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These are the user uploaded subtitles that are being translated: 1 00:00:04,004 --> 00:00:05,171 Hi, my name is Tony. 2 00:00:05,171 --> 00:00:09,217 And today we're going to take a look at creating some 3D motion graphics 3 00:00:09,467 --> 00:00:13,138 using fusion inside of DaVinci Resolve. 4 00:00:13,221 --> 00:00:15,849 Now I'm going to assume that you have a good understanding 5 00:00:15,849 --> 00:00:19,978 of the basic layout of fusion, how to use nodes, how they work, 6 00:00:20,061 --> 00:00:23,064 and how to set some keyframes and do some basic animation. 7 00:00:23,189 --> 00:00:26,609 If you need to go back and watch the intro to Fusion 8 00:00:26,693 --> 00:00:29,529 on the Blackmagic design dot com website. 9 00:00:29,529 --> 00:00:32,699 Okay, so let's take a look at what we have. 10 00:00:32,782 --> 00:00:35,785 I'm going to go ahead and load up the Fusion 17 Lesson 11 00:00:36,036 --> 00:00:38,747 Part three. 12 00:00:38,747 --> 00:00:42,125 Now, for the most part, when we have been accessing fusion 13 00:00:42,333 --> 00:00:46,921 inside of resolver, we've been doing it through the edit page and we put our play 14 00:00:46,963 --> 00:00:50,008 head over the clip that we want to work on and then step right into fusion. 15 00:00:50,008 --> 00:00:53,178 But there might be some situations where you don't need 16 00:00:53,178 --> 00:00:54,554 to have access to an edit page. 17 00:00:54,554 --> 00:00:57,307 You just want to go straight into fusion and you can do that. 18 00:00:57,307 --> 00:01:00,351 We can actually go and create 19 00:01:00,435 --> 00:01:02,270 our own fusion composition 20 00:01:02,270 --> 00:01:05,815 by right clicking right inside of our bend. 21 00:01:05,857 --> 00:01:11,613 So let's do that and then go to new fusion composition. 22 00:01:11,696 --> 00:01:17,452 Let's go ahead and just give this a name 23 00:01:17,535 --> 00:01:18,787 and I'm good with the duration 24 00:01:18,787 --> 00:01:22,290 and I'm good at the frame rate, so I'm going to go ahead and press enter. 25 00:01:22,373 --> 00:01:25,126 Now, before we jump into fusion, let's just take a quick 26 00:01:25,126 --> 00:01:30,381 look at what we're going to be creating. 27 00:01:30,465 --> 00:01:34,344 So we have this 3D globe and we have some 3D text. 28 00:01:34,385 --> 00:01:37,931 We've given it some light and it's finishes off with these little 29 00:01:37,931 --> 00:01:41,935 3D bars coming together and closing out our frame. 30 00:01:41,976 --> 00:01:45,605 So again, we're going to take a look at Fusion's 3D environment. 31 00:01:45,605 --> 00:01:48,858 Now it's a real 3D environment, not a 2.5 D environment. 32 00:01:48,858 --> 00:01:53,988 So we're going to have access to things like 3D objects, cameras, lights, etc. 33 00:01:54,155 --> 00:01:58,451 So let's go ahead and double click on our breaking news fusion composition 34 00:01:58,618 --> 00:02:01,162 and jump right in. 35 00:02:01,246 --> 00:02:01,996 All right. 36 00:02:01,996 --> 00:02:04,332 We're inside of fusion. 37 00:02:04,332 --> 00:02:08,586 Now, one thing you might notice is that we do not have a media in Node 38 00:02:08,753 --> 00:02:11,756 that's coming from the timeline on the end of page. 39 00:02:11,756 --> 00:02:15,135 Remember, we started directly from the bean inside of resolve. 40 00:02:15,135 --> 00:02:19,597 So this is a clean composition ready for us to get going. 