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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,337 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:06,172 --> 00:00:07,040 Hello, everyone. 3 00:00:07,040 --> 00:00:08,074 Havtza here. 4 00:00:09,109 --> 00:00:12,278 Since the beginning of the animation sections, 5 00:00:12,278 --> 00:00:14,280 we've been working on the mechanics 6 00:00:14,280 --> 00:00:16,883 of how everything moves 7 00:00:16,883 --> 00:00:19,719 and what things we can animate. 8 00:00:19,719 --> 00:00:21,921 Starting from this lesson, 9 00:00:21,921 --> 00:00:23,056 we’re going to learn 10 00:00:23,056 --> 00:00:27,527 how to actually use them in cinematic animation. 11 00:00:27,527 --> 00:00:30,930 And by this, I mean how to make your animation 12 00:00:30,964 --> 00:00:34,234 more interesting than a single character movement 13 00:00:34,501 --> 00:00:36,469 and actually create narrative 14 00:00:36,469 --> 00:00:39,339 and energy between cuts and shots 15 00:00:39,539 --> 00:00:43,143 using the principles that we've learned 16 00:00:43,676 --> 00:00:45,712 to create the actual movement, 17 00:00:45,712 --> 00:00:47,480 as well as some guidelines 18 00:00:47,480 --> 00:00:49,382 and additional techniques 19 00:00:49,382 --> 00:00:53,486 that will let you actually play around with your perspective, 20 00:00:53,486 --> 00:00:58,525 camera and editing to create more interesting 21 00:00:58,525 --> 00:01:03,430 and better looking stories using animation. 22 00:01:03,696 --> 00:01:06,132 So the most important thing 23 00:01:06,199 --> 00:01:10,470 when creating cinematic animation is remembering 24 00:01:10,470 --> 00:01:13,406 the placement of your camera 25 00:01:13,406 --> 00:01:16,443 because different shots will use different angles 26 00:01:16,443 --> 00:01:21,881 and different types of lenses in quotes to show these effects. 27 00:01:21,881 --> 00:01:23,183 And you need to know 28 00:01:23,183 --> 00:01:27,087 how to animate parts of an object from different angles, 29 00:01:27,087 --> 00:01:28,721 with different perspectives 30 00:01:28,721 --> 00:01:33,760 in order to pull certain effects and camera movements off. 31 00:01:35,728 --> 00:01:38,731 This is actually where good at drawing abilities 32 00:01:38,731 --> 00:01:41,167 start to become important. 33 00:01:41,167 --> 00:01:44,704 But don't worry, because what is really important 34 00:01:44,704 --> 00:01:46,973 is to make sure that you understand 35 00:01:46,973 --> 00:01:50,210 how perspective works with the camera 36 00:01:51,211 --> 00:01:54,514 and the properties of your object. 37 00:01:54,514 --> 00:01:59,285 Same as we've done with the animation before. 38 00:02:01,888 --> 00:02:04,557 When animating in 3D space 39 00:02:04,557 --> 00:02:09,329 the same rules that we've been using for our animations so far 40 00:02:09,329 --> 00:02:11,464 are still going to apply 41 00:02:11,464 --> 00:02:13,666 and they will still be working the exact 42 00:02:13,666 --> 00:02:16,736 same way in almost any type of shot. 43 00:02:17,370 --> 00:02:19,539 Just because you suddenly only see 44 00:02:19,539 --> 00:02:21,574 just part of the character body 45 00:02:21,574 --> 00:02:25,145 or look on the character from a different angle 46 00:02:25,145 --> 00:02:29,482 doesn't mean that the lots of reality stopped working. 47 00:02:29,883 --> 00:02:33,786 Acceleration is still going to be conveyed by the speed 48 00:02:33,786 --> 00:02:36,055 and spacing between frames. 49 00:02:37,624 --> 00:02:41,094 Smear frames, impact frames and overshoot are still 50 00:02:41,094 --> 00:02:43,196 going to be useful tools. 51 00:02:43,763 --> 00:02:47,033 The only difference is that now you need to consider 52 00:02:47,033 --> 00:02:49,636 not only how the rules of reality 53 00:02:49,636 --> 00:02:51,571 are going to affect your movement 54 00:02:51,571 --> 00:02:55,375 but also how the camera captures images. 55 00:02:56,342 --> 00:03:00,880 The main role regarding animation in 3D space is that objects 56 00:03:00,880 --> 00:03:03,283 that are close to the camera are big 57 00:03:03,283 --> 00:03:04,817 while objects that are far from 58 00:03:04,817 --> 00:03:06,819 the camera are small. 59 00:03:06,819 --> 00:03:11,491 This creates a clear indication of distance from the camera. 60 00:03:12,125 --> 00:03:14,260 This trick relies solely 61 00:03:14,260 --> 00:03:17,397 on the audience experience with reality 62 00:03:17,397 --> 00:03:19,699 because we can recognize that objects 63 00:03:19,699 --> 00:03:22,702 that might take the same amount of space on the screen 64 00:03:22,702 --> 00:03:24,938 are not necessarily the same size 65 00:03:24,938 --> 00:03:27,173 and only seem like the real 66 00:03:27,173 --> 00:03:29,309 because the distance from the camera 67 00:03:29,309 --> 00:03:32,345 in the environment is different. 68 00:03:32,345 --> 00:03:36,416 The complication starts when your objects are moving forward 69 00:03:36,416 --> 00:03:38,384 and away from the camera. 70 00:03:39,586 --> 00:03:43,990 Although on a 2D space an object will move in 71 00:03:43,990 --> 00:03:46,459 constant distance between frames 72 00:03:46,960 --> 00:03:50,263 the amount of change in the size of an object on 73 00:03:50,263 --> 00:03:53,499 3D axis is not constant. 74 00:03:54,067 --> 00:03:56,736 The closer an object is getting to the camera, 75 00:03:56,736 --> 00:03:58,805 the quicker it's going to grow 76 00:03:58,805 --> 00:04:03,042 and the more intense the smear frames are going to get. 77 00:04:03,509 --> 00:04:08,047 This effect is caused by the aforementioned change in size 78 00:04:08,047 --> 00:04:11,184 relative to the object distance from the camera. 