,564
All right.
261
00:13:35,564 --> 00:13:40,903
In my viewer, I'm just going to
bring this down a little bit.
262
00:13:40,986 --> 00:13:42,071
Make sure that you're looking
263
00:13:42,071 --> 00:13:45,074
at the transform node in viewer one.
264
00:13:45,074 --> 00:13:50,120
And ideally,
we want to animate the position
265
00:13:50,204 --> 00:13:52,998
of our streaks, and by doing that,
266
00:13:52,998 --> 00:13:56,001
it will start to rotate around our sphere.
267
00:13:56,168 --> 00:14:02,716
So I'm just going to move this
all the way over,
268
00:14:02,800 --> 00:14:04,969
right, tilt out of side.
269
00:14:04,969 --> 00:14:07,763
And then with my play
hat at the beginning of our comp,
270
00:14:07,763 --> 00:14:11,600
let's go over to our inspector
and click on the white diamond
271
00:14:11,600 --> 00:14:15,729
next to the center parameter,
setting ourselves a keyframe.
272
00:14:15,813 --> 00:14:20,025
And then let's go to the end of our comp
and then move
273
00:14:20,109 --> 00:14:23,612
our streaks right back into frame.
274
00:14:23,696 --> 00:14:27,116
And if we play, then more
275
00:14:27,157 --> 00:14:29,702
we can look in our quad view
and see how it's
276
00:14:29,702 --> 00:14:33,289
being animated around the globe.
277
00:14:33,372 --> 00:14:33,914
So not bad.
278
00:14:33,914 --> 00:14:35,708
I think that's pretty good.
279
00:14:35,708 --> 00:14:38,168
It's kind of starts
out of the middle of nowhere
280
00:14:38,168 --> 00:14:40,796
and there's a side of the globe
that's just pretty much empty.
281
00:14:40,796 --> 00:14:45,634
So what we can do is still
with our transform one node selected,
282
00:14:45,718 --> 00:14:49,430
we come over here in the inspector
and you see this edge is parameter,
283
00:14:49,513 --> 00:14:51,932
just change it from canvas to wrap.
284
00:14:51,932 --> 00:14:56,228
And now that's going to give
ourselves a wrapping effect
285
00:14:56,312 --> 00:14:57,605
which has our streaks
286
00:14:57,605 --> 00:15:00,482
all the way around a globe.
287
00:15:00,482 --> 00:15:01,567
That's pretty cool.
288
00:15:01,567 --> 00:15:08,157
All right,
let me just adjust my UI real quick.
289
00:15:08,240 --> 00:15:09,867
Besides renaming our nodes,
290
00:15:09,867 --> 00:15:14,246
we want to make sure that we're staying
organized inside of our Node editor
291
00:15:14,288 --> 00:15:17,917
and organizing our nodes in a way
that makes sense that we can quickly
292
00:15:18,083 --> 00:15:21,128
visually see each section apart.
293
00:15:21,128 --> 00:15:22,296
No tree.
294
00:15:22,296 --> 00:15:25,549
So I'm just going to take my earth
295
00:15:25,633 --> 00:15:29,261
and my streaks drag it out here.
296
00:15:29,345 --> 00:15:31,305
I'm going to select all the nodes
297
00:15:31,305 --> 00:15:34,516
that have to deal
with building our 3D globe,
298
00:15:34,600 --> 00:15:37,728
and I'm going to shift spacebar
to bring up our select tool
299
00:15:37,728 --> 00:15:42,066
dialog box and type in underlay,
300
00:15:42,149 --> 00:15:45,861
going to D select it
and then option click F two to name it.
301
00:15:46,028 --> 00:15:49,573
That's called this Globe
302
00:15:49,657 --> 00:15:51,325
and then right click
303
00:15:51,325 --> 00:15:55,496
and let's change its color to purple.
304
00:15:55,579 --> 00:15:59,792
That way we have all of our nodes
associated with our globe contained
305
00:15:59,792 --> 00:16:01,210
together.
306
00:16:01,210 --> 00:16:03,379
Okay, let's do the same thing
307
00:16:03,379 --> 00:16:06,590
for our earth and strength.
308
00:16:06,674 --> 00:16:09,927
Essentially, these are our materials
for our 3D objects.
309
00:16:09,927 --> 00:16:12,846
So we want to group these
in the same manner.
310
00:16:12,846 --> 00:16:16,684
Shift spacebar type in underlay hit enter
311
00:16:16,767 --> 00:16:19,603
D Select option click F two to name it
312
00:16:19,603 --> 00:16:25,317
and let's type this materials
313
00:16:25,401 --> 00:16:26,235
and then I'm going to right
314
00:16:26,235 --> 00:16:29,405
click and change its color as well
315
00:16:29,488 --> 00:16:33,409
to Navi.
316
00:16:33,492 --> 00:16:34,368
Okay.
317
00:16:34,368 --> 00:16:36,412
As you saw in the demonstration earlier,
318
00:16:36,412 --> 00:16:39,415
we had some text
that was kind of flying around a globe.
319
00:16:39,540 --> 00:16:41,083
So the next thing we want to do
320
00:16:41,083 --> 00:16:44,837
is add some 3D text
and then give it some animation.
321
00:16:44,920 --> 00:16:45,879
Now we could just add
322
00:16:45,879 --> 00:16:49,925
the 3D text directly to this, merge 3D
and essentially build
323
00:16:50,092 --> 00:16:55,055
all of our elements out of one merge 3D,
but it might get a little cumbersome,
324
00:16:55,055 --> 00:16:58,183
so it'd be ideal
if we could just create another merge 3D
325
00:16:58,350 --> 00:16:59,518
and then connect them together.
326
00:16:59,518 --> 00:17:01,478
That way we can work on one separately,
327
00:17:01,478 --> 00:17:04,648
but yet still have the outcome
of everything put together in one.
328
00:17:04,648 --> 00:17:05,774
So let's go ahead and do that.
329
00:17:05,774 --> 00:17:10,237
I'm going to add another Merge 3D again
from my toolbar.
330
00:17:10,320 --> 00:17:13,532
Bring it right
in, take the output of our merged
331
00:17:13,532 --> 00:17:17,578
from our globe
and connect it to our new Merge 3D.
332
00:17:17,661 --> 00:17:20,164
Let's view this in each of our viewers,
333
00:17:20,164 --> 00:17:23,167
so press one and press two.
334
00:17:23,333 --> 00:17:26,837
Now let's go ahead and find our 3D text
335
00:17:26,920 --> 00:17:31,633
again in our node toolbar
and just click and drag it right in
336
00:17:31,717 --> 00:17:35,179
and connect it to our new Merge 3D.
337
00:17:35,262 --> 00:17:38,140
Okay, let's go ahead in the text field box
338
00:17:38,140 --> 00:17:43,979
in the inspector and type in our text
339
00:17:44,063 --> 00:17:47,483
breaking news.
340
00:17:47,566 --> 00:17:48,817
As we're typing,
341
00:17:48,817 --> 00:17:52,196
we can see it appear in each of our views.
342
00:17:52,279 --> 00:17:55,407
Again, having that Quan view is great
because now we can dial
343
00:17:55,407 --> 00:17:58,410
in exactly where it needs to be.
344
00:17:58,494 --> 00:18:00,788
So let's change a couple of parameters.
345
00:18:00,788 --> 00:18:03,665
Let's change the line spacing
346
00:18:03,665 --> 00:18:06,251
and let's go ahead and change our font
347
00:18:06,251 --> 00:18:11,548
from bold to extra bold italic.
348
00:18:11,632 --> 00:18:13,509
Next, we need to change down to size.
349
00:18:13,509 --> 00:18:15,010
Let's bring it down again.
350
00:18:15,010 --> 00:18:19,431
I'm watching and each of the viewers
seeing its size ratio
351
00:18:19,515 --> 00:18:22,476
to our globe
352
00:18:22,476 --> 00:18:23,727
using our current view.
353
00:18:23,727 --> 00:18:26,730
I'm going to go ahead and grab
354
00:18:26,772 --> 00:18:28,899
this layer's
355
00:18:28,899 --> 00:18:33,112
access points
by just grabbing this blue Z access point.
356
00:18:33,112 --> 00:18:40,369
And now I can see I'm
just moving our text forward in 3D space
357
00:18:40,452 --> 00:18:41,411
and then I'm going to
358
00:18:41,411 --> 00:18:46,583
grab this green access point
and that is our Y access control.
359
00:18:46,667 --> 00:18:49,545
I just going to move that up and down
360
00:18:49,545 --> 00:18:52,047
right about there. That's pretty good.
361
00:18:52,047 --> 00:18:56,593
Okay, I'm going to select my 3D text node
and view that in viewer one.
362
00:18:56,677 --> 00:18:58,887
And let's
just put this in a better position.
363
00:18:58,887 --> 00:19:01,807
Zoom in a little bit
because now we're ready to do
364
00:19:01,807 --> 00:19:04,810
some 3D extrusion
365
00:19:04,852 --> 00:19:05,769
in the inspector.
366
00:19:05,769 --> 00:19:07,896
If you go down
to the bottom of the screen,
367
00:19:07,896 --> 00:19:10,774
you'll see this little extrusion panel.
368
00:19:10,774 --> 00:19:12,526
Just go ahead and open that.
369
00:19:12,526 --> 00:19:18,490
And now let's just drag our extrusion
depth out a little bit.
370
00:19:18,574 --> 00:19:19,074
Okay.
371
00:19:19,074 --> 00:19:21,869
So if you remember earlier,
we were talking about that lightning
372
00:19:21,869 --> 00:19:27,207
button up here at the top of our viewer
and that we were in a flat view
373
00:19:27,291 --> 00:19:28,250
right now, as you can see, it's
374
00:19:28,250 --> 00:19:32,337
a little bit hard to tell
what's going on with our 3D text.
375
00:19:32,421 --> 00:19:35,716
So if we click this button, it's
going to give us a simulated light effect.
376
00:19:35,716 --> 00:19:39,178
So now we can kind of see exactly
what's going on with our text
377
00:19:39,386 --> 00:19:42,389
and how to make our extrusion work
better for us.
378
00:19:42,556 --> 00:19:48,729
I think I'm going to make the extrusion
just a little bit bigger
379
00:19:48,812 --> 00:19:52,232
and then let's zoom in a little bit more
and we can start to add a bevel.
380
00:19:52,232 --> 00:19:57,696
So let's go to our bevel depth and just
bring that up maybe right around there.
381
00:19:57,779 --> 00:20:03,202
And the same thing for our bevel width.
382
00:20:03,285 --> 00:20:04,036
It's going to bring it down
383
00:20:04,036 --> 00:20:08,373
just a little bit.
384
00:20:08,457 --> 00:20:08,916
That's good.
385
00:20:08,916 --> 00:20:14,588
Just giving it a nice little edge.