41 00:02:19,681 --> 00:02:23,309 Let's go ahead and go to our 3D globe bin. 42 00:02:23,393 --> 00:02:27,522 And when you find the Earth dot tiff, let's just drag that in 43 00:02:27,605 --> 00:02:30,400 now, close down my media pool. 44 00:02:30,400 --> 00:02:33,611 Now, remember, the first thing we want to do is be organized. 45 00:02:33,611 --> 00:02:36,072 So let's go ahead and rename 46 00:02:36,072 --> 00:02:38,992 our node 47 00:02:38,992 --> 00:02:39,826 and let's go ahead 48 00:02:39,826 --> 00:02:42,787 and view it in viewer one by pressing the number one key. 49 00:02:43,037 --> 00:02:43,371 All right. 50 00:02:43,371 --> 00:02:48,626 So we can see that we have an image here of the earth and it has some transparency. 51 00:02:48,710 --> 00:02:52,463 I want to take this image and I want to bring it into 3D. 52 00:02:52,505 --> 00:02:53,590 How would we do that? 53 00:02:53,590 --> 00:02:55,758 Well, it's actually pretty simple. 54 00:02:55,758 --> 00:02:58,303 Let's go to our node toolbar 55 00:02:58,303 --> 00:03:01,222 and hover your mouse over each of these icons. 56 00:03:01,222 --> 00:03:05,310 And when you find the shape 3D, let's go ahead and bring that in 57 00:03:05,393 --> 00:03:07,604 to our node editor. 58 00:03:07,687 --> 00:03:08,021 All right. 59 00:03:08,021 --> 00:03:13,276 I'm going to load this shape 3D into viewer number two. 60 00:03:13,359 --> 00:03:15,653 And just like that, by loading that node 61 00:03:15,653 --> 00:03:19,574 straight into that viewer, we have access to Fusion's 3D environment. 62 00:03:19,574 --> 00:03:23,703 We don't have to turn any 3D on, just load the node right into the viewer. 63 00:03:23,953 --> 00:03:27,624 And now we are inside of the 3D environment. 64 00:03:27,665 --> 00:03:30,627 Real quick before we get into how do we move around in there, 65 00:03:30,627 --> 00:03:34,839 I just want to connect our Earth image, our 2D image, 66 00:03:34,923 --> 00:03:37,342 and just drag it on to our shape 3D. 67 00:03:37,342 --> 00:03:41,554 And as you can see right away now, we're using our 2D image 68 00:03:41,638 --> 00:03:44,265 on top of our Shape 3D 69 00:03:44,265 --> 00:03:47,227 image plane right inside of fusion. 70 00:03:47,435 --> 00:03:52,732 So it's going to be very important that we figure out how to navigate in here. 71 00:03:52,815 --> 00:03:55,193 As we animate, as we add objects, 72 00:03:55,193 --> 00:03:58,112 we're going to want to make sure that everything that we're doing is lining up. 73 00:03:58,112 --> 00:03:58,696 Exactly. 74 00:03:58,696 --> 00:04:02,533 So being able to navigate in orbit around inside of our 3D 75 00:04:02,533 --> 00:04:04,535 environment is going to become pretty crucial. 76 00:04:04,535 --> 00:04:05,662 And don't forget to make sure 77 00:04:05,662 --> 00:04:08,665 that you have a three button mouse that that's going to really help 78 00:04:08,706 --> 00:04:11,292 as we're navigating around. 79 00:04:11,292 --> 00:04:14,295 So if you remember, we use the middle button mouse 80 00:04:14,504 --> 00:04:17,340 to move our 2D image around, 81 00:04:17,340 --> 00:04:19,968 just like we do in the node editor and in the viewer. 82 00:04:19,968 --> 00:04:24,097 And the same is true inside of our 3D view. 83 00:04:24,180 --> 00:04:28,476 We can use the middle mouse button to move around. 84 00:04:28,559 --> 00:04:31,104 Now, if you want to zoom again, command, scroll, wheel 85 00:04:31,104 --> 00:04:37,277 or control on a PC, we can zoom in and out. 86 00:04:37,360 --> 00:04:38,319 And another way to 87 00:04:38,319 --> 00:04:41,322 navigate is to orbit around in 3D space. 88 00:04:41,322 --> 00:04:45,743 And we can do that with the alt in middle mouse button. 