79 00:04:11,184 --> 00:04:13,987 And the way that in animation 80 00:04:13,987 --> 00:04:16,889 we depict speed for spacing. 81 00:04:17,657 --> 00:04:20,526 For example, let's look at this lever. 82 00:04:20,927 --> 00:04:21,761 From the side 83 00:04:21,761 --> 00:04:26,099 we can see that it has its own changes in acceleration 84 00:04:26,099 --> 00:04:28,501 but both ball and handle 85 00:04:28,501 --> 00:04:32,505 move at the same rotational speed at any given moment. 86 00:04:34,907 --> 00:04:37,243 We know that the lever and the ball 87 00:04:37,243 --> 00:04:39,612 have the same rotational speed. 88 00:04:39,612 --> 00:04:43,449 Even when we look at the lever from the front 89 00:04:44,384 --> 00:04:45,818 because they are connected 90 00:04:45,818 --> 00:04:49,022 they technically move at the same rotational speed. 91 00:04:49,989 --> 00:04:53,526 But now we have to accommodate for perspective 92 00:04:53,526 --> 00:04:56,195 and because the lever is a straight line, 93 00:04:56,396 --> 00:04:59,098 the point closer to the camera is bigger 94 00:04:59,098 --> 00:05:03,002 and has to move with bigger spacing to stay connected 95 00:05:03,002 --> 00:05:05,238 to the rest of the lever. 96 00:05:05,238 --> 00:05:09,642 Now, if we look at each point on the movement separately, 97 00:05:09,642 --> 00:05:13,613 they look like they are moving in different speeds. 98 00:05:13,613 --> 00:05:17,550 A change in speed indicates acceleration. 99 00:05:17,550 --> 00:05:19,719 And this demonstration shows us 100 00:05:19,719 --> 00:05:22,588 that even though in reality 101 00:05:22,588 --> 00:05:26,726 we know that the object is moving in constant speed 102 00:05:26,726 --> 00:05:29,862 to correctly depict it for the eyes of the camera, 103 00:05:29,862 --> 00:05:32,865 it will have to artificially accelerated 104 00:05:32,865 --> 00:05:35,435 to accommodate when objects are moving 105 00:05:35,435 --> 00:05:38,571 closer and further away from it. 106 00:05:38,571 --> 00:05:44,277 To simplify, object close to the camera change size and move quickly 107 00:05:44,277 --> 00:05:46,679 while object further away from the camera 108 00:05:46,679 --> 00:05:51,784 will change size and speed more slowly. 109 00:05:51,784 --> 00:05:54,687 The type of shot and camera you're working with 110 00:05:54,687 --> 00:05:57,890 is going to affect the way that are going to deform 111 00:05:57,890 --> 00:06:00,360 and accelerate your character 112 00:06:02,528 --> 00:06:05,598 In real life, different types of camera 113 00:06:05,598 --> 00:06:09,869 give you different focus range and fields of view. 114 00:06:11,871 --> 00:06:16,576 There are physical limitation to how focused or wide a shot 115 00:06:16,576 --> 00:06:20,279 can be without changing different cameras. 116 00:06:20,279 --> 00:06:23,249 In animation, we don't have this problem 117 00:06:23,249 --> 00:06:26,419 but we do have to be conscious 118 00:06:26,419 --> 00:06:29,856 as to how you would realistically recreate 119 00:06:29,856 --> 00:06:33,760 the certain camera effect that we're trying to imitate. 120 00:06:35,661 --> 00:06:38,664 Going back to our first animation lesson 121 00:06:38,664 --> 00:06:42,068 we've talked about how the camera's low frame rate 122 00:06:42,068 --> 00:06:45,271 result in motion blur when trying to take 123 00:06:45,271 --> 00:06:48,841 a picture of moving objects in real life. 124 00:06:50,410 --> 00:06:52,145 In the same way, 125 00:06:52,145 --> 00:06:54,914 the camera lens is going to affect 126 00:06:54,914 --> 00:06:59,018 the way that it captures pictures and how it deforms them. 127 00:07:00,219 --> 00:07:05,591 In general, your camera position creates the perspective in the scene 128 00:07:06,526 --> 00:07:10,329 and different angles create different perspective points 129 00:07:10,863 --> 00:07:14,133 like we've seen in the background design lessons. 130 00:07:14,834 --> 00:07:19,605 Your character is going to be affected by that perspective, 131 00:07:19,605 --> 00:07:21,707 so you're going to have to draw it 132 00:07:21,707 --> 00:07:24,644 with these perspective grids in mind, 133 00:07:24,644 --> 00:07:27,947 even if you don't have it as actual reference. 134 00:07:28,414 --> 00:07:34,287 This change in your character perspective is going to be expressed 135 00:07:34,287 --> 00:07:36,522 by the deformation of the character 136 00:07:36,522 --> 00:07:40,026 and basically changing its proportions 137 00:07:40,026 --> 00:07:43,029 to fit with this new perspective 138 00:07:43,029 --> 00:07:48,134 and the term for this change in proportions of different body parts 139 00:07:48,134 --> 00:07:50,436 is called foreshortening. 140 00:07:51,804 --> 00:07:55,875 So foreshortening is the term used when viewing an object 141 00:07:55,875 --> 00:08:00,713 from in the angle, which doesn't allow you to see all of it at once, 142 00:08:00,713 --> 00:08:07,086 results in parts of it being hidden and the shape changed. 143 00:08:07,086 --> 00:08:10,223 It can appear in both neutral angles 144 00:08:10,223 --> 00:08:12,492 depending on your pose, 145 00:08:12,492 --> 00:08:17,563 or as a natural consequence of your camera angle. 