386
00:20:14,671 --> 00:20:15,672
So we've added that.
387
00:20:15,672 --> 00:20:19,051
Let's actually change its color
388
00:20:19,134 --> 00:20:20,385
in the 2D side of the text.
389
00:20:20,385 --> 00:20:23,388
If you look at it,
the shading used a single shading elements
390
00:20:23,430 --> 00:20:25,265
one through eight.
It's a little bit different.
391
00:20:25,265 --> 00:20:29,061
We're thinking of it
more as materials inside of 3D.
392
00:20:29,144 --> 00:20:31,230
So let's go ahead and deselect
393
00:20:31,230 --> 00:20:35,317
this checkbox for use one material
and now we can change
394
00:20:35,317 --> 00:20:39,529
the color of our fonts
and let's just change it to a dark red.
395
00:20:39,613 --> 00:20:44,785
Just clicking in this color dialog box
and changing it to a dark red.
396
00:20:44,826 --> 00:20:49,206
Again, I want to go down to the specular
intensity and just bring this down
397
00:20:49,289 --> 00:20:51,500
about halfway.
398
00:20:51,500 --> 00:20:53,460
Okay,
399
00:20:53,460 --> 00:20:54,461
Not bad.
400
00:20:54,461 --> 00:20:57,631
Looking pretty good.
401
00:20:57,714 --> 00:20:59,174
Now to me,
402
00:20:59,174 --> 00:21:01,927
this color is nice, It's
clean, it's sharp.
403
00:21:01,927 --> 00:21:04,930
I want to give it
just a little bit of break up
404
00:21:05,055 --> 00:21:08,392
so we can actually add a texture
to this material
405
00:21:08,517 --> 00:21:12,854
by going to this type field
and changing it from solid to image.
406
00:21:12,854 --> 00:21:16,858
And when we do that now, we have an option
407
00:21:16,942 --> 00:21:21,238
to connect an image directly to that.
408
00:21:21,321 --> 00:21:24,116
So I'm going to go back to the media pool
and I'm just going to grab this
409
00:21:24,116 --> 00:21:27,119
moon image, bring it right in
410
00:21:27,160 --> 00:21:28,328
close down the media pool.
411
00:21:28,328 --> 00:21:31,581
And I just want to change
the name of this, call it
412
00:21:31,665 --> 00:21:33,625
texture.
413
00:21:33,625 --> 00:21:37,379
You can use any image that you want
that has the appropriate texture.
414
00:21:37,462 --> 00:21:39,923
In this case,
I'm going to use this moon image
415
00:21:39,923 --> 00:21:43,135
and then just drag it over
connected to my 3D text.
416
00:21:43,218 --> 00:21:47,514
And when you do, you can see that now
it's affecting our 3D text.
417
00:21:47,514 --> 00:21:51,018
The luminance value of that texture image
is affecting our 3D text.
418
00:21:51,018 --> 00:21:51,518
And for me it's
419
00:21:51,518 --> 00:21:55,314
just giving a nice little break up
so it doesn't look completely clean.
420
00:21:55,397 --> 00:21:58,191
Now there's a couple of things
that you can do just creatively.
421
00:21:58,191 --> 00:22:02,112
You can actually add a brightness contrast
note to this and start to affect it
422
00:22:02,112 --> 00:22:03,572
in a lot of other ways.
423
00:22:03,572 --> 00:22:06,158
Like, for example, I'm just going to
424
00:22:06,241 --> 00:22:07,868
really start to crack down
425
00:22:07,868 --> 00:22:10,495
on this and you can see how it's
changing on the 3D text.
426
00:22:10,495 --> 00:22:15,292
So you can get interesting results
by even animating in 2D
427
00:22:15,292 --> 00:22:19,129
and bringing that in as a texture
on your 3D layers.
428
00:22:19,212 --> 00:22:21,131
But for right now
I'm good with the standard texture,
429
00:22:21,131 --> 00:22:23,383
so I'm going to delete that
430
00:22:23,383 --> 00:22:26,928
brightness contrast note
431
00:22:27,012 --> 00:22:32,267
That's looking pretty good.
432
00:22:32,351 --> 00:22:32,601
All right.
433
00:22:32,601 --> 00:22:35,145
So as we can see in Viewer two,
434
00:22:35,145 --> 00:22:38,732
we can see our top view that the text is
pretty much straight and flat.
435
00:22:38,732 --> 00:22:42,402
It'd be nice if we could bend
or warp the text so it feels like it's
436
00:22:42,569 --> 00:22:47,574
coming around the globe and we can do that
by adding a node called the vendor node.
437
00:22:47,574 --> 00:22:51,745
So let's go ahead and select
our 3D text, shift spacebar
438
00:22:51,828 --> 00:22:56,041
and type in Bender hit enter.
439
00:22:56,124 --> 00:22:56,375
Now, the
440
00:22:56,375 --> 00:22:59,586
Bender note is very interesting
because it allows you to warp
441
00:22:59,586 --> 00:23:03,048
and bend your objects in 3D space,
442
00:23:03,131 --> 00:23:06,134
but we need to do a couple of things
first, and I give you an example.
443
00:23:06,301 --> 00:23:10,097
If we just start bending this, it's
going to start to really twist
444
00:23:10,180 --> 00:23:14,393
and warp
and press one to load that in V or one.
445
00:23:14,476 --> 00:23:18,980
As you can see, it's just
kind of giving it some crazy adjustments.
446
00:23:19,064 --> 00:23:23,276
So if we go ahead and first click on group
objects, it's going to treat it
447
00:23:23,360 --> 00:23:27,739
as one objects
and not as individual letters.
448
00:23:27,823 --> 00:23:33,161
And let's change the angle to about 90
449
00:23:33,245 --> 00:23:37,457
and let's change our access to X from Y.
450
00:23:37,541 --> 00:23:40,502
And now when we bend, you can see that
451
00:23:40,502 --> 00:23:45,215
it's actually starting
to go around our globe.
452
00:23:45,298 --> 00:23:46,049
Now I want to make
453
00:23:46,049 --> 00:23:50,470
sure that this is going to be visible
and that's not too warped.
454
00:23:50,470 --> 00:23:53,265
So let's just bring this back
just a little bit.
455
00:23:53,265 --> 00:23:57,060
We definitely want to make sure
that it's viewable
456
00:23:57,144 --> 00:24:01,940
or something like that is good.
457
00:24:02,023 --> 00:24:05,652
So next
458
00:24:05,735 --> 00:24:08,738
it'd be great if we can start to animate
that around the globe.
459
00:24:08,822 --> 00:24:12,784
So if we click on the 3D text
and we go to the layout tab,
460
00:24:13,034 --> 00:24:16,204
there's a rotation option
there for our y axis.
461
00:24:16,204 --> 00:24:17,205
We can change that.
462
00:24:17,205 --> 00:24:20,208
But as you can see, I'm moving it and it's
463
00:24:20,459 --> 00:24:23,712
the pivot point is right on the text
and that's not what we want.
464
00:24:23,795 --> 00:24:25,172
So what else could we do?
465
00:24:25,172 --> 00:24:27,090
Maybe the transform node.
466
00:24:27,090 --> 00:24:28,884
Let's try this one.
467
00:24:28,884 --> 00:24:30,635
Well, this is kind of cool, actually.
468
00:24:30,635 --> 00:24:35,515
Maybe we can animate this as well,
but that's not what I want either.
469
00:24:35,557 --> 00:24:38,560
Again, thinking
about Node and thinking about node order.
470
00:24:38,560 --> 00:24:42,898
If we stack our nodes accordingly,
we can get really interesting results.
471
00:24:42,981 --> 00:24:45,734
In this case,
everything that we've been doing
472
00:24:45,734 --> 00:24:49,362
is to the center origin
point of our 3D environment.
473
00:24:49,362 --> 00:24:51,406
So we really have been
moving things around.
474
00:24:51,406 --> 00:24:55,911
So if we add a transform
3D node, it'll actually be at the center
475
00:24:55,994 --> 00:24:59,956
of our 3D globe, which will allow us
to rotate our text right around.
476
00:25:00,040 --> 00:25:04,544
Let me demonstrate that my vendor node
selected shift spacebar
477
00:25:04,628 --> 00:25:08,048
type in transform
when I use my arrow keys to go down
478
00:25:08,048 --> 00:25:12,427
to the Transform 3D note
and then press enter
479
00:25:12,511 --> 00:25:13,553
and you can see it now.
480
00:25:13,553 --> 00:25:18,558
It's been applied
to the center of our 3D globe.
481
00:25:18,642 --> 00:25:21,520
When we move our y axis,
482
00:25:21,603 --> 00:25:24,898
it's now moving all of our text
483
00:25:24,981 --> 00:25:29,069
around our globe.
484
00:25:29,152 --> 00:25:31,780
I'm going to load
our Merge 3D in viewer one
485
00:25:31,780 --> 00:25:38,453
just so we can see that as well.
486
00:25:38,495 --> 00:25:42,415
So let me move this into position.
487
00:25:42,457 --> 00:25:46,211
I think I want it to start
right around here.
488
00:25:46,294 --> 00:25:50,006
Make sure our play head
is at the beginning of our comp
489
00:25:50,048 --> 00:25:53,593
and let's set a keyframe for our
Y rotation
490
00:25:53,677 --> 00:25:56,054
on our transform 3D note.
491
00:25:56,054 --> 00:25:58,765
And then let's go to about Frame 20
492
00:25:58,765 --> 00:26:02,477
and let's move our Y rotation
493
00:26:02,561 --> 00:26:05,063
somewhere right?
494
00:26:05,063 --> 00:26:06,481
Right around here
495
00:26:06,481 --> 00:26:10,026
I'm clicking in the text dialog box
to get a little bit finer control.
496
00:26:10,110 --> 00:26:13,613
That way
my movements are a little bit smoother.
497
00:26:13,655 --> 00:26:15,282
Okay, so that's where I wanted to land.
498
00:26:15,282 --> 00:26:18,743
It's coming from around the globe
and I want it to land here at Frame 20.
499
00:26:18,827 --> 00:26:22,038
Let's go to the end of our comp
500
00:26:22,122 --> 00:26:24,457
and then let's continue
501
00:26:24,457 --> 00:26:27,877
dragging this over
till it's right about there.
502
00:26:27,877 --> 00:26:30,255
Again, it's important
that even though we're animating,
503
00:26:30,255 --> 00:26:32,465
we want to be able to see it.
So we can read it.
504
00:26:32,465 --> 00:26:36,803
But just it just giving us a little bit
of movement to keep things in action.
505
00:26:36,886 --> 00:26:37,178
All right.
506
00:26:37,178 --> 00:26:40,181
Let's play this back.
507
00:26:40,390 --> 00:26:42,434
Okay.
508
00:26:42,434 --> 00:26:44,894
It's looking pretty good.