89 00:04:45,785 --> 00:04:47,495 So I'm holding down my alt 90 00:04:47,495 --> 00:04:52,333 and then I'm using my middle mouse button to orbit around in 3D. 91 00:04:52,417 --> 00:04:56,879 Now I'm going to just kind of go a little bit crazy and move this around 92 00:04:56,963 --> 00:04:59,507 and let's just pretend that something happened 93 00:04:59,507 --> 00:05:02,260 and I've lost my view and I can't find my way back. 94 00:05:02,260 --> 00:05:02,885 Well, that's fine. 95 00:05:02,885 --> 00:05:06,848 We can definitely reset our view if we go down here to the left, 96 00:05:07,056 --> 00:05:11,644 bottom left of our viewer, there's this little perspective 97 00:05:11,728 --> 00:05:14,397 text with some 3D access points. 98 00:05:14,397 --> 00:05:17,317 Go ahead and right click on that and we can go 99 00:05:17,317 --> 00:05:21,487 all the way down to Settings and click on Reset Default. 100 00:05:21,571 --> 00:05:27,076 That's just going to bring us right back to our original position in 3D space. 101 00:05:27,160 --> 00:05:29,662 Just a reminder, we're moving around 102 00:05:29,662 --> 00:05:32,915 and we're orbiting, but we're not actually changing any 3D objects. 103 00:05:33,082 --> 00:05:38,504 This is just the perspective view of our 3D scene. 104 00:05:38,588 --> 00:05:39,005 You might 105 00:05:39,005 --> 00:05:42,050 have noticed inside of this perspective menu down here 106 00:05:42,050 --> 00:05:46,429 that there was other options for viewing different viewpoints. 107 00:05:46,429 --> 00:05:51,601 So we can view the front, we can view the top and etc. 108 00:05:51,684 --> 00:05:56,481 and go back to the perspective, view. 109 00:05:56,564 --> 00:05:58,149 Now, along with these controls down here, 110 00:05:58,149 --> 00:06:01,861 there's other controls up top on our viewer. 111 00:06:01,944 --> 00:06:04,947 We have to move orbit and scaling controls. 112 00:06:05,114 --> 00:06:08,326 We also have the ability to turn on some lighting. 113 00:06:08,409 --> 00:06:11,746 If we click on this, this is just going to give us a simulated lighting. 114 00:06:11,746 --> 00:06:14,749 It's not going to actually add any lights to your 3D scene. 115 00:06:14,832 --> 00:06:18,836 But as you'll see later on, we're going to need to be able to simulate some lights 116 00:06:18,920 --> 00:06:22,840 just so we can tell the dimensions of our objects and make sure that we're 117 00:06:22,924 --> 00:06:24,509 creating them properly. 118 00:06:24,509 --> 00:06:28,763 So I'm going to turn that off and just go with a flat look. For now, 119 00:06:28,846 --> 00:06:29,764 another important 120 00:06:29,764 --> 00:06:32,767 button is this quad view button. 121 00:06:32,892 --> 00:06:34,519 So let's go ahead and press that. 122 00:06:34,519 --> 00:06:35,853 And now that's presented us 123 00:06:35,853 --> 00:06:39,607 with four different views right inside of our single viewer. 124 00:06:39,690 --> 00:06:42,819 And we can see our top front right and perspective. 125 00:06:42,819 --> 00:06:44,445 And we're going to need this again 126 00:06:44,445 --> 00:06:47,949 as we're creating and adding a lot of objects in 3D space. 127 00:06:48,157 --> 00:06:51,160 We're going to want to make sure that everything that we bring in 128 00:06:51,285 --> 00:06:55,998 is going to be in exactly the same place that we want it to be. 129 00:06:56,082 --> 00:06:57,041 So let's take a look. 130 00:06:57,041 --> 00:06:59,710 We want to take our 2D image 131 00:06:59,710 --> 00:07:03,965 and we want to wrap it around a sphere so it looks more like a globe. 