146 00:08:17,563 --> 00:08:20,566 There are many techniques for foreshortening 147 00:08:20,566 --> 00:08:23,803 and a big part of practicing is understanding 148 00:08:23,803 --> 00:08:26,539 how to make foreshortening look good. 149 00:08:26,539 --> 00:08:29,942 But foreshortening is not that hard to do 150 00:08:29,942 --> 00:08:34,714 if you understand the idea behind it. 151 00:08:34,714 --> 00:08:39,318 First, divide your object into simple shapes 152 00:08:39,318 --> 00:08:44,790 such as fields and cubes like we've been doing up until now. 153 00:08:44,790 --> 00:08:49,428 Now try and squish them in your mind 154 00:08:49,428 --> 00:08:54,000 in according to the movement that you want to create 155 00:08:54,000 --> 00:08:59,171 and the more squished they are, the more they're going to be hidden 156 00:08:59,171 --> 00:09:02,642 and the more front facing they're going to seem. 157 00:09:03,309 --> 00:09:07,146 Now remember that when you are squishing them, 158 00:09:07,146 --> 00:09:10,783 you need to make sure that your curves, 159 00:09:10,783 --> 00:09:14,253 or your angles, are being kept correctly. 160 00:09:14,253 --> 00:09:19,025 So don't distort and flatten your volumes 161 00:09:20,026 --> 00:09:22,762 Now factor in the way that objects 162 00:09:22,762 --> 00:09:25,364 that are closer to the camera are bigger 163 00:09:25,364 --> 00:09:28,000 and accelerate more quickly 164 00:09:28,000 --> 00:09:29,835 and slowly increase the size 165 00:09:29,835 --> 00:09:33,706 and distance of the parts closer to the camera. 166 00:09:33,706 --> 00:09:37,243 Remember that when the object is far away from the camera, 167 00:09:37,243 --> 00:09:40,580 this change is very small to the point of it 168 00:09:40,580 --> 00:09:42,815 being almost unnoticeable. 169 00:09:42,815 --> 00:09:47,086 So don't enlarge part of your character for no reason. 170 00:09:47,086 --> 00:09:50,990 In cases, that your character is extremely close to the camera 171 00:09:50,990 --> 00:09:53,960 and you can only see parts of it, 172 00:09:53,960 --> 00:09:59,131 use the perspective points in your background as a reference 173 00:09:59,131 --> 00:10:01,667 as to how to actually deform 174 00:10:01,667 --> 00:10:04,337 and change the shape of the different body parts. 175 00:10:05,471 --> 00:10:09,909 Because they too will obey the perspective walls of your scene. 176 00:10:10,810 --> 00:10:13,279 Now that you know the concept of acceleration 177 00:10:13,279 --> 00:10:17,216 towards camera and a little bit more about foreshortening 178 00:10:17,216 --> 00:10:20,886 and how you can create different perspectives using it. 179 00:10:20,886 --> 00:10:23,222 It's time to see how we combine the two 180 00:10:23,222 --> 00:10:24,957 and creating different camera 181 00:10:24,957 --> 00:10:26,125 effects and angels. 182 00:10:28,928 --> 00:10:31,897 Starting with the most extreme example 183 00:10:31,897 --> 00:10:35,134 we have the biggest distortion in perspective 184 00:10:35,134 --> 00:10:38,771 and foreshortening with a fisheye camera. 185 00:10:39,405 --> 00:10:43,709 A fisheye lenses will make everything captured by it distorted. 186 00:10:46,746 --> 00:10:50,449 You will find this effect in somewhat specialized scenes, 187 00:10:51,217 --> 00:10:54,120 such as from the point of view of a character 188 00:10:54,120 --> 00:10:56,188 looking out over eyehole 189 00:10:56,188 --> 00:10:59,425 or creating unsettling atmosphere, 190 00:10:59,425 --> 00:11:02,395 or sometimes to show a large amount of details 191 00:11:02,395 --> 00:11:04,397 that would usually not be able 192 00:11:04,397 --> 00:11:07,933 to fit in a single composition 193 00:11:07,933 --> 00:11:10,102 like details behind the corner 194 00:11:10,102 --> 00:11:14,740 or in a very distant places from each other. 195 00:11:15,441 --> 00:11:17,743 This type of camera lens corresponds 196 00:11:17,743 --> 00:11:20,312 to a four point perspective, 197 00:11:20,312 --> 00:11:22,114 which we haven't actually covered 198 00:11:22,114 --> 00:11:23,849 because it's very specialized 199 00:11:23,849 --> 00:11:27,820 and it doesn't really correspond to an actual grid 200 00:11:27,820 --> 00:11:30,122 which is available on procreate. 201 00:11:32,692 --> 00:11:34,360 A four point perspective 202 00:11:34,360 --> 00:11:37,096 basically just creates a sphere. 203 00:11:37,096 --> 00:11:39,932 So once you create your background, 204 00:11:39,932 --> 00:11:43,736 which is slightly distorted as a background layout, 205 00:11:43,736 --> 00:11:49,308 you just need to use the background itself with its distortion 206 00:11:49,308 --> 00:11:52,211 to know how you're going to adjust 207 00:11:52,211 --> 00:11:57,983 and deform your character proportions and perspective in your animation. 208 00:11:57,983 --> 00:12:01,053 Of course, the timing and motion rules 209 00:12:01,053 --> 00:12:02,755 are going to work as usual, 210 00:12:02,755 --> 00:12:05,825 so you're still get to have ease in and ease out, 211 00:12:05,825 --> 00:12:08,160 but you're also going to have the added rule 212 00:12:08,160 --> 00:12:10,329 of acceleration towards camera. 213 00:12:11,097 --> 00:12:15,367 So stuff that is closer to the camera is going to be both 214 00:12:15,367 --> 00:12:17,470 less distorted and move quickly, 215 00:12:17,470 --> 00:12:19,939 meaning that you're going to get a lot of distortion 216 00:12:19,939 --> 00:12:22,274 within each part of your character's body, 217 00:12:22,274 --> 00:12:24,910 depending on the motion and the position 218 00:12:24,910 --> 00:12:27,179 within the fisheye perspective. 219 00:12:27,613 --> 00:12:31,117 The next type of lens is extreme shots. 220 00:12:31,117 --> 00:12:35,588 This can be shots from very high or low angles, 221 00:12:35,588 --> 00:12:37,089 and in these cases 222 00:12:37,089 --> 00:12:39,458 your character model will be deformed 223 00:12:39,458 --> 00:12:41,560 to mimic a three point perspective 224 00:12:42,228 --> 00:12:45,464 with the perspective point being on the side 225 00:12:45,464 --> 00:12:47,533 furthest away from the camera. 