509
00:26:44,894 --> 00:26:48,690
Remember that 3D text that we did earlier
that we saw the rotation of the letters?
510
00:26:48,690 --> 00:26:49,691
I kind of like that.
511
00:26:49,691 --> 00:26:53,320
Let's go back to our 3D text
real quick and let's go to our hero
512
00:26:53,320 --> 00:26:55,363
frame of Frame 20.
513
00:26:55,363 --> 00:26:56,865
We're in a transform.
514
00:26:56,865 --> 00:26:58,533
Let's just move our text.
515
00:26:58,533 --> 00:27:00,577
Yeah, I think I like this.
516
00:27:00,577 --> 00:27:03,580
Let's reset it and let's set a key
frame right here.
517
00:27:03,580 --> 00:27:06,958
Frame 20,
Let's go to the beginning of our comp
518
00:27:07,042 --> 00:27:10,378
and we're going to move
519
00:27:10,462 --> 00:27:13,465
or animate this y rotation.
520
00:27:13,715 --> 00:27:16,426
Again, I'm looking at all
the different views to see
521
00:27:16,426 --> 00:27:20,347
how these text are moving and making sure
that it's in the right spot that I want.
522
00:27:20,347 --> 00:27:23,683
So I think this is right
about where it should be.
523
00:27:23,767 --> 00:27:30,982
Let's play this back.
524
00:27:31,066 --> 00:27:34,152
Okay, The playback is pretty long,
so I'm going to adjust my auto
525
00:27:34,152 --> 00:27:37,906
render range so we can focus
just on the area that we want to use.
526
00:27:37,906 --> 00:27:42,535
So holding down the command key, clicking
and dragging inside of our time ruler.
527
00:27:42,577 --> 00:27:49,000
Now we've just isolate our playback
just to this moment,
528
00:27:49,084 --> 00:27:49,876
okay?
529
00:27:49,876 --> 00:27:51,503
This is looking pretty good now.
530
00:27:51,503 --> 00:27:54,339
It would be great
if we could add a 3D camera to this
531
00:27:54,339 --> 00:27:57,133
so we can complete our motion
coming from out of the globe
532
00:27:57,133 --> 00:27:59,135
and revealing everything at once.
533
00:27:59,135 --> 00:28:02,430
So let's do that right now
534
00:28:02,514 --> 00:28:03,056
is going to
535
00:28:03,056 --> 00:28:07,310
move my note Ed around again,
come up to the node toolbar,
536
00:28:07,310 --> 00:28:13,274
just bring in a camera 3D
and connect it to our Merge 3D.
537
00:28:13,358 --> 00:28:14,234
If you've seen here.
538
00:28:14,234 --> 00:28:17,278
Now, once we connected that camera again,
it pops up
539
00:28:17,278 --> 00:28:20,281
at the center point of our 3D environment.
540
00:28:20,323 --> 00:28:23,076
So I'm going to grab its Z-Axis
arrow point
541
00:28:23,076 --> 00:28:26,079
and just move this back.
542
00:28:26,079 --> 00:28:28,373
So as I'm moving the camera,
as you can see,
543
00:28:28,373 --> 00:28:30,667
we can't really tell what it's seeing.
544
00:28:30,667 --> 00:28:33,378
So it would be nice
if we could see the view of the camera
545
00:28:33,378 --> 00:28:35,797
so we know how far back
we need to move it.
546
00:28:35,797 --> 00:28:37,090
And we can do that.
547
00:28:37,090 --> 00:28:40,093
If you come back here to our viewer
number one
548
00:28:40,093 --> 00:28:42,971
down here at the bottom, right,
there's our perspective view.
549
00:28:42,971 --> 00:28:44,347
Lets right click on that.
550
00:28:44,347 --> 00:28:48,476
And because we have a camera added,
we can now just click directly
551
00:28:48,518 --> 00:28:50,019
on our 3D camera.
552
00:28:50,019 --> 00:28:53,273
And when we do so, now
we're seeing exactly what the camera sees.
553
00:28:53,440 --> 00:28:59,362
So when we move it,
we can know exactly what we're looking at.
554
00:28:59,446 --> 00:29:02,782
Let me just zoom out of this view
555
00:29:02,866 --> 00:29:05,160
and I'm going to move this
556
00:29:05,160 --> 00:29:13,626
camera back right about here.
557
00:29:13,710 --> 00:29:22,218
Yeah, I think that's a good spot.
558
00:29:22,302 --> 00:29:25,513
So let's call this our hero frame.
559
00:29:25,597 --> 00:29:30,226
Now, as we move our camera back,
we can actually see what it's seeing
560
00:29:30,477 --> 00:29:34,147
and get a better view
of where we want to stomp our camera.
561
00:29:34,230 --> 00:29:36,399
I want to find our hero frame.
562
00:29:36,399 --> 00:29:37,984
And I think that's right about here.
563
00:29:37,984 --> 00:29:40,028
That looks pretty good.
564
00:29:40,028 --> 00:29:42,280
Okay,
now we're ready to animate our camera.
565
00:29:42,280 --> 00:29:44,532
So let's go to the inspector
and just right
566
00:29:44,532 --> 00:29:48,495
click on this translation group
and say animate translation group.
567
00:29:48,495 --> 00:29:52,916
That's just going to put a keyframe
on our X, Y and Z axis all at one time.
568
00:29:52,999 --> 00:29:55,710
And I'm going do the same thing
for the rotation as well.
569
00:29:55,710 --> 00:29:59,422
Right click animate rotate group.
570
00:29:59,506 --> 00:29:59,964
So this is
571
00:29:59,964 --> 00:30:02,967
our hero frame, right about frame 18.
572
00:30:03,009 --> 00:30:05,845
Let's go to the beginning of our comp
573
00:30:05,845 --> 00:30:07,806
and we're going to just move our camera
574
00:30:07,806 --> 00:30:13,353
forward
575
00:30:13,436 --> 00:30:15,104
just like that.
576
00:30:15,104 --> 00:30:18,316
And let's bring it down just a little bit
577
00:30:18,399 --> 00:30:22,403
and then let's animate its x axis
578
00:30:22,445 --> 00:30:25,782
right around there
and let's also give it a little rotation
579
00:30:25,990 --> 00:30:30,495
on the Z axis,
580
00:30:30,578 --> 00:30:36,209
and then let's just change our exposition
581
00:30:36,292 --> 00:30:41,631
and zoom in a little bit more
582
00:30:41,714 --> 00:30:43,132
somewhere right around here.
583
00:30:43,132 --> 00:30:46,135
And let's see what that does.
584
00:30:46,219 --> 00:30:48,596
Okay,
585
00:30:48,596 --> 00:30:50,682
that's working.
586
00:30:50,682 --> 00:30:53,393
Now, let's finish this off
by going to the end of our comp
587
00:30:53,393 --> 00:30:57,105
and adding a slow
little pullback on our camera. So
588
00:30:57,188 --> 00:31:04,195
click into the end of our comp
589
00:31:04,237 --> 00:31:06,155
and then just using the slider
590
00:31:06,155 --> 00:31:10,076
right on the z-axis and pulling it back
just a little bit.
591
00:31:10,159 --> 00:31:14,497
So if we play this all back together
now, we've animated our 3D globe,
592
00:31:14,497 --> 00:31:18,626
we've animated a text coming around
and now we've just animated a camera
593
00:31:18,668 --> 00:31:25,133
pulling back,
revealing the globe in our text together.
594
00:31:25,216 --> 00:31:26,593
I'm going to go back to that keyframe
595
00:31:26,593 --> 00:31:30,680
and just make it a little bit stronger
somewhere there just to double check.
596
00:31:30,722 --> 00:31:37,103
Let's see what that looks like.
597
00:31:37,186 --> 00:31:37,937
Pretty cool.
598
00:31:37,937 --> 00:31:38,771
The next thing I want to do
599
00:31:38,771 --> 00:31:41,774
to finish this off,
as just as we revealed our breaking news,
600
00:31:41,941 --> 00:31:45,278
I want to have a wall
come in and transition us to our next
601
00:31:45,486 --> 00:31:48,323
art card.
602
00:31:48,323 --> 00:31:51,326
So let's add another text 3D node
603
00:31:51,409 --> 00:31:54,662
connected to our Merge 3D
604
00:31:54,746 --> 00:31:57,123
and in the inspector
605
00:31:57,123 --> 00:32:00,293
click on the forward slash
606
00:32:00,376 --> 00:32:01,878
about six times.
607
00:32:01,878 --> 00:32:02,170
All right.
608
00:32:02,170 --> 00:32:05,089
So we've added this to our view.
609
00:32:05,089 --> 00:32:08,343
So let's go ahead and bring it forward.
610
00:32:08,426 --> 00:32:11,804
I'm going to zoom out command middle
611
00:32:11,804 --> 00:32:15,683
mouse button and the option middle mouse
button to orbit.
612
00:32:15,725 --> 00:32:17,894
Bring this right around here
613
00:32:17,894 --> 00:32:22,815
again,
using all of my viewpoints to see and move
614
00:32:22,899 --> 00:32:26,361
my 3D objects as needed.
615
00:32:26,444 --> 00:32:27,612
Well,
616
00:32:27,612 --> 00:32:29,781
bring this forward
617
00:32:29,781 --> 00:32:32,784
right about here
618
00:32:32,909 --> 00:32:37,205
and let's scrub our timeline
just to see how this is going to look.
619
00:32:37,288 --> 00:32:46,422
Yeah, I think this is going to work.
620
00:32:46,506 --> 00:32:47,840
I think this is going to work.
621
00:32:47,840 --> 00:32:53,012
Let's go back one more time.
622
00:32:53,096 --> 00:32:53,596
Let's go
623
00:32:53,596 --> 00:32:58,142
and give this a little bit of extrusion,
just like we did before.
624
00:32:58,226 --> 00:33:02,355
I'm going to go ahead
and just bring this up
625
00:33:02,438 --> 00:33:03,272
in the same thing.
626
00:33:03,272 --> 00:33:14,117
A little bit of bevel
depth and bevel width
627
00:33:14,200 --> 00:33:15,451
that's working pretty good.
628
00:33:15,451 --> 00:33:16,327
The next thing we want to do
629
00:33:16,327 --> 00:33:20,748
is we want this to collapse and close down
as if it's a wall shutting down.
630
00:33:20,832 --> 00:33:21,791
Let's find a spot.
631
00:33:21,791 --> 00:33:28,256
We can start our animation,
I think right in here around frame 70.
632
00:33:28,339 --> 00:33:30,967
And let's put a key frame on our tracking.
633
00:33:30,967 --> 00:33:35,388
So at a keyframe, move forward
634
00:33:35,471 --> 00:33:37,598
about 20 frames or so.