132 00:07:04,048 --> 00:07:07,885 And I'm going to make sure that I have my shape 3D node selected 133 00:07:07,927 --> 00:07:09,971 in the inspector under shape. 134 00:07:09,971 --> 00:07:12,974 Let's just change that from plane to sphere 135 00:07:13,182 --> 00:07:16,853 and right away we can see that it's now a sphere. 136 00:07:16,936 --> 00:07:19,063 I just want to do a couple of changes real quick. 137 00:07:19,063 --> 00:07:23,276 I'm going to bring down the size something like 138 00:07:23,359 --> 00:07:24,193 right around there. 139 00:07:24,193 --> 00:07:26,737 I think that should work. 140 00:07:26,737 --> 00:07:31,451 And I also want to bring up the subdivisions, the base and the height 141 00:07:31,534 --> 00:07:34,537 that's just going to make sure that our services are going to be nice 142 00:07:34,537 --> 00:07:38,875 and smooth around our sphere. 143 00:07:38,916 --> 00:07:40,418 Let me just zoom in again. 144 00:07:40,418 --> 00:07:45,673 Command or control using my scroll wheel. 145 00:07:45,756 --> 00:07:47,592 Great. 146 00:07:47,592 --> 00:07:50,303 So now that we have our globe, I want to give it a little bit 147 00:07:50,303 --> 00:07:51,137 more of a hard surface. 148 00:07:51,137 --> 00:07:52,305 I'm going to add a chord to it. 149 00:07:52,305 --> 00:07:55,850 So let's just duplicate art shape 3D Node, 150 00:07:55,933 --> 00:07:58,644 Command C or Control C on a PC. 151 00:07:58,644 --> 00:08:02,440 I'm going to D select and then just command V to paste or control. 152 00:08:02,440 --> 00:08:03,774 B to paste. 153 00:08:03,774 --> 00:08:06,402 Again, we want to make sure that we're staying organized, 154 00:08:06,402 --> 00:08:10,865 So I'm going to start to label these for us, Shape 3D 155 00:08:10,948 --> 00:08:15,161 F two and let's name this 156 00:08:15,244 --> 00:08:17,497 Earth 157 00:08:17,497 --> 00:08:20,166 sphere 158 00:08:20,166 --> 00:08:21,417 and the one that we pasted. 159 00:08:21,417 --> 00:08:24,253 Let's go ahead and rename that one to 160 00:08:24,253 --> 00:08:27,256 core. 161 00:08:27,298 --> 00:08:27,673 Okay. 162 00:08:27,673 --> 00:08:31,719 Now if we remember coming from the 2D side of our compositing, 163 00:08:31,928 --> 00:08:35,139 when we want to composite two elements together, we used the merge note 164 00:08:35,306 --> 00:08:39,560 foreground over background and it's a similar process inside of 3D. 165 00:08:39,727 --> 00:08:44,315 Except for that the merge 3D, you can add as many different elements or objects 166 00:08:44,315 --> 00:08:46,567 as you want to each merge, 3D 167 00:08:46,567 --> 00:08:50,238 essentially becomes its own 3D environment, if you will. 168 00:08:50,238 --> 00:08:52,657 So let's go ahead and add Emerge 3D. 169 00:08:52,657 --> 00:08:56,869 I'm going to bring it from our node toolbar 170 00:08:56,953 --> 00:08:58,829 and bring it right into my note editor. 171 00:08:58,829 --> 00:09:02,708 And now I'm just going to connect each of these together. 172 00:09:02,792 --> 00:09:05,795 Okay, We've connected our scene, but we're not seeing anything. 173 00:09:05,962 --> 00:09:06,337 And that's 174 00:09:06,337 --> 00:09:09,966 because we have to remember that we're viewing the proper node in the viewer. 175 00:09:10,132 --> 00:09:13,636 So with my merged 3D node selected, 176 00:09:13,719 --> 00:09:16,514 I'm going to press one to view it in viewer one, 177 00:09:16,514 --> 00:09:19,475 and I'm going to press two to view it in viewer two. 178 00:09:19,684 --> 00:09:22,478 Because our viewers are independent, we can load the same node 179 00:09:22,478 --> 00:09:25,940 in both viewers at the same time. 180 00:09:26,023 --> 00:09:26,816 We have our core. 181 00:09:26,816 --> 00:09:29,193 I'm going to select that and let's make some changes 182 00:09:29,193 --> 00:09:30,611 to make it look a little bit better. 