226 00:12:47,533 --> 00:12:50,936 So if you have low angle shot 227 00:12:52,004 --> 00:12:54,673 the perspective point will be at the head 228 00:12:54,673 --> 00:12:56,675 of the character. 229 00:13:08,554 --> 00:13:11,157 and if you have a high angle shot, 230 00:13:11,157 --> 00:13:15,027 your perspective point is going to be at the feet of your character. 231 00:13:15,027 --> 00:13:18,898 It's important to make sure that your character perspective 232 00:13:18,898 --> 00:13:21,634 actually fits with the background itself 233 00:13:21,634 --> 00:13:23,836 so you don't just make a three point 234 00:13:23,836 --> 00:13:26,472 perspective specifically for your camera, 235 00:13:26,472 --> 00:13:29,708 it needs to match the background as well. 236 00:13:29,708 --> 00:13:32,945 And in these types of scenes, 237 00:13:32,945 --> 00:13:37,817 your animation is again going to abide by the rules of animations 238 00:13:37,817 --> 00:13:39,652 that we've seen before 239 00:13:39,652 --> 00:13:42,788 and the rule of acceleration for this camera. 240 00:13:42,788 --> 00:13:44,223 In these types of shots, 241 00:13:44,223 --> 00:13:48,294 your character is actually going to walk very similarly 242 00:13:48,294 --> 00:13:52,531 to deliver the example that we had at the last section. 243 00:13:52,531 --> 00:13:55,334 This type of shot is slightly difficult 244 00:13:55,334 --> 00:13:58,971 because the character model itself is going to be deformed 245 00:13:58,971 --> 00:14:01,507 and its moving part of it 246 00:14:01,507 --> 00:14:04,476 are going to constantly change their size, 247 00:14:04,476 --> 00:14:08,214 depending on their position in relation to the camera. 248 00:14:08,214 --> 00:14:11,617 So you're going to have to use a lot of foreshortening 249 00:14:11,617 --> 00:14:13,652 and the different types of foreshortening 250 00:14:13,652 --> 00:14:16,789 depending on each individual frame. 251 00:14:17,690 --> 00:14:21,827 When trying to make a movement in an extreme angle, 252 00:14:21,827 --> 00:14:26,332 I usually break the character into simplified shapes 253 00:14:26,332 --> 00:14:28,701 in accordance to a character sheet 254 00:14:29,301 --> 00:14:32,171 and just compare the relative size 255 00:14:32,171 --> 00:14:34,807 to the other body parts to make sure 256 00:14:34,807 --> 00:14:36,308 that the character model stays 257 00:14:36,308 --> 00:14:40,179 consistent, even with a difficult angle. 258 00:14:40,779 --> 00:14:43,782 Basically, instead of using a grid 259 00:14:43,782 --> 00:14:46,452 and trying to match the character 260 00:14:46,452 --> 00:14:49,788 to a single point or triple points, 261 00:14:50,322 --> 00:14:53,058 I just match each individual part of it 262 00:14:53,058 --> 00:14:57,429 to the rest of the body within that angle. 263 00:14:57,429 --> 00:15:00,065 Because you will encounter 264 00:15:00,065 --> 00:15:04,403 a lot of different parts being affected differently, 265 00:15:04,403 --> 00:15:07,506 depending on the distance from the camera as well. 266 00:15:07,506 --> 00:15:11,377 So you can't only refer to your perspective points, 267 00:15:11,377 --> 00:15:13,679 even if you do have a grid. 268 00:15:13,679 --> 00:15:17,016 You need to remember acceleration towards camera 269 00:15:17,016 --> 00:15:20,519 and that you need to exaggerate your foreshortening as well. 270 00:15:20,519 --> 00:15:23,689 So basically in shots like this, it's better 271 00:15:23,689 --> 00:15:26,025 if you make it feel like it's correct 272 00:15:26,025 --> 00:15:28,227 instead of actually drawing it correctly. 273 00:15:28,560 --> 00:15:30,863 If your movement is too complicated, 274 00:15:30,863 --> 00:15:34,099 or if you don't have the time to set up your grid. 275 00:15:36,669 --> 00:15:39,238 Moving slightly away from the extreme shots, 276 00:15:39,238 --> 00:15:41,473 we have more neutral shots 277 00:15:41,473 --> 00:15:44,777 where the object is extremely close to the camera. 278 00:15:44,777 --> 00:15:50,149 These are going to be close up shots or shots that have a lot of movement 279 00:15:50,149 --> 00:15:53,319 made by the character itself. 280 00:15:53,319 --> 00:15:54,920 These types of shots function 281 00:15:54,920 --> 00:15:57,823 similarly to the extreme angle shots, 282 00:15:57,823 --> 00:16:00,259 but they're slightly easier to manage 283 00:16:01,060 --> 00:16:04,596 because they basically have two different perspective. 284 00:16:04,596 --> 00:16:09,501 One, where your character is a little bit further away from the camera. 285 00:16:09,501 --> 00:16:13,572 Where they're going to be on model without any deformation. 286 00:16:14,206 --> 00:16:17,509 And the other is the frames or body parts 287 00:16:17,509 --> 00:16:19,812 that are close to the camera, 288 00:16:19,812 --> 00:16:22,581 where we're going to use the same type of foreshortening 289 00:16:22,581 --> 00:16:25,284 as the extreme angle version 290 00:16:25,284 --> 00:16:28,787 but again, with a pretty easy perspective point 291 00:16:28,787 --> 00:16:32,091 because we have a more neutral scene. 292 00:16:32,091 --> 00:16:34,994 So the amount of deformation that you're going to give 293 00:16:34,994 --> 00:16:37,463 to each body part is going to be lesser 294 00:16:37,463 --> 00:16:40,366 than in your extreme angle shots. 295 00:16:43,068 --> 00:16:47,206 The shot is pretty common and tends to be fairly dynamic, 296 00:16:47,206 --> 00:16:50,376 even without using the crutches of extreme angle 297 00:16:50,376 --> 00:16:53,078 to give more variety to your animation. 