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Hello, everyone.
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Havtza here.
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Since the beginning of the animation sections,
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we've been working on the mechanics
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of how everything moves
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and what things we can animate.
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Starting from this lesson,
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we’re going to learn
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how to actually use them in cinematic animation.
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And by this, I mean how to make your animation
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more interesting than a single character movement
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and actually create narrative
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and energy between cuts and shots
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using the principles that we've learned
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to create the actual movement,
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as well as some guidelines
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and additional techniques
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that will let you actually play around with your perspective,
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camera and editing to create more interesting
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and better looking stories using animation.
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So the most important thing
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when creating cinematic animation is remembering
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the placement of your camera
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because different shots will use different angles
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and different types of lenses in quotes to show these effects.
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And you need to know
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how to animate parts of an object from different angles,
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with different perspectives
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in order to pull certain effects and camera movements off.
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This is actually where good at drawing abilities
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start to become important.
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But don't worry, because what is really important
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is to make sure that you understand
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how perspective works with the camera
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and the properties of your object.
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Same as we've done with the animation before.
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When animating in 3D space
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the same rules that we've been using for our animations so far
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are still going to apply
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and they will still be working the exact
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same way in almost any type of shot.
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Just because you suddenly only see
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just part of the character body
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or look on the character from a different angle
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doesn't mean that the lots of reality stopped working.
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Acceleration is still going to be conveyed by the speed
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and spacing between frames.
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Smear frames, impact frames and overshoot are still
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going to be useful tools.
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The only difference is that now you need to consider
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not only how the rules of reality
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are going to affect your movement
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but also how the camera captures images.
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The main role regarding animation in 3D space is that objects
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that are close to the camera are big
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while objects that are far from
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the camera are small.
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This creates a clear indication of distance from the camera.
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This trick relies solely
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on the audience experience with reality
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because we can recognize that objects
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that might take the same amount of space on the screen
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are not necessarily the same size
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and only seem like the real
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because the distance from the camera
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in the environment is different.
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The complication starts when your objects are moving forward
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and away from the camera.
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Although on a 2D space an object will move in
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constant distance between frames
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the amount of change in the size of an object on
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3D axis is not constant.
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The closer an object is getting to the camera,
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the quicker it's going to grow
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and the more intense the smear frames are going to get.
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This effect is caused by the aforementioned change in size
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relative to the object distance from the camera.
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And the way that in animation
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we depict speed for spacing.
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For example, let's look at this lever.
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From the side
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we can see that it has its own changes in acceleration
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but both ball and handle
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move at the same rotational speed at any given moment.
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We know that the lever and the ball
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have the same rotational speed.
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Even when we look at the lever from the front
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because they are connected
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they technically move at the same rotational speed.
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But now we have to accommodate for perspective
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and because the lever is a straight line,
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the point closer to the camera is bigger
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and has to move with bigger spacing to stay connected
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to the rest of the lever.
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Now, if we look at each point on the movement separately,
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they look like they are moving in different speeds.
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A change in speed indicates acceleration.
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And this demonstration shows us
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that even though in reality
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we know that the object is moving in constant speed
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to correctly depict it for the eyes of the camera,
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it will have to artificially accelerated
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to accommodate when objects are moving
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closer and further away from it.
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To simplify, object close to the camera change size and move quickly
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while object further away from the camera
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will change size and speed more slowly.
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The type of shot and camera you're working with
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is going to affect the way that are going to deform
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and accelerate your character
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In real life, different types of camera
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give you different focus range and fields of view.
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There are physical limitation to how focused or wide a shot
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can be without changing different cameras.
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In animation, we don't have this problem
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but we do have to be conscious
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as to how you would realistically recreate
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the certain camera effect that we're trying to imitate.
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Going back to our first animation lesson
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we've talked about how the camera's low frame rate
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result in motion blur when trying to take
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a picture of moving objects in real life.
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In the same way,
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the camera lens is going to affect
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the way that it captures pictures and how it deforms them.
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In general, your camera position creates the perspective in the scene
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and different angles create different perspective points
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like we've seen in the background design lessons.
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Your character is going to be affected by that perspective,
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so you're going to have to draw it
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with these perspective grids in mind,
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even if you don't have it as actual reference.
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This change in your character perspective is going to be expressed
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by the deformation of the character
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and basically changing its proportions
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to fit with this new perspective
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and the term for this change in proportions of different body parts
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is called foreshortening.
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So foreshortening is the term used when viewing an object
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from in the angle, which doesn't allow you to see all of it at once,
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results in parts of it being hidden and the shape changed.
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It can appear in both neutral angles
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depending on your pose,
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or as a natural consequence of your camera angle.
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There are many techniques for foreshortening
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and a big part of practicing is understanding
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how to make foreshortening look good.
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But foreshortening is not that hard to do
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if you understand the idea behind it.
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First, divide your object into simple shapes
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such as fields and cubes like we've been doing up until now.
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Now try and squish them in your mind
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in according to the movement that you want to create
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and the more squished they are, the more they're going to be hidden
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and the more front facing they're going to seem.
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Now remember that when you are squishing them,
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you need to make sure that your curves,
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or your angles, are being kept correctly.
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So don't distort and flatten your volumes
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Now factor in the way that objects
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that are closer to the camera are bigger
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and accelerate more quickly
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and slowly increase the size
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and distance of the parts closer to the camera.
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Remember that when the object is far away from the camera,
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this change is very small to the point of it
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being almost unnoticeable.
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So don't enlarge part of your character for no reason.
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In cases, that your character is extremely close to the camera
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and you can only see parts of it,
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use the perspective points in your background as a reference
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as to how to actually deform
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and change the shape of the different body parts.
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Because they too will obey the perspective walls of your scene.
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Now that you know the concept of acceleration
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towards camera and a little bit more about foreshortening
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and how you can create different perspectives using it.
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It's time to see how we combine the two
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and creating different camera
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effects and angels.
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Starting with the most extreme example
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we have the biggest distortion in perspective
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and foreshortening with a fisheye camera.
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A fisheye lenses will make everything captured by it distorted.
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You will find this effect in somewhat specialized scenes,
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such as from the point of view of a character
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looking out over eyehole
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or creating unsettling atmosphere,
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or sometimes to show a large amount of details
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that would usually not be able
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to fit in a single composition
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like details behind the corner
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or in a very distant places from each other.
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This type of camera lens corresponds
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to a four point perspective,
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which we haven't actually covered
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because it's very specialized
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and it doesn't really correspond to an actual grid
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which is available on procreate.
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A four point perspective
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basically just creates a sphere.
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So once you create your background,
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which is slightly distorted as a background layout,
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you just need to use the background itself with its distortion
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to know how you're going to adjust
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and deform your character proportions and perspective in your animation.
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Of course, the timing and motion rules
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are going to work as usual,
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so you're still get to have