183 00:09:30,611 --> 00:09:34,365 Let's decrease its radius 184 00:09:34,448 --> 00:09:36,701 and let's go over to its materials 185 00:09:36,701 --> 00:09:39,704 tab and change the color 186 00:09:39,870 --> 00:09:44,333 to like a dark blue, something right around there, 187 00:09:44,375 --> 00:09:45,668 middle and darker. 188 00:09:45,668 --> 00:09:49,422 Okay, I'm going to go to the specular values 189 00:09:49,422 --> 00:09:52,425 and I'm just going to bring down its intensity. 190 00:09:52,550 --> 00:09:53,801 All right. Not bad. 191 00:09:53,801 --> 00:09:57,680 This is pretty cool. 192 00:09:57,763 --> 00:09:59,682 So let's go ahead and select our Earth sphere 193 00:09:59,682 --> 00:10:03,561 and make sure that our planet is at the beginning of our column. 194 00:10:03,644 --> 00:10:05,021 And let's go over to the 195 00:10:05,021 --> 00:10:09,233 transform controls of our Earth sphere. 196 00:10:09,317 --> 00:10:11,986 And what I would want to do is I want to animate 197 00:10:11,986 --> 00:10:16,907 the Y rotation. 198 00:10:16,991 --> 00:10:19,910 So let me put it into position. 199 00:10:19,910 --> 00:10:23,164 I'm going to adjust this, bring it down, 200 00:10:23,247 --> 00:10:27,585 and I'm just going to find my starting point. 201 00:10:27,668 --> 00:10:29,629 I think that's good right about there. 202 00:10:29,629 --> 00:10:33,174 I'm going to set a keyframe using the white diamond checkmark. 203 00:10:33,215 --> 00:10:34,091 It's changed orange. 204 00:10:34,091 --> 00:10:37,303 So now I know there's a keyframe set on that frame. 205 00:10:37,386 --> 00:10:40,014 I'm going to go to the end of our comp and I'm 206 00:10:40,014 --> 00:10:43,017 just going to use this slider 207 00:10:43,059 --> 00:10:45,978 and move our globe like that. 208 00:10:45,978 --> 00:10:51,150 Okay, Let's play this back. 209 00:10:51,233 --> 00:10:52,568 Perfect. 210 00:10:52,568 --> 00:10:56,697 We have our 3D globe now rotating across the whole length of our clip. 211 00:10:56,781 --> 00:11:01,118 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. 213 00:11:04,330 --> 00:11:07,625 Let's go back to our media pool and find these streaks. 214 00:11:07,625 --> 00:11:13,464 Dot D and let's just click and drag and bring that right in 215 00:11:13,547 --> 00:11:15,883 and close my media pool. 216 00:11:15,883 --> 00:11:18,010 One thing you might notice is that we can bring 217 00:11:18,010 --> 00:11:21,055 Photoshop files directly into our Node editor, 218 00:11:21,138 --> 00:11:26,477 and if you want in the inspector, you can come over to the layer tab here 219 00:11:26,560 --> 00:11:30,398 and select any specific layer you want inside of that document. 220 00:11:30,481 --> 00:11:31,565 Now, for our purposes, 221 00:11:31,565 --> 00:11:35,277 we're fine using the merged view, so we're going to stick with that. 222 00:11:35,361 --> 00:11:38,364 I'm going to stop playback and I'm going to load our streaks 223 00:11:38,531 --> 00:11:40,866 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. 225 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 232 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, 236 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 238 00:12:30,249 --> 00:12:32,293 that it has that material of blue. 239 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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