298 00:16:54,046 --> 00:16:57,916 This type of shots are actually very versatile as well 299 00:16:57,916 --> 00:17:01,186 because you can have both object on model 300 00:17:01,186 --> 00:17:03,789 and stay the same distance from the camera 301 00:17:03,789 --> 00:17:08,027 as well as more dynamic shots and poses that you can have 302 00:17:08,027 --> 00:17:12,831 when putting your character or object closer to the camera. 303 00:17:12,831 --> 00:17:16,735 And within this type of range from the camera, 304 00:17:16,735 --> 00:17:20,939 the shots are going to work in very similar way. 305 00:18:16,862 --> 00:18:18,897 In general, as long as your object 306 00:18:18,897 --> 00:18:21,633 stays in the same distance from the camera, 307 00:18:21,633 --> 00:18:23,435 it will keep its size and shape 308 00:18:23,435 --> 00:18:24,837 and will according to the rules 309 00:18:24,837 --> 00:18:27,339 that we've learned in our previous lessons. 310 00:18:27,339 --> 00:18:28,774 But once your object moves 311 00:18:28,774 --> 00:18:31,009 closer to the camera, its size 312 00:18:31,009 --> 00:18:33,378 and deformation will change in accordance 313 00:18:33,378 --> 00:18:35,647 to the concept of acceleration toward the camera 314 00:18:35,647 --> 00:18:38,150 that we’ve seen at the beginning of the lesson. 315 00:18:38,150 --> 00:18:40,853 So it's going to accelerate very slowly 316 00:18:40,853 --> 00:18:45,491 and in an almost unnoticeable way when it's further away 317 00:18:45,491 --> 00:18:47,426 and when close to the camera 318 00:18:47,426 --> 00:18:49,461 it’s going to move very quickly 319 00:18:49,461 --> 00:18:52,364 and the trajectory of the object will change in accordance 320 00:18:52,364 --> 00:18:54,900 to the perspective rules of the scene. 321 00:19:19,558 --> 00:19:22,561 When animating complicated objects in space 322 00:19:22,561 --> 00:19:25,898 at the beginning, it's easier to break them down to shapes 323 00:19:25,898 --> 00:19:30,769 sizes and poses, or even plan the trajectories in advance. 324 00:19:30,769 --> 00:19:33,605 And later on use experience to understand 325 00:19:33,605 --> 00:19:36,441 your timing and placement better. 326 00:19:36,441 --> 00:19:40,979 It's also easier to break the different parts of your character, 327 00:19:40,979 --> 00:19:43,615 depending on the distance from the camera. 328 00:19:43,615 --> 00:19:46,752 Basically, you can separate each part of your character 329 00:19:46,752 --> 00:19:49,454 into different layers of sorts 330 00:19:49,454 --> 00:19:51,423 and then animate the layer 331 00:19:51,423 --> 00:19:54,860 which is further away from the camera very easily 332 00:19:54,860 --> 00:19:57,829 with the rules that we've learned until now 333 00:19:57,829 --> 00:20:01,767 and then animate the parts that are close to the camera, 334 00:20:01,767 --> 00:20:04,903 with the rule of acceleration. 335 00:20:04,903 --> 00:20:08,240 So that you don't have to consider the entire body 336 00:20:08,240 --> 00:20:10,642 and how it's going to accelerate 337 00:20:10,642 --> 00:20:13,679 and only focus on the relevant part. 338 00:20:29,861 --> 00:20:31,797 The last type of shots 339 00:20:31,797 --> 00:20:34,399 that we're going to have is where you see 340 00:20:34,399 --> 00:20:35,968 the full body of the character 341 00:20:35,968 --> 00:20:40,606 and it's moving in a somewhat 3D environment. 342 00:20:40,606 --> 00:20:44,977 This is 3D movement in a wide angle shot. 343 00:20:50,148 --> 00:20:52,484 In this type of shots, your character 344 00:20:52,484 --> 00:20:54,586 proportions and model will stay 345 00:20:54,586 --> 00:20:57,322 without any type of deformation. 346 00:20:57,889 --> 00:20:59,891 And only your character's size 347 00:20:59,891 --> 00:21:02,160 will change relative to the camera. 348 00:21:02,160 --> 00:21:04,463 And of course, the pose of your character 349 00:21:04,463 --> 00:21:07,532 is going to be made with foreshortening. 350 00:21:11,436 --> 00:21:14,873 In this type of shots because you have a wide angle 351 00:21:14,873 --> 00:21:16,808 and you see your entire background, 352 00:21:16,808 --> 00:21:19,611 it's very easy to make your character 353 00:21:19,611 --> 00:21:22,547 fit the perspective using perspective point. 354 00:21:23,215 --> 00:21:25,684 Up until now, it was harder to do 355 00:21:25,684 --> 00:21:27,519 because the perspective point wasn't 356 00:21:27,519 --> 00:21:29,721 necessarily present on the screen. 357 00:21:29,988 --> 00:21:32,524 Or that different parts of your character 358 00:21:32,524 --> 00:21:35,327 had two different perspectives, depending on the distance 359 00:21:35,327 --> 00:21:36,928 from the camera. 360 00:21:39,998 --> 00:21:41,566 But with this type of scene, 361 00:21:41,566 --> 00:21:43,435 you can basically mark 362 00:21:43,435 --> 00:21:48,307 the effective and correct range for your character movement 363 00:21:48,307 --> 00:21:51,043 using the perspective points themselves. 364 00:21:58,083 --> 00:22:01,053 Also, you can basically use 365 00:22:01,053 --> 00:22:03,288 the background itself as a reference 366 00:22:03,288 --> 00:22:05,691 to the size of your character. 367 00:22:05,691 --> 00:22:07,993 If you have a grid it's pretty easy. 368 00:22:07,993 --> 00:22:09,761 You just compare your character 369 00:22:09,761 --> 00:22:13,732 size to the grid on the ground or the sky 370 00:22:13,732 --> 00:22:17,836 and just match your character's relative size to the background 371 00:22:17,836 --> 00:22:21,173 if you're bringing it closer or further away. 372 00:22:21,707 --> 00:22:23,342 But if you don't have a grid 373 00:22:23,342 --> 00:22:25,977 you can just do that with comparison 374 00:22:25,977 --> 00:22:27,946 of simple textures 375 00:22:27,946 --> 00:22:30,549 or details within your background itself. 