635
00:33:37,598 --> 00:33:40,184
And then let's
just bring down our tracking
636
00:33:40,184 --> 00:33:45,523
right until everything closes up
637
00:33:45,606 --> 00:33:49,861
and then let's play that back.
638
00:33:49,944 --> 00:33:52,905
There we go.
639
00:33:52,905 --> 00:33:54,615
I think that's working.
640
00:33:54,615 --> 00:33:57,952
Lastly, I just want to change the color
of this to red.
641
00:33:58,036 --> 00:34:01,539
So let's go to our shading tab
and then just bring this down to a dark
642
00:34:01,539 --> 00:34:05,835
red as well.
643
00:34:05,918 --> 00:34:09,547
Okay.
644
00:34:09,630 --> 00:34:12,050
So let's just review real quick.
645
00:34:12,050 --> 00:34:13,926
I'm going to move my UI around.
646
00:34:13,926 --> 00:34:18,139
We've added our materials, we've
got our earth, our streaks, our texture.
647
00:34:18,222 --> 00:34:21,601
Now we've brought that into 3D
and connected it or mapped it
648
00:34:21,726 --> 00:34:24,854
on to some sphere
objects, creating a globe.
649
00:34:25,063 --> 00:34:30,068
And we've organized and use
an underlay to group that together.
650
00:34:30,151 --> 00:34:33,696
Next we've gone to another Merge 3D
and we've added our text,
651
00:34:33,863 --> 00:34:37,825
given it some animation
and also warped it as a 3D object
652
00:34:37,867 --> 00:34:40,453
and animated our camera as well.
653
00:34:40,453 --> 00:34:41,412
So I'm just going to go ahead
654
00:34:41,412 --> 00:34:48,211
and do the same thing real quick
while we're here and give this an underlay
655
00:34:48,294 --> 00:34:50,379
just so we stay organized.
656
00:34:50,379 --> 00:34:54,550
Option click F2 to rename
657
00:34:54,634 --> 00:34:57,637
text 3D.
658
00:34:57,762 --> 00:35:00,098
And one last thing,
I just want to go over here and select
659
00:35:00,098 --> 00:35:06,229
our camera 3D, right click on there
and go to show show tile picture.
660
00:35:06,312 --> 00:35:09,273
And that's just an organizational feature
for myself.
661
00:35:09,273 --> 00:35:12,527
So that way, as I'm moving
and navigating across the node tree,
662
00:35:12,735 --> 00:35:16,155
I can quickly see
and know which node is my camera is.
663
00:35:16,155 --> 00:35:18,157
I'm going to want to use it a lot.
664
00:35:18,157 --> 00:35:22,245
I think now we should open up this blind
editor and start to look at our key frames
665
00:35:22,245 --> 00:35:25,248
and make sure that all of our movements
are nice and smooth.
666
00:35:25,289 --> 00:35:28,835
And this blind
editor is a great way to start doing them.
667
00:35:28,918 --> 00:35:31,045
So I've got this blind editor open again.
668
00:35:31,045 --> 00:35:33,464
This panel on the left is going to show me
669
00:35:33,464 --> 00:35:37,343
all of our adjustments,
all of our nodes that have keyframes.
670
00:35:37,426 --> 00:35:40,221
And then on the right is our graph view.
671
00:35:40,221 --> 00:35:43,516
Now there's a lot of keyframes that we've
been setting, so I'm just going to help
672
00:35:43,516 --> 00:35:47,603
focus our attention by going to the top
right of our spline editor
673
00:35:47,687 --> 00:35:49,063
and clicking on this menu
674
00:35:49,063 --> 00:35:53,234
and selecting show only selected tool
that just lets us select
675
00:35:53,234 --> 00:35:59,240
a node and just see those parameters
in this blind editor for us.
676
00:35:59,323 --> 00:36:01,367
Let's start with our 3D text.
677
00:36:01,367 --> 00:36:11,002
I'm going to select a 3D text
and then load it in viewer one
678
00:36:11,085 --> 00:36:15,214
just so we can see that
679
00:36:15,298 --> 00:36:16,841
in the Spline Editor.
680
00:36:16,841 --> 00:36:21,262
Let's turn on our character
angle one by clicking on that checkbox.
681
00:36:21,345 --> 00:36:23,347
Now it's got a zoomed in value.
682
00:36:23,347 --> 00:36:25,183
I'm not sure what I'm looking at.
683
00:36:25,183 --> 00:36:28,186
So there's this button
right up here at the top, right?
684
00:36:28,186 --> 00:36:28,936
There's these three buttons.
685
00:36:28,936 --> 00:36:31,063
Our menu that we clicked on earlier.
686
00:36:31,063 --> 00:36:35,359
Next is our zoomed to rectangle
and the next top that is zoomed to fit.
687
00:36:35,443 --> 00:36:38,029
If you click that,
they'll just bring all of our key frames
688
00:36:38,029 --> 00:36:42,408
and fit it inside of our spline
editor for us
689
00:36:42,491 --> 00:36:44,076
as a side note, a keyboard shortcut for
690
00:36:44,076 --> 00:36:47,538
that is command F or control F on a PC.
691
00:36:47,622 --> 00:36:51,918
So we can see here that our animation
is happening in a linear fashion.
692
00:36:52,001 --> 00:36:56,339
So I just want to smooth this landing
by selecting this last keyframe
693
00:36:56,422 --> 00:36:57,673
and pressing shift.
694
00:36:57,673 --> 00:37:03,054
S that's just going to smooth out
our landing over time.
695
00:37:03,137 --> 00:37:09,435
And I can go back here to the beginning of
our comp and play that back.
696
00:37:09,518 --> 00:37:10,895
That's going to work just fine.
697
00:37:10,895 --> 00:37:14,815
Next, let's go to the next node
that has our animation,
698
00:37:14,857 --> 00:37:18,569
our Transform
3D node press one to view that.
699
00:37:18,653 --> 00:37:22,657
Again, I'm going to command, click
and drag inside of the time.
700
00:37:22,657 --> 00:37:30,665
Will it just so we can focus on this one
part of our comp
701
00:37:30,748 --> 00:37:33,876
with our Transform
3D node selected inside of our spline?
702
00:37:33,876 --> 00:37:36,879
Let's turn on the Y rotation Command F
703
00:37:37,046 --> 00:37:40,341
fits that for us and we can see
the key frames that we have.
704
00:37:40,341 --> 00:37:44,428
I'm going to select these last
to just drag a box right around there.
705
00:37:44,512 --> 00:37:47,848
Shift s for smooth
going to smooth those keyframes.
706
00:37:47,848 --> 00:37:51,394
Now we need to do some adjustments,
so bring down our middle
707
00:37:51,394 --> 00:38:00,444
keyframe,
708
00:38:00,486 --> 00:38:02,113
just adjust its tangents
709
00:38:02,113 --> 00:38:07,910
so it's nice and smooth
and let's see what that looks like.
710
00:38:07,994 --> 00:38:08,828
So before
711
00:38:08,828 --> 00:38:12,832
it was animating in and kind of
having a hard stop and then continuing
712
00:38:12,832 --> 00:38:16,085
and now it's animating in,
but continuing in a nice smooth
713
00:38:16,085 --> 00:38:22,091
fashion.
714
00:38:22,174 --> 00:38:27,388
Next, let's go to our camera 3D,
715
00:38:27,471 --> 00:38:31,809
and I'm going to select our Merge 3D
and press number one to view that.
716
00:38:31,809 --> 00:38:35,604
Remember, we have
our viewport is set to our camera 3D,
717
00:38:35,604 --> 00:38:37,898
so don't forget
that we're not in perspective mode.
718
00:38:37,898 --> 00:38:40,693
If we were to make any changes using our
719
00:38:40,693 --> 00:38:44,196
navigation tool, it would actually be
changing the animation of our camera.
720
00:38:44,405 --> 00:38:47,199
So we're viewing the camera 3D,
but don't use
721
00:38:47,199 --> 00:38:51,537
any type of navigational features
just yet in that viewport.
722
00:38:51,620 --> 00:38:54,373
So as we play,
723
00:38:54,373 --> 00:38:55,416
we're coming back.
724
00:38:55,416 --> 00:38:56,917
We've got kind of a hard landing.
725
00:38:56,917 --> 00:38:58,961
So we want to smooth
that landing of the camera.
726
00:38:58,961 --> 00:39:03,049
So it's nice, easy to select our camera 3D
727
00:39:03,132 --> 00:39:04,508
and let's go ahead and turn
728
00:39:04,508 --> 00:39:09,138
on the Z offset inside of the spline
editor.
729
00:39:09,221 --> 00:39:10,848
We're in this blind editor, command
730
00:39:10,848 --> 00:39:14,018
or control F zooms our keyframes
so we can see them all.
731
00:39:14,226 --> 00:39:15,728
And it's the same process.
732
00:39:15,728 --> 00:39:18,731
Select the keyframe shift s
733
00:39:18,898 --> 00:39:23,319
Select
this final keyframe and shift s as well,
734
00:39:23,402 --> 00:39:26,405
and let's just adjust this, making it
735
00:39:26,572 --> 00:39:31,869
and smooth
736
00:39:31,952 --> 00:39:37,166
and let's see what that looks like.
737
00:39:37,208 --> 00:39:38,834
Okay, that's a good start.
738
00:39:38,834 --> 00:39:41,837
Let's move from here
739
00:39:41,921 --> 00:39:46,258
and turn on our X and Y rotation
command F.
740
00:39:46,342 --> 00:39:49,303
I'm going to select all of our final
741
00:39:49,303 --> 00:39:50,805
all of our final keyframes.
742
00:39:50,805 --> 00:39:55,351
And instead of hitting shift F for smooth,
I'm just going to hit the key
743
00:39:55,434 --> 00:39:58,521
and that for flat, it's
just going to make sure that our tangents
744
00:39:58,521 --> 00:40:00,940
are not going above the values
they're supposed to
745
00:40:00,940 --> 00:40:04,610
and just flattening off that curve for us.
746
00:40:04,693 --> 00:40:08,197
So let's play that back.
747
00:40:08,280 --> 00:40:14,161
That's feeling a lot smoother
748
00:40:14,245 --> 00:40:15,246
now as we're doing
749
00:40:15,246 --> 00:40:18,249
this,
as we've been changing our keyframes,
750
00:40:18,374 --> 00:40:21,168
our animation for our wall
is a little bit off now.
751
00:40:21,168 --> 00:40:26,674
So we need to go back
and just adjust that real quick.
752
00:40:26,757 --> 00:40:30,761
So right around
frame 4045 is where it's coming in
753
00:40:30,761 --> 00:40:35,182
and I want to just bring it closer
so it's coming in a little bit later.
754
00:40:35,266 --> 00:40:38,144
So let's go about Frame 60
755
00:40:38,144 --> 00:40:40,813
and let's select our 3D text node.