376 00:22:31,183 --> 00:22:33,452 It's going to be a little bit less precise. 377 00:22:33,452 --> 00:22:37,322 So using your perspective points to have 378 00:22:37,322 --> 00:22:41,259 your effective range is going to be helpful as well. 379 00:25:40,005 --> 00:25:44,976 Now, an important thing to remember when deciding 380 00:25:44,976 --> 00:25:46,912 when to use your foreshortening 381 00:25:46,912 --> 00:25:52,551 and acceleration and how to plan your shot is to understand 382 00:25:52,551 --> 00:25:56,021 if your perspective change stands from your character 383 00:25:56,021 --> 00:25:59,457 moving, or from your camera moving 384 00:26:02,193 --> 00:26:06,698 Even though we don't use actual 3D models 385 00:26:06,698 --> 00:26:09,301 and we don't have 3D environments 386 00:26:09,301 --> 00:26:15,040 that doesn't mean that we can’t have 3D animation using 2D. 387 00:26:15,040 --> 00:26:18,610 It just requires a different understanding of angles 388 00:26:18,610 --> 00:26:20,946 and specialized backgrounds. 389 00:26:22,147 --> 00:26:25,550 And knowing when your character is moving 390 00:26:25,550 --> 00:26:27,619 or when your camera is moving 391 00:26:27,619 --> 00:26:30,288 is going to be a big distinction 392 00:26:30,922 --> 00:26:32,490 how you're going to approach 393 00:26:32,490 --> 00:26:35,226 your background and character movement. 394 00:26:36,561 --> 00:26:40,432 Basically, if your character is the one who's moving, 395 00:26:40,432 --> 00:26:41,967 we don't necessarily 396 00:26:41,967 --> 00:26:46,004 need to think of your background as a 3D environment. 397 00:26:46,671 --> 00:26:50,508 Only the individual parts of your character, which come closer 398 00:26:50,508 --> 00:26:52,911 or further away from the camera, 399 00:26:52,911 --> 00:26:56,181 are going to indicate the perspective change 400 00:26:56,181 --> 00:26:58,516 because of the relative size of each other 401 00:26:58,516 --> 00:27:02,554 and the deformation that we're going to use with foreshortening. 402 00:27:04,189 --> 00:27:06,858 With this type of shot your background can stay 403 00:27:06,858 --> 00:27:09,894 basic and have a single perspective 404 00:27:09,894 --> 00:27:13,531 of any other type of perspective that you want 405 00:27:13,531 --> 00:27:16,334 but they still stay consistent and don't change 406 00:27:16,334 --> 00:27:18,269 perspective in the middle. 407 00:27:18,269 --> 00:27:20,605 Only the individual parts of your character 408 00:27:20,605 --> 00:27:22,907 and its relative size changes. 409 00:28:27,038 --> 00:28:28,640 But when you want to 410 00:28:28,640 --> 00:28:30,709 animate your camera moving, 411 00:28:30,709 --> 00:28:33,745 this is where things become more interesting. 412 00:28:34,579 --> 00:28:36,214 If you're moving your camera, 413 00:28:36,214 --> 00:28:37,582 you're basically trying 414 00:28:37,582 --> 00:28:41,352 to create a 3D effect using 2D. 415 00:28:42,420 --> 00:28:44,422 You will see this with shots 416 00:28:44,422 --> 00:28:46,157 where the perspective changes 417 00:28:46,157 --> 00:28:48,827 or when using rotation shots. 418 00:28:49,561 --> 00:28:51,162 And the main difference 419 00:28:51,162 --> 00:28:55,333 between animating your character with a regular shot, 420 00:28:55,333 --> 00:28:58,803 but with your character moving in 3D space 421 00:28:58,803 --> 00:29:00,939 as opposed to actually animating 422 00:29:00,939 --> 00:29:05,844 camera movement in 3D space is how we're going to treat 423 00:29:05,844 --> 00:29:09,347 the relative sizes of your character's body part 424 00:29:09,347 --> 00:29:12,050 and the layout of the background. 425 00:29:13,585 --> 00:29:15,954 So I'll be covering the background 426 00:29:15,954 --> 00:29:19,457 in the next lesson of camera movement. 427 00:29:19,457 --> 00:29:21,860 But to animate your character to look like 428 00:29:21,860 --> 00:29:27,332 it's moving in 3D space with the camera is a little bit more difficult 429 00:29:27,332 --> 00:29:30,535 because basically what you're doing is shifting 430 00:29:30,535 --> 00:29:33,271 the perspective points within your scene, 431 00:29:33,271 --> 00:29:35,707 which changes your character perspective 432 00:29:35,707 --> 00:29:38,109 for each individual frame. 433 00:29:38,743 --> 00:29:41,112 This is basically just having 434 00:29:41,112 --> 00:29:43,581 a whole bunch of extreme angle shots. 435 00:29:44,249 --> 00:29:45,950 And connecting them together 436 00:29:45,950 --> 00:29:49,387 with regular angle shots in the middle. 437 00:29:49,387 --> 00:29:55,860 So it's a combination of the more difficult parts of each type of shot. 438 00:29:56,661 --> 00:29:57,929 And to make them, 439 00:29:57,929 --> 00:30:00,799 we will use the same type of tricks that we do 440 00:30:00,799 --> 00:30:03,535 with the regular extreme angle shots. 441 00:30:04,502 --> 00:30:06,504 The important thing to remember 442 00:30:06,504 --> 00:30:07,872 when trying to animate 443 00:30:07,872 --> 00:30:12,410 your camera movement is that your character as a whole 444 00:30:12,410 --> 00:30:14,479 is going to be affected. 445 00:30:14,479 --> 00:30:17,148 So it means that each individual part 446 00:30:17,148 --> 00:30:18,983 is going to move separately, 447 00:30:18,983 --> 00:30:21,820 depending on your character action, 448 00:30:21,820 --> 00:30:25,490 and that the entire character's position 449 00:30:25,490 --> 00:30:29,360 and perspective is going to change to fit the camera. 450 00:30:29,360 --> 00:30:31,629 So you will often see instances 451 00:30:31,629 --> 00:30:35,166 where some parts of your character are 452 00:30:35,166 --> 00:30:37,535 deformed due to the perspective 453 00:30:37,535 --> 00:30:40,104 and doubly deformed due to the action 454 00:30:40,104 --> 00:30:43,041 depending on the distance from the camera. 455 00:30:44,275 --> 00:30:46,311 And to do this type of shots, 456 00:30:46,311 --> 00:30:50,548 basically you can only rely on experience 457 00:30:50,548 --> 00:30:53,117 where you want to accelerate 458 00:30:53,117 --> 00:30:55,820 to different parts of your character 459 00:30:55,820 --> 00:30:59,090 and on your understanding of your character model 460 00:30:59,090 --> 00:31:01,793 where you want to change the perspective. 461 00:31:02,727 --> 00:31:06,764 So again, I recommend breaking your character 462 00:31:06,764 --> 00:31:10,702 into simplified objects and parts 463 00:31:10,702 --> 00:31:14,839 and then doubly breaking your entire animation into layers 464 00:31:14,839 --> 00:31:18,610 depending on the distance of the object from the camera. 465 00:31:18,610 --> 00:31:21,479 I also recommend using a lot of frames 466 00:31:21,479 --> 00:31:23,748 when planning your animation. 467 00:31:23,748 --> 00:31:28,653 So even if you're going with a pose-to-pose method 468 00:31:28,653 --> 00:31:32,390 and then filling in the gaps using ease in and ease out 469 00:31:32,390 --> 00:31:39,397 and in-betweens, it's still better to have a lot of initial poses, 470 00:31:39,397 --> 00:31:42,800 just so you know that your perspective is going to work 471 00:31:42,800 --> 00:31:46,804 without going back and forth and fixing many things. 472 00:31:46,804 --> 00:31:50,508 Because you weren't sure how to connect between poses 473 00:31:50,508 --> 00:31:52,844 that had a lot of change to them, 474 00:31:52,844 --> 00:31:57,115 like you're going to see with these type of shots. 475 00:31:57,415 --> 00:31:59,484 I myself, almost always 476 00:31:59,484 --> 00:32:02,053 do them in the straight ahead method 477 00:32:02,053 --> 00:32:04,422 when creating my own projects. 478 00:32:05,690 --> 00:32:08,526 Because it's easier to figure out the perspective 479 00:32:08,526 --> 00:32:11,229 and the connections between each frame 480 00:32:11,229 --> 00:32:13,298 with the highest amount of base frames. 481 00:32:14,799 --> 00:32:21,439 It is also very important to know how to animate and draw 482 00:32:21,439 --> 00:32:25,843 your character from any angle and position possible, 483 00:32:25,843 --> 00:32:29,447 if you want to create 3D movement correctly. 484 00:32:30,715 --> 00:32:33,651 So it's important to properly understand 485 00:32:33,651 --> 00:32:35,853 your character model from every angle. 486 00:32:36,387 --> 00:32:40,358 Especially when trying for different angles and camera movements 487 00:32:40,358 --> 00:32:43,394 which combine different techniques. 488 00:32:44,796 --> 00:32:48,499 Always try and refer to your character sheet is to make sure 489 00:32:48,499 --> 00:32:51,402 that you're keeping your character proportions in check. 490 00:32:52,070 --> 00:32:55,006 But don't be afraid to use a lot of foreshortening 491 00:32:55,006 --> 00:32:57,942 and deform your character model itself, 492 00:32:57,942 --> 00:33:00,645 if it makes the movement itself clearer. 493 00:33:08,586 --> 00:33:11,022 Once you figure out and master 494 00:33:11,022 --> 00:33:13,925 how to recognize where your character 495 00:33:13,925 --> 00:33:15,860 is coming closer to the camera 496 00:33:15,860 --> 00:33:19,831 and how to animate it using foreshortening 497 00:33:19,831 --> 00:33:22,500 and keeping your character model 498 00:33:22,500 --> 00:33:26,637 and how to recognize when your camera is moving 499 00:33:26,637 --> 00:33:28,740 and animate your character 500 00:33:28,740 --> 00:33:32,110 from the correct angle of the camera, 501 00:33:34,545 --> 00:33:36,547 you can combine the two 502 00:33:36,547 --> 00:33:41,419 and create the most complex type of animation, which is 503 00:33:41,419 --> 00:33:46,024 a combination of camera and character movement. 504 00:33:47,492 --> 00:33:49,260 Once you know how to do that, 505 00:33:49,260 --> 00:33:50,828 you can basically create 506 00:33:50,828 --> 00:33:52,830 any type of shots that you want. 507 00:33:54,032 --> 00:33:55,500 And matching your character 508 00:33:55,500 --> 00:33:58,803 to any type of 3D environment. 509 00:34:02,240 --> 00:34:04,909 When you are animating a combination 510 00:34:04,909 --> 00:34:07,612 of character and camera movement, 511 00:34:07,612 --> 00:34:09,414 you first need to recognize 512 00:34:09,414 --> 00:34:12,950 what type of movement your camera is making. 513 00:34:14,585 --> 00:34:17,722 See if you're working with a low angle, 514 00:34:17,722 --> 00:34:20,758 high angle or mid-range shot 515 00:34:21,559 --> 00:34:25,430 to determine your overall perspective, 516 00:34:25,430 --> 00:34:30,768 then determine the distance of the camera from your character 517 00:34:30,768 --> 00:34:33,137 to see which parts are going to be 518 00:34:33,137 --> 00:34:35,239 in the foreshortening range 519 00:34:35,239 --> 00:34:37,308 and which parts are going to be 520 00:34:37,308 --> 00:34:39,444 in the regular character model range. 521 00:34:41,012 --> 00:34:42,647 This is especially important 522 00:34:42,647 --> 00:34:46,050 if your character is also making action forward 523 00:34:46,050 --> 00:34:48,152 or away from the camera. 524 00:34:49,821 --> 00:34:51,122 So you need to understand 525 00:34:51,122 --> 00:34:54,959 what is the relative distance of each part of your character 526 00:34:54,959 --> 00:34:58,529 from the camera at each position of your camera. 