756
00:40:40,813 --> 00:40:46,152
And while we're here, just press F2
and let's call that wall
757
00:40:46,235 --> 00:40:49,822
just so we stay organized
758
00:40:49,905 --> 00:40:51,907
in my perspective view in viewer too, I'm
759
00:40:51,907 --> 00:40:55,119
just going to click on the actors
and just bring it closer
760
00:40:55,202 --> 00:40:58,789
to the camera.
761
00:40:58,873 --> 00:41:06,255
I'm adjust my auto render range
and then let's just play this back.
762
00:41:06,338 --> 00:41:07,923
Okay?
763
00:41:07,923 --> 00:41:10,926
That's a little bit better.
764
00:41:11,093 --> 00:41:12,052
Now let's go in
765
00:41:12,052 --> 00:41:16,515
and just our keyframes for our wall.
766
00:41:16,599 --> 00:41:20,686
So in this blind editor, let's
go ahead and turn on character spacing.
767
00:41:20,769 --> 00:41:24,106
Again, we can't see our keyframe,
so command or control
768
00:41:24,106 --> 00:41:28,277
F will just bring all of our key frames
right into view for us
769
00:41:28,360 --> 00:41:32,156
and for the most part,
we've been adjusting our keyframes so that
770
00:41:32,156 --> 00:41:37,161
everything that happens happens smoothly
and that makes for a better looking image.
771
00:41:37,244 --> 00:41:42,291
But in this case, we want our wall to be
able to animate nice and fast and hard.
772
00:41:42,374 --> 00:41:44,418
So we're going to change how we approach
773
00:41:44,418 --> 00:41:47,755
our keyframes.
774
00:41:47,838 --> 00:41:51,634
Select our first keyframe,
and let's press F
775
00:41:51,717 --> 00:41:55,513
and let's take our last keyframe
and adjust the tangent
776
00:41:55,596 --> 00:41:59,433
just so it slams into place.
777
00:41:59,517 --> 00:41:59,892
And I'm
778
00:41:59,892 --> 00:42:03,562
going to adjust my auto render range.
779
00:42:03,646 --> 00:42:08,150
There we go.
780
00:42:08,234 --> 00:42:10,236
So the animation starts off slow
781
00:42:10,236 --> 00:42:18,536
and then comes to a quick close.
782
00:42:18,577 --> 00:42:20,746
Now, as I'm watching it back,
783
00:42:20,746 --> 00:42:24,792
I would like that wall to close down
just a tad bit sooner.
784
00:42:24,875 --> 00:42:28,712
So what we can do,
we fit our keyframes in.
785
00:42:28,712 --> 00:42:32,383
Let's just draw
a bounding box around them, select them.
786
00:42:32,383 --> 00:42:34,260
I'm going to
787
00:42:34,260 --> 00:42:39,014
change the size of our spline editor
a little bit.
788
00:42:39,098 --> 00:42:41,767
And you notice here
at the bottom of our spline editor,
789
00:42:41,767 --> 00:42:44,770
there's this little dropdown called Time.
790
00:42:44,937 --> 00:42:47,773
If you click on it, let's go to the offset
791
00:42:47,773 --> 00:42:50,776
and you want to adjust
the framing of our keyframes.
792
00:42:50,901 --> 00:42:54,238
So I'm going to double click in there
and just type in negative
793
00:42:54,488 --> 00:43:02,329
ten, this one to move these keyframes
back in time, just about ten frames.
794
00:43:02,413 --> 00:43:06,500
And let's play that back a little
795
00:43:06,584 --> 00:43:11,755
and maybe even move that back
a little bit more.
796
00:43:11,797 --> 00:43:14,592
So make sure my keyframes are selected.
797
00:43:14,592 --> 00:43:18,095
Switch the time offset and let's go back
798
00:43:18,178 --> 00:43:26,604
negative five.
799
00:43:26,645 --> 00:43:27,771
Okay, great.
800
00:43:27,771 --> 00:43:31,609
That's exactly what we want.
801
00:43:31,692 --> 00:43:35,738
So again, using this blind editor
to really finesse your keyframes,
802
00:43:35,738 --> 00:43:39,575
to make sure that everything
is animating over time in a smooth fashion
803
00:43:39,700 --> 00:43:43,454
or an opposite in a hard fashion,
coming down very quickly.
804
00:43:43,537 --> 00:43:45,706
So definitely take a look at the spline.
805
00:43:45,706 --> 00:43:47,625
Enter when you have a chance.
806
00:43:47,625 --> 00:43:50,794
Now, this whole time
we've been working inside of Fusion's
807
00:43:50,919 --> 00:43:56,592
3D environment, we're not actually in 2D,
so we need to bring all of our 3D
808
00:43:56,717 --> 00:43:59,762
animation and effects and bring it into 2D
809
00:43:59,762 --> 00:44:03,641
so we can add some look effects
and finish off our composite.
810
00:44:03,724 --> 00:44:07,561
But we can't just connect
any of these 3D nodes to a 2D node.
811
00:44:07,686 --> 00:44:11,315
We actually have to render it
into a 2D image.
812
00:44:11,440 --> 00:44:14,193
So to do that,
we're going to add a render note.
813
00:44:14,193 --> 00:44:16,028
So let's go ahead and do that.
814
00:44:16,028 --> 00:44:19,490
I'm just going to move my node
editor around, move my media out
815
00:44:19,490 --> 00:44:24,203
node over to the side
and again in the toolbar,
816
00:44:24,286 --> 00:44:24,912
just click and
817
00:44:24,912 --> 00:44:28,791
drag your render node into your node
editor.
818
00:44:28,874 --> 00:44:31,835
Now, the last node
or last scene that we have
819
00:44:31,835 --> 00:44:36,048
in 3D is our Merge 3D two,
which is our text and camera.
820
00:44:36,048 --> 00:44:39,051
So just take the output of that node
and connect it
821
00:44:39,051 --> 00:44:42,763
to the input of our render 3D node.
822
00:44:42,846 --> 00:44:45,849
And then I'm going to take the output
of our render 3D node
823
00:44:45,891 --> 00:44:48,519
and connect it to the input of the media.
824
00:44:48,519 --> 00:44:50,270
Out one node.
825
00:44:50,270 --> 00:44:57,236
Let's view
the media out one in the number one
826
00:44:57,277 --> 00:44:59,905
and let's scrub our timeline.
827
00:44:59,905 --> 00:45:03,450
And so now we can see that
we've rendered out our 3D
828
00:45:03,534 --> 00:45:07,788
and placed it into 2D and actually
it looks kind of flat and that's
829
00:45:07,788 --> 00:45:11,583
because we don't have any lights
or any dimension happening.
830
00:45:11,667 --> 00:45:16,046
Let's get that going,
let's set that up, select the render 3D.
831
00:45:16,130 --> 00:45:17,798
Now, inside the render 3D node,
832
00:45:17,798 --> 00:45:20,843
there's a lot of different options
that you can choose to create.
833
00:45:20,843 --> 00:45:23,512
Depth of field effects,
turn on lighting effects,
834
00:45:23,512 --> 00:45:26,515
change the different types of renderers
that you want to use
835
00:45:26,640 --> 00:45:31,395
or even turn on and show different types
of outputs for your render 3D.
836
00:45:31,478 --> 00:45:34,356
For our purposes, right now
we're just going to change the render type
837
00:45:34,356 --> 00:45:37,276
from software to OpenGL
838
00:45:37,276 --> 00:45:40,738
and we're going to enable our lighting.
839
00:45:40,821 --> 00:45:42,281
So right away, in viewer
840
00:45:42,281 --> 00:45:46,160
one, you can see that when we enabled
lighting everything went dark.
841
00:45:46,243 --> 00:45:47,202
That's because we're saying
842
00:45:47,202 --> 00:45:50,956
that we want to use lights,
but we have no lights in our 3D scene.
843
00:45:51,039 --> 00:45:56,253
So now let's go back, let's add some 3D
lights and bring this animation to life.
844
00:45:56,336 --> 00:45:59,214
I'm just going to move my render
3D and media out
845
00:45:59,214 --> 00:46:03,093
node over to the right just a little bit.
846
00:46:03,177 --> 00:46:05,554
And again,
I want to be able to add 3D lights
847
00:46:05,554 --> 00:46:08,599
but have the option
to have control in the node.
848
00:46:08,599 --> 00:46:11,602
Editor So let's add a new Merge 3D.
849
00:46:11,643 --> 00:46:15,731
Just bring it right into our 3D pipeline
850
00:46:15,814 --> 00:46:17,608
and I'm going to go ahead and press two
851
00:46:17,608 --> 00:46:20,903
to load that into viewer to.
852
00:46:20,986 --> 00:46:24,490
Now, up to this point,
we've been adding nodes and adding tool
853
00:46:24,573 --> 00:46:27,493
going to the effects library,
going to the Node toolbar
854
00:46:27,493 --> 00:46:31,121
and even using the keyboard
shortcut shift spacebar.
855
00:46:31,205 --> 00:46:34,416
But one of the cool things about fusion
is that you can actually
856
00:46:34,416 --> 00:46:37,836
customize your node toolbar
as you see fit.
857
00:46:37,836 --> 00:46:42,800
So let's go ahead and do that real quick
just so we can get our 3D scene ready.
858
00:46:42,883 --> 00:46:46,470
Now if you right click up
in any of the area of the Node toolbar,
859
00:46:46,678 --> 00:46:55,938
you can go over to customize
and say Create toolbar.
860
00:46:56,021 --> 00:46:56,772
Now all we
861
00:46:56,772 --> 00:46:59,775
can do is go up to the effects library
862
00:46:59,858 --> 00:47:04,238
and we can just drag any tool
that we need directly into our toolbar.
863
00:47:04,238 --> 00:47:07,699
So I'm going to go ahead
and grab the point light
864
00:47:07,783 --> 00:47:11,286
and the directional light
as we're going to be using those.
865
00:47:11,370 --> 00:47:15,040
When I closed down my effects library
and I have the spotlight here,
866
00:47:15,040 --> 00:47:18,043
I'm just going to move this into place
right where I want it.
867
00:47:18,252 --> 00:47:22,256
And then in between the render node
and the spotlight node, I'm just going to
868
00:47:22,339 --> 00:47:25,592
right
click there and say Customize add divider.
869
00:47:25,843 --> 00:47:29,805
So this is a really great way
to customize your toolbar
870
00:47:29,888 --> 00:47:30,806
based on the different types
871
00:47:30,806 --> 00:47:35,060
of workflows that you might need
and then recall them as needed.
872
00:47:35,143 --> 00:47:39,648
The first thing I'm going
to do is add our point line,
873
00:47:39,731 --> 00:47:40,399
so I'm going to bring
874
00:47:40,399 --> 00:47:45,529
that right into our node editor
connected to our merged 3D
875
00:47:45,612 --> 00:47:48,282
and you can see the effects happening
already.