527 00:34:59,597 --> 00:35:02,700 All the while keeping the perspective correct. 528 00:35:04,635 --> 00:35:06,370 Extra difficulties added 529 00:35:06,370 --> 00:35:08,806 if your camera is also rotating 530 00:35:08,806 --> 00:35:11,242 or if your character is rotating. 531 00:35:11,242 --> 00:35:13,978 Because then you really need to keep in mind 532 00:35:13,978 --> 00:35:15,346 the volumes and correct 533 00:35:15,346 --> 00:35:18,416 placement of details on your character. 534 00:35:22,086 --> 00:35:24,689 These are a lot of things to keep in mind, 535 00:35:24,689 --> 00:35:26,824 but we are going to use the same techniques 536 00:35:26,824 --> 00:35:28,759 that we've done up until now, 537 00:35:28,759 --> 00:35:30,661 just in combination. 538 00:35:30,661 --> 00:35:33,564 So you need to determine your perspective point, 539 00:35:33,564 --> 00:35:36,367 divide your characters into simple shapes 540 00:35:36,367 --> 00:35:38,569 and enlarge them and deform them 541 00:35:38,569 --> 00:35:40,538 according to foreshortening. 542 00:35:41,339 --> 00:35:43,808 And you need to keep your character on model 543 00:35:43,808 --> 00:35:47,178 by comparing the different body parts to themselves 544 00:35:47,178 --> 00:35:51,115 in relation to the proportions within the character design. 545 00:35:51,949 --> 00:35:53,484 There is nothing new or more 546 00:35:53,484 --> 00:35:55,786 complicated with this type of shots, 547 00:35:55,786 --> 00:35:59,957 except for the part that you need to combine all the techniques together. 548 00:36:00,591 --> 00:36:01,993 If you have enough practice 549 00:36:01,993 --> 00:36:06,230 in each individual one, it's not going to be very difficult for you 550 00:36:06,230 --> 00:36:10,401 to actually make these type of connections between them. 551 00:36:11,169 --> 00:36:13,070 The exercise for this lesson 552 00:36:13,070 --> 00:36:15,907 is to follow along the example I gave 553 00:36:15,907 --> 00:36:19,210 and try and create your own variations with them. 554 00:36:20,611 --> 00:36:23,481 You can either choose different camera angles, 555 00:36:24,615 --> 00:36:26,984 or you can use your own animations 556 00:36:26,984 --> 00:36:30,321 from the previous exercises as reference 557 00:36:30,321 --> 00:36:34,792 and try and animate them in different angles and perspectives. 558 00:36:36,227 --> 00:36:39,363 Again, make sure that you keep your line quality 559 00:36:39,363 --> 00:36:43,534 and character volumes and proportions consistent 560 00:36:43,534 --> 00:36:47,238 and that you have an example of at least one 561 00:36:47,939 --> 00:36:50,141 angle perspective of movement 562 00:36:50,141 --> 00:36:53,277 that I've demonstrated through out this video. 563 00:36:54,078 --> 00:36:56,514 Because these two will basically mean 564 00:36:56,514 --> 00:36:59,116 that you have to create animation from scratch 565 00:36:59,116 --> 00:37:03,321 and not based on something that you've made before. 566 00:37:03,321 --> 00:37:04,722 You can either choose 567 00:37:04,722 --> 00:37:06,591 to animate your character 568 00:37:06,591 --> 00:37:09,160 with or without the details. 569 00:37:09,493 --> 00:37:13,130 But of course, adding the details will add to the difficulty. 570 00:37:13,164 --> 00:37:16,400 So it's better for the experience that animators. 571 00:37:17,168 --> 00:37:19,270 For a high difficulty exercise 572 00:37:20,404 --> 00:37:23,507 just try and create the most dynamic movement 573 00:37:23,507 --> 00:37:25,009 that you can imagine 574 00:37:25,009 --> 00:37:30,481 with both your character and your camera are moving in 3D space. 575 00:37:30,481 --> 00:37:34,318 While combining both full and part body shots. 576 00:37:34,819 --> 00:37:39,590 Basically create a very dynamic action sequence as a one shot. 577 00:37:39,590 --> 00:37:41,225 So don't use any cuts 578 00:37:41,225 --> 00:37:43,427 and just use camera movement. 579 00:37:43,828 --> 00:37:45,162 To recap, 580 00:37:45,162 --> 00:37:47,131 today we've learned about the effect 581 00:37:47,131 --> 00:37:48,499 that your camera will have 582 00:37:48,499 --> 00:37:51,035 on the deformation of your character. 583 00:37:51,035 --> 00:37:53,037 How the distance of your object 584 00:37:53,037 --> 00:37:54,605 relative to the camera affects 585 00:37:54,605 --> 00:37:56,841 the timing of your movement 586 00:37:56,841 --> 00:37:58,743 and how foreshortening 587 00:37:58,743 --> 00:38:00,678 can be used to show different 588 00:38:00,678 --> 00:38:03,381 angles and poses of your character. 589 00:38:04,015 --> 00:38:06,050 We've also learned about the idea 590 00:38:06,050 --> 00:38:08,419 of acceleration towards camera 591 00:38:09,253 --> 00:38:12,757 and what type of the formation and change in size 592 00:38:12,757 --> 00:38:15,726 we can expect from different types of shots. 593 00:38:15,726 --> 00:38:19,130 And when and how we use relative sizes 594 00:38:19,130 --> 00:38:23,668 of your character details to create the perspective of your character 595 00:38:23,668 --> 00:38:28,639 as opposed to when we use background grids and perspective grids 596 00:38:28,639 --> 00:38:31,442 to determine the size of your character. 597 00:38:32,443 --> 00:38:34,478 Next lesson we're going to learn about 598 00:38:34,478 --> 00:38:36,714 actually creating the camera movements 599 00:38:36,714 --> 00:38:40,418 to fit to your new perspective and gives you the ability 600 00:38:40,418 --> 00:38:42,687 to make cinematic animation. 601 00:38:42,687 --> 00:38:45,189 Thank you for watching and see you next time 602 00:38:45,189 --> 00:38:46,624 Bye 48334

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