876
00:47:48,282 --> 00:47:49,658
Let's make some adjustments to it.
877
00:47:49,658 --> 00:47:57,207
First of all, when to rename this
878
00:47:57,291 --> 00:48:00,168
blue line
879
00:48:00,168 --> 00:48:04,047
and in the inspector,
let's go ahead and change its color,
880
00:48:04,131 --> 00:48:07,342
give it a blue color
881
00:48:07,426 --> 00:48:11,388
and let's change its decay type to linear
882
00:48:11,471 --> 00:48:15,934
and we can bring down its intensity
a little bit
883
00:48:16,018 --> 00:48:18,645
greater.
884
00:48:18,645 --> 00:48:21,648
So now this really comes down
to using our viewers
885
00:48:21,690 --> 00:48:27,404
to dial in the position of our lines
as needed.
886
00:48:27,487 --> 00:48:30,115
So we're going to find a good spot
887
00:48:30,115 --> 00:48:33,869
where these lines should go.
888
00:48:33,952 --> 00:48:36,079
I think something
889
00:48:36,079 --> 00:48:39,082
right around here might just work,
890
00:48:39,291 --> 00:48:41,126
trying to find a good little spot, a
891
00:48:41,126 --> 00:48:47,090
good angle
where it catches as of the different
892
00:48:47,174 --> 00:48:56,266
bevels as it can.
893
00:48:56,350 --> 00:48:56,767
That's good.
894
00:48:56,767 --> 00:49:00,520
For now, I'm going to bring down
its intensity just a little bit more.
895
00:49:00,604 --> 00:49:02,981
Let's take this node. Copy it.
896
00:49:02,981 --> 00:49:08,654
Command C or Control C, D, select
and paste that back into our node editor.
897
00:49:08,737 --> 00:49:11,740
Let's rename it
898
00:49:11,740 --> 00:49:14,743
Yellow Line
899
00:49:14,910 --> 00:49:19,456
and let's attach it to our Merge 3D
900
00:49:19,539 --> 00:49:21,333
and in our viewport on viewer two,
901
00:49:21,333 --> 00:49:25,837
let's just move it over to the other side
902
00:49:25,921 --> 00:49:28,632
and again, just find a good little
903
00:49:28,632 --> 00:49:34,429
good little spot for it.
904
00:49:34,513 --> 00:49:35,514
Here's my perspective.
905
00:49:35,514 --> 00:49:39,977
You zoom in,
906
00:49:40,060 --> 00:49:43,063
move it back
907
00:49:43,146 --> 00:49:45,482
and move it over again.
908
00:49:45,482 --> 00:49:48,986
I'm watching my viewer one just to see
909
00:49:49,027 --> 00:49:54,783
how it's affecting
910
00:49:54,866 --> 00:49:56,785
my scene.
911
00:49:56,785 --> 00:50:00,831
Now, real quick, let's go to the color
for that in the inspector and change it to
912
00:50:00,914 --> 00:50:03,709
an orange.
913
00:50:03,792 --> 00:50:07,462
Nice little orange
914
00:50:07,546 --> 00:50:09,464
somewhere right around here.
915
00:50:09,464 --> 00:50:11,466
And as we create and as we build,
916
00:50:11,466 --> 00:50:14,928
we're going to end up coming back
and tweaking this.
917
00:50:15,012 --> 00:50:21,018
Once we see it playing back in animation.
918
00:50:21,101 --> 00:50:21,601
There we go.
919
00:50:21,601 --> 00:50:30,318
I'm going to still adjust it
just a little bit, bring it back.
920
00:50:30,402 --> 00:50:32,529
That's kind of cool right there.
921
00:50:32,529 --> 00:50:33,697
Okay, perfect.
922
00:50:33,697 --> 00:50:36,700
So we've got our side lines.
923
00:50:36,700 --> 00:50:37,868
Let's go ahead and add
924
00:50:37,868 --> 00:50:41,329
a different type of light,
and that is our directional light.
925
00:50:41,413 --> 00:50:45,125
Bring it right
in, connect it to our Merge 3D
926
00:50:45,208 --> 00:50:48,795
and I'm going to rename this and call it
927
00:50:48,879 --> 00:50:51,256
top line.
928
00:50:51,256 --> 00:50:53,383
And in the inspector, let's go ahead
929
00:50:53,383 --> 00:50:57,888
and just rotate on the x axis until it's
930
00:50:57,971 --> 00:51:00,766
right above again.
931
00:51:00,766 --> 00:51:06,563
Just finding a good flavor that works.
932
00:51:06,646 --> 00:51:07,606
All right in the controls
933
00:51:07,606 --> 00:51:13,528
panel, I'm just going to bring down its
intensity just a little bit
934
00:51:13,612 --> 00:51:14,571
and let's do the same thing.
935
00:51:14,571 --> 00:51:20,118
I'm going to copy this line
d select and paste it
936
00:51:20,202 --> 00:51:23,622
in then connected to the merge three D
937
00:51:23,705 --> 00:51:27,834
Now let's rename that line F to
938
00:51:27,876 --> 00:51:29,503
I'll call it
939
00:51:29,503 --> 00:51:31,213
bottom line.
940
00:51:31,213 --> 00:51:34,633
Good.
941
00:51:34,716 --> 00:51:35,717
And in the inspector,
942
00:51:35,717 --> 00:51:38,720
let's go ahead and change its color
943
00:51:38,720 --> 00:51:42,933
to a light pink.
944
00:51:43,016 --> 00:51:44,976
And then in the transform parameters,
945
00:51:44,976 --> 00:51:49,231
let's just rotate its transform
all the way down to the bottom.
946
00:51:49,314 --> 00:51:52,943
And as you can see,
it's just starting to give a little bit
947
00:51:52,943 --> 00:51:56,238
of highlight to the bottom of our text.
948
00:51:56,321 --> 00:52:01,451
Now, at any point in time you can turn on
and off node at the top of the inspector
949
00:52:01,451 --> 00:52:06,081
by hitting this toggle switch
and seeing the effects
950
00:52:06,164 --> 00:52:07,124
of it on and off.
951
00:52:07,124 --> 00:52:10,585
Or you can also just in the note editor
952
00:52:10,669 --> 00:52:13,004
command, select any amount of notes
you want
953
00:52:13,004 --> 00:52:17,926
and hit command P or control P on a PC
and just turn on and off those notes.
954
00:52:18,009 --> 00:52:21,012
So it's a great way to toggle on and off
to see
955
00:52:21,096 --> 00:52:24,349
the effects of those notes
956
00:52:24,432 --> 00:52:25,016
we're getting there.
957
00:52:25,016 --> 00:52:27,102
Let's go ahead and add a spotlight. Now.
958
00:52:27,102 --> 00:52:29,354
We want to light up
the front face of our font.
959
00:52:29,354 --> 00:52:34,734
So I added a spotlight rename that
960
00:52:34,818 --> 00:52:37,445
front left
961
00:52:37,445 --> 00:52:42,993
and then let's go ahead and connect
that you guessed it right to the Merge 3D.
962
00:52:43,076 --> 00:52:48,498
Now the spotlight is in the center
point of our 3D space,
963
00:52:48,582 --> 00:52:49,791
which is our globe.
964
00:52:49,791 --> 00:52:53,628
So I'm going to use the transform controls
to bring that
965
00:52:53,712 --> 00:52:57,591
spotlight out.
966
00:52:57,674 --> 00:52:58,508
There we go.
967
00:52:58,508 --> 00:53:01,094
Now let's move that over to the left.
968
00:53:01,094 --> 00:53:07,767
Now, as you see, I'm using the
the access points on this line directly.
969
00:53:07,851 --> 00:53:08,894
Now we have the spotlight.
970
00:53:08,894 --> 00:53:12,105
It comes down to rotating our light.
971
00:53:12,189 --> 00:53:13,565
And we can do that in the inspector.
972
00:53:13,565 --> 00:53:17,360
But you can also do that
right inside of your viewer.
973
00:53:17,444 --> 00:53:20,405
If you look here at the top of the viewer,
there's these two buttons.
974
00:53:20,530 --> 00:53:24,159
We have a move button and a rotate button
975
00:53:24,242 --> 00:53:25,285
with my light select.
976
00:53:25,285 --> 00:53:27,412
And if I click that rotate button, it's
going to give me
977
00:53:27,412 --> 00:53:31,082
different parameter controls
so that I can rotate my light
978
00:53:31,166 --> 00:53:34,878
inside of my viewport.
979
00:53:34,961 --> 00:53:35,879
And that's what I want to do.
980
00:53:35,879 --> 00:53:38,340
I want to be like, rotate this light
981
00:53:38,340 --> 00:53:41,176
just like that.
982
00:53:41,176 --> 00:53:43,720
A quick way to do
that is to use the keyboard shortcut.
983
00:53:43,720 --> 00:53:48,975
Q For move or W for rotate
984
00:53:49,059 --> 00:53:51,102
to. Let's just move it back.
985
00:53:51,102 --> 00:53:58,026
Let's go to our inspector in the controls
and change its decay type to linear
986
00:53:58,109 --> 00:53:58,735
increase the
987
00:53:58,735 --> 00:54:02,239
penumbra angle, just softening
its light effect
988
00:54:02,322 --> 00:54:05,325
and bringing down its intensity.
989
00:54:05,533 --> 00:54:08,495
Now one thing I'm seeing is on the text
three D node,
990
00:54:08,745 --> 00:54:10,664
it's giving a lot of reflections.
991
00:54:10,664 --> 00:54:15,835
So I just want to go back to the text
three D selected, go to the shading tab
992
00:54:15,919 --> 00:54:19,506
and just bring down its specular intensity
993
00:54:19,589 --> 00:54:22,175
just like that.
994
00:54:22,175 --> 00:54:24,719
Okay, so we have our front, like
995
00:54:24,719 --> 00:54:28,598
our front left light
and I'm just going to move it again
996
00:54:28,598 --> 00:54:31,685
just a little bit
just to see what it's doing.
997
00:54:31,893 --> 00:54:36,690
Lighting up the front of our text.
998
00:54:36,773 --> 00:54:37,899
We're going to do same thing
999
00:54:37,899 --> 00:54:41,945
when I command C to copy it
D select our node editor
1000
00:54:41,945 --> 00:54:47,158
and then paste it
in connected to our merge three D
1001
00:54:47,242 --> 00:54:50,036
and let's rename that
1002
00:54:50,120 --> 00:54:51,788
front
1003
00:54:51,788 --> 00:54:54,374
right?
1004
00:54:54,374 --> 00:54:57,210
And now we need to move this line
over to the other side.
1005
00:54:57,210 --> 00:55:01,214
So I'm going to press in my viewport,
I'm going to press W
1006
00:55:01,214 --> 00:55:10,932
and rotate this line first.
1007
00:55:11,016 --> 00:55:12,726
Now I'm going to press Q
1008
00:55:12,726 --> 00:55:16,104
Move it over
1009
00:55:16,146 --> 00:55:19,357
to the right side, press W
1010
00:55:19,441 --> 00:55:27,824
and rotate this into position
1011
00:55:27,907 --> 00:55:30,577
and I can toggle this on and off
and see its effects.
1012
00:55:30,577 --> 00:55:35,999
I want to bring down its intensity
just a little bit.
1013
00:55:36,082 --> 00:55:40,545
And now if we scrub our timeline,
1014
00:55:40,628 --> 00:55:41,880
we can see that now we've started
1015
00:55:41,880 --> 00:55:44,883
to give a little life
1016
00:55:45,008 --> 00:55:48,887
to our animation using some lights,
1017
00:55:48,970 --> 00:55:50,597
just two more lights to add.
1018
00:55:50,597 --> 00:55:53,141
Let's go ahead and add a backlight.
1019
00:55:53,141 --> 00:55:55,643
We're going to use another spotlight
1020
00:55:55,643 --> 00:55:59,731
and that's renamed and call it
1021
00:55:59,814 --> 00:56:02,025
back Line.
1022
00:56:02,108 --> 00:56:05,862
And let's connect that in
1023
00:56:05,945 --> 00:56:06,279
again.
1024
00:56:06,279 --> 00:56:06,988
It's at the center
1025
00:56:06,988 --> 00:56:11,951
point of our 3D space, which is right
in the center of our 3D globe.
1026
00:56:11,951 --> 00:56:16,581
So all we need to do
is just rotated 180 degrees.
1027
00:56:16,664 --> 00:56:18,041
So in the rotation field, let's
1028
00:56:18,041 --> 00:56:22,587
go ahead and just move
1029
00:56:22,670 --> 00:56:25,298
our y axis about 180 degrees
1030
00:56:25,298 --> 00:56:29,344
and then we can just change its position
forward or back.
1031
00:56:29,427 --> 00:56:33,765
And you can see that it's starting to kind
of give little highlight on our text.
1032
00:56:33,848 --> 00:56:38,144
So I'm just moving it
and finding a good spot
1033
00:56:38,228 --> 00:56:45,276
somewhere right there.
1034
00:56:45,360 --> 00:56:45,819
All right.
1035
00:56:45,819 --> 00:56:46,694
That's pretty cool.
1036
00:56:46,694 --> 00:56:51,032
The next thing we need to do is we need to
give a light to our 3D wall right now.
1037
00:56:51,032 --> 00:56:54,577
When it closes, it's pretty dark
and we can't see what that looks like.
1038
00:56:54,577 --> 00:56:56,996
So let's go ahead and add
another little point light
1039
00:56:56,996 --> 00:57:03,169
just to kind of give
a little illumination to our 3D wall.
1040
00:57:03,253 --> 00:57:04,921
So let's bring in a point light
1041
00:57:04,921 --> 00:57:08,383
and then let's rename it and call it
1042
00:57:08,466 --> 00:57:13,430
wall light
1043
00:57:13,513 --> 00:57:17,684
connected to our merged 3D
1044
00:57:17,767 --> 00:57:20,311
and in the inspector and the transforms.
1045
00:57:20,311 --> 00:57:23,314
Let's just go ahead and
1046
00:57:23,440 --> 00:57:25,108
drag our Z access
1047
00:57:25,108 --> 00:57:28,778
translation right over to our 3D wall.
1048
00:57:28,862 --> 00:57:36,828
I'm going to zoom in here
1049
00:57:36,911 --> 00:57:39,289
and let's make a couple of different
changes in the controls panel.
1050
00:57:39,289 --> 00:57:43,293
Let's go to our decay time
and go to Quadrant and let's bring down
1051
00:57:43,293 --> 00:57:45,628
the intensity
1052
00:57:45,628 --> 00:57:50,467
and let's change the color
to a little bit of a red light.
1053
00:57:50,550 --> 00:57:53,470
All right.
1054
00:57:53,470 --> 00:57:57,557
Now I'm going to just bring this up,
1055
00:57:57,640 --> 00:58:01,436
just giving it a nice little gradient.
1056
00:58:01,478 --> 00:58:04,481
Now, let's see if we scrub our timeline.
1057
00:58:04,647 --> 00:58:07,650
Let's take a look.
1058
00:58:07,775 --> 00:58:08,735
Okay, bed.
1059
00:58:08,735 --> 00:58:19,037
Let's go to our perspective view here
1060
00:58:19,120 --> 00:58:19,996
and let's bring it a
1061
00:58:19,996 --> 00:58:24,626
little bit further away.
1062
00:58:24,667 --> 00:58:29,297
There we go.
1063
00:58:29,380 --> 00:58:32,634
So now as we're scrubbing,
we're just giving a little bit of life
1064
00:58:32,675 --> 00:58:33,843
to that 3D wall.
1065
00:58:33,843 --> 00:58:39,933
So it's not completely dark.
1066
00:58:40,016 --> 00:58:41,184
We've added our lights.
1067
00:58:41,184 --> 00:58:42,268
It's looking good.
1068
00:58:42,268 --> 00:58:45,146
Let's not forget our organization and add
1069
00:58:45,146 --> 00:58:49,943
an underlay to these lights.
1070
00:58:50,026 --> 00:58:51,736
When the deselect
1071
00:58:51,736 --> 00:58:56,032
option click, Let's rename this
1072
00:58:56,115 --> 00:59:01,204
lights 3D and then let's give it
1073
00:59:01,287 --> 00:59:03,081
a new color
1074
00:59:03,081 --> 00:59:04,874
teal.
1075
00:59:04,874 --> 00:59:06,876
So we've added all of our 3D lines.
1076
00:59:06,876 --> 00:59:12,006
We've completed the look for our 3D render
and now we need to go into the 2D realm
1077
00:59:12,131 --> 00:59:14,467
and start to add some clothes
and some effects
1078
00:59:14,467 --> 00:59:16,636
to really bring our animation together.
1079
00:59:16,636 --> 00:59:20,515
But the first thing that you
might have noticed is that our render is
1080
00:59:20,557 --> 00:59:23,476
has an alpha channel,
so we need to add a background to it.
1081
00:59:23,476 --> 00:59:28,606
So let's do that
by adding a background node.
1082
00:59:28,690 --> 00:59:29,232
I'm going to go to the
1083
00:59:29,232 --> 00:59:33,403
toolbar
and just bring in a background node
1084
00:59:33,486 --> 00:59:37,615
and I want to go ahead and view
that in viewer to
1085
00:59:37,699 --> 00:59:39,701
Now I really do like the background node.
1086
00:59:39,701 --> 00:59:40,535
It's pretty powerful.
1087
00:59:40,535 --> 00:59:44,831
I know that gives you a lot of flexibility
and all the different types of animation
1088
00:59:44,831 --> 00:59:48,793
that you might be doing for our purposes,
we're going to convert this solid image
1089
00:59:48,793 --> 00:59:49,877
into a gradient.
1090
00:59:49,877 --> 00:59:53,047
So let's go to the background node
in the inspector.
1091
00:59:53,047 --> 00:59:57,343
Let's go to our type here
and change it from solid to gradient.
1092
00:59:57,552 --> 00:59:58,928
There's a lot of different tools for you
1093
00:59:58,928 --> 01:00:01,472
to use to manipulate
and change your gradients.
1094
01:00:01,472 --> 01:00:05,184
We're just going to go with a simple blue
gradient in the viewer.
1095
01:00:05,226 --> 01:00:11,816
I'm going to just use these onscreen
controls to make a shape just like this.
1096
01:00:11,858 --> 01:00:12,609
And in this
1097
01:00:12,609 --> 01:00:16,654
gradient, this color tab here,
there's these two white triangles.
1098
01:00:16,738 --> 01:00:19,741
If you click on a triangle
now you can actually change that color.
1099
01:00:19,907 --> 01:00:22,327
So I click on this triangle on the left,
1100
01:00:22,327 --> 01:00:26,331
and I'm going to change its color
to something like a blue
1101
01:00:26,414 --> 01:00:30,710
and just give it a nice little light blue
and the triangle on the right.
1102
01:00:30,710 --> 01:00:34,881
I'm going to select that
and I'm going to make it a really dark,
1103
01:00:34,964 --> 01:00:37,592
really dark blue.
1104
01:00:37,592 --> 01:00:41,304
Now, right up here at the top of this
gradient is gradient type.
1105
01:00:41,387 --> 01:00:44,390
I'm going to switch that
from linear to radial.
1106
01:00:44,599 --> 01:00:49,812
So now we have this
nice little radial background.
1107
01:00:49,896 --> 01:00:52,482
Let's add a merge note
1108
01:00:52,482 --> 01:00:56,402
after our render 3D.
1109
01:00:56,486 --> 01:01:00,865
Let's connect the background to our merge.
1110
01:01:00,907 --> 01:01:02,950
Now, in this case, as you see,
1111
01:01:02,950 --> 01:01:05,787
we've added a background to our merge.
1112
01:01:05,787 --> 01:01:07,288
It's actually in the wrong order.
1113
01:01:07,288 --> 01:01:10,750
It's actually covering up our render 3D
and that's fine.
1114
01:01:10,833 --> 01:01:11,876
We can actually change that.
1115
01:01:11,876 --> 01:01:13,211
So select the merge three
1116
01:01:13,211 --> 01:01:17,674
D command t, that's
going to swamp our inputs automatically.
1117
01:01:17,674 --> 01:01:19,592
We don't have to disconnect and reconnect.
1118
01:01:19,592 --> 01:01:23,346
Just command T will swap our inputs for us
just like that.
1119
01:01:23,429 --> 01:01:25,973
So now we can see our
1120
01:01:26,057 --> 01:01:28,726
composite in context and I like where
that's going.
1121
01:01:28,726 --> 01:01:29,394
That's pretty good.
1122
01:01:29,394 --> 01:01:33,898
Maybe we can select our background note
and just make another quick adjustment.
1123
01:01:33,981 --> 01:01:37,735
Selecting that triangle on the left
1124
01:01:37,777 --> 01:01:39,987
being a little bit brighter.
1125
01:01:39,987 --> 01:01:42,699
That's going to work just fine.
1126
01:01:42,699 --> 01:01:44,409
I want to add another background note
1127
01:01:44,409 --> 01:01:48,413
just because I love the background note
so much
1128
01:01:48,496 --> 01:01:51,833
press to to view that in viewer two
1129
01:01:51,916 --> 01:01:56,462
and let's change its color here to
1130
01:01:56,546 --> 01:01:58,881
a little bit of a pink
1131
01:01:58,881 --> 01:02:01,592
or pink red.
1132
01:02:01,592 --> 01:02:03,928
I want to add an ellipse mass to that.
1133
01:02:03,928 --> 01:02:07,306
So let's go ahead and connect
our Ellipse mask to our background
1134
01:02:07,390 --> 01:02:11,894
and then let's just composite this
right over our merge one again,
1135
01:02:11,894 --> 01:02:13,771
taking the output of our background node
1136
01:02:13,771 --> 01:02:16,149
and connecting it to the output
of our merge node.
1137
01:02:16,149 --> 01:02:19,235
When we release, it's
going to add a merge for us automatically.
1138
01:02:19,485 --> 01:02:22,447
Now this is covering up our image
and that's fine.
1139
01:02:22,447 --> 01:02:25,450
We're going to make some adjustments
to our Ellipse mask.
1140
01:02:25,533 --> 01:02:32,957
Let's go to the soft edge
and just bring this down, change the shape
1141
01:02:33,040 --> 01:02:33,791
just like that.
1142
01:02:33,791 --> 01:02:40,673
And let's just move
this mask somewhere down in here.
1143
01:02:40,757 --> 01:02:42,467
Now select the merge two
1144
01:02:42,467 --> 01:02:45,386
and let's take a look at its controls.
1145
01:02:45,386 --> 01:02:48,389
Now, if you're familiar
with using composite modes
1146
01:02:48,514 --> 01:02:50,516
in other applications to kind of create
1147
01:02:50,516 --> 01:02:54,395
interesting lighting effects,
you can do all that here inside the merge.
1148
01:02:54,395 --> 01:02:55,730
Now, there's one
1149
01:02:55,730 --> 01:02:59,567
tool that you might have not seen,
and that's the add composite mode.
1150
01:02:59,650 --> 01:03:02,570
Well, infusion, it's actually as a slider.
1151
01:03:02,570 --> 01:03:03,946
It's called alpha gain.
1152
01:03:03,946 --> 01:03:07,992
So if we click this slider,
we can actually dial in the level
1153
01:03:07,992 --> 01:03:12,497
of add that we want instead of
just having it as a one time feature.
1154
01:03:12,580 --> 01:03:14,957
So I'm just going to bring this down
somewhere right
1155
01:03:14,957 --> 01:03:17,960
in here,
giving it a nice little bright pop,
1156
01:03:18,085 --> 01:03:21,631
balancing that out with the Blend tool,
1157
01:03:21,714 --> 01:03:23,549
just to
give it a little bit of atmosphere.
1158
01:03:23,549 --> 01:03:26,511
But again, it's a subtle feature,
but just enough to give us
1159
01:03:26,511 --> 01:03:31,808
a little bit of atmosphere
to make this come to life
1160
01:03:31,891 --> 01:03:34,477
that's working nice.
1161
01:03:34,477 --> 01:03:36,145
Let's keep going.
1162
01:03:36,145 --> 01:03:39,398
Kind of just give ourselves
a little bit more room here.
1163
01:03:39,482 --> 01:03:42,485
Now real quick, select
the merge to shift spacebar
1164
01:03:42,527 --> 01:03:45,530
and let's go ahead and type in glow
1165
01:03:45,613 --> 01:03:48,950
hit enter.
1166
01:03:49,033 --> 01:03:49,450
Now let's
1167
01:03:49,450 --> 01:03:52,912
go over to our inspector
and under apply mode.
1168
01:03:52,912 --> 01:03:57,083
Let's change that to threshold
and let's bring down the glow.
1169
01:03:57,250 --> 01:04:00,711
Just a little bit.
1170
01:04:00,795 --> 01:04:03,005
We don't want to go too crazy again.
1171
01:04:03,005 --> 01:04:07,468
Toggle that on and off just to see
the effects that we're getting.
1172
01:04:07,552 --> 01:04:09,804
Also, I want to focus just on my image.
1173
01:04:09,804 --> 01:04:14,058
So I'm going to go over here to view of
one and click this single view mode
1174
01:04:14,141 --> 01:04:16,227
that's
just going to eliminate the other viewer
1175
01:04:16,227 --> 01:04:19,146
and allow me to just focus directly on
1176
01:04:19,146 --> 01:04:23,317
what we're working on and see it a little
bit bigger and cleaner.
1177
01:04:23,401 --> 01:04:24,569
We've got our glow.
1178
01:04:24,569 --> 01:04:26,320
We're toggling it on and off.
1179
01:04:26,320 --> 01:04:28,656
I think that's going to work for us right
away.
1180
01:04:28,656 --> 01:04:32,994
Let's add another node soft glow,
1181
01:04:33,035 --> 01:04:34,996
and let's go to the threshold.
1182
01:04:34,996 --> 01:04:37,999
Bring this down all the way down
1183
01:04:38,124 --> 01:04:41,961
and let's bring the gain down
to while we're at it,
1184
01:04:42,044 --> 01:04:45,548
making a subtle little effect,
1185
01:04:45,631 --> 01:04:47,925
I'm going to toggle that on and off,
and it's just giving us
1186
01:04:47,925 --> 01:04:50,136
a nice little highlight.
1187
01:04:50,136 --> 01:04:53,389
Now let's go ahead
and add a brightness contrast node
1188
01:04:53,472 --> 01:04:56,309
and just want to clamp all this down
and bring our gamma down
1189
01:04:56,309 --> 01:04:59,312
just right around here.
1190
01:04:59,395 --> 01:05:02,064
That looks pretty good.
1191
01:05:02,064 --> 01:05:12,950
And I'm
going to scrub through my timeline.
1192
01:05:13,034 --> 01:05:14,410
That's looking pretty good.
1193
01:05:14,410 --> 01:05:18,915
But I want to go back and add a little bit
more realism by adding some motion blur.
1194
01:05:19,123 --> 01:05:21,167
Now, there's a couple of ways
that we can do that.
1195
01:05:21,167 --> 01:05:23,669
In the way that we're going to do it
here is we're going to do it
1196
01:05:23,669 --> 01:05:25,880
after our 3D render.
1197
01:05:25,880 --> 01:05:28,132
So let's make a little bit of room.
1198
01:05:28,132 --> 01:05:33,846
Let's select our 3D render node
and shift spacebar and type in
1199
01:05:33,930 --> 01:05:35,681
vector and then
1200
01:05:35,681 --> 01:05:39,310
use our arrow tools
to go down to the vector motion blur.
1201
01:05:39,393 --> 01:05:42,229
And let's add our vector motion blur.
1202
01:05:42,229 --> 01:05:45,650
Now this is going to require
that we actually have a vector x
1203
01:05:45,650 --> 01:05:49,195
and a vector y channel,
and we can turn that on inside
1204
01:05:49,195 --> 01:05:52,657
of our render 3D node
and make it available on our vector blur.
1205
01:05:52,657 --> 01:05:55,660
So let's go ahead and do that
in the render 3D node.
1206
01:05:55,785 --> 01:05:58,704
Let's go over here to output channels
1207
01:05:58,704 --> 01:06:02,458
and just click on the vector channel.
1208
01:06:02,541 --> 01:06:05,169
And now when we scrub, we can see that
1209
01:06:05,169 --> 01:06:10,508
we've added some nice
looking motion blur to our animation
1210
01:06:10,591 --> 01:06:12,176
and it just gives it that extra
1211
01:06:12,176 --> 01:06:20,810
sense of realism.
1212
01:06:20,893 --> 01:06:24,438
I just want to do a couple more things
1213
01:06:24,522 --> 01:06:28,275
and again remind you
that we have access to all the great plug
1214
01:06:28,275 --> 01:06:33,114
ins available through resolve
effects right inside a fusion
1215
01:06:33,155 --> 01:06:35,199
resolve
1216
01:06:35,199 --> 01:06:36,283
effects light.
1217
01:06:36,283 --> 01:06:39,120
And let's add some lens reflections.
1218
01:06:39,120 --> 01:06:43,207
Again, just little subtle things to help
bring your animation to life.
1219
01:06:43,290 --> 01:06:46,002
And this is up to you
as far as how far you want to take it.
1220
01:06:46,002 --> 01:06:47,920
But for our case,
we're just going to bring this down
1221
01:06:47,920 --> 01:06:52,383
just a bit,
just to give it a little bit of pop.
1222
01:06:52,466 --> 01:06:53,050
I like that.
1223
01:06:53,050 --> 01:06:56,345
That'll work just fine.
1224
01:06:56,429 --> 01:07:00,349
And then I just want to finish this off
with using some resolved effects, texture
1225
01:07:00,433 --> 01:07:04,729
and bringing in some film grain.
1226
01:07:04,812 --> 01:07:08,816
And I just want to go over here
to the Film Grain Presets
1227
01:07:08,858 --> 01:07:13,529
and adjust that 35 millimeter, change
this too hard light,
1228
01:07:13,612 --> 01:07:19,160
picking up our opacity
and then change the symmetry,
1229
01:07:19,243 --> 01:07:33,549
bring it down just a little bit,
just giving us a nice little effect.
1230
01:07:33,632 --> 01:07:37,094
And lastly, I just
want to review everything that we did.
1231
01:07:37,178 --> 01:07:40,806
If we go back to the beginning,
we started off with our materials
1232
01:07:40,973 --> 01:07:46,020
all of our images brought them into 3D,
did some animation
1233
01:07:46,103 --> 01:07:51,609
with our globe, also brought in our camera
and 3D text and animated those as well.
1234
01:07:51,692 --> 01:07:54,695
Finally our lights adding that zing in pop
1235
01:07:54,779 --> 01:07:57,740
to make sure that our animation looks
really, really good.
1236
01:07:57,740 --> 01:08:02,661
We brought that into 2D from 3D, added
some really cool look, effects
1237
01:08:02,745 --> 01:08:06,248
some clothes, some film grain
using resolve effects as well.
1238
01:08:06,373 --> 01:08:07,958
Really to finish and polish off.
1239
01:08:07,958 --> 01:08:12,379
I look now let's just take a look
real quick, step through our animation
1240
01:08:12,463 --> 01:08:17,635
and we can see how this is coming
together.
1241
01:08:17,676 --> 01:08:18,844
Really, really cool.
1242
01:08:18,844 --> 01:08:22,765
I hope that you can see the flexibility
and power that fusion has by both
1243
01:08:22,765 --> 01:08:26,936
having a full 3D environment
as well as a 2D environment.
1244
01:08:26,977 --> 01:08:27,978
If You have any questions?
1245
01:08:27,978 --> 01:08:31,899
Don't forget to go to Blackmagic,
design dotcom, go to their forums page.
1246
01:08:32,066 --> 01:08:35,861
Also, all of these lessons
plans are available on their training page
1247
01:08:35,986 --> 01:08:38,572
and you can even find a way
to get certified.
1248
01:08:38,572 --> 01:08:39,907
Thanks for watching.
1249
01:08:39,907 --> 01:08:41,450
Take what you learn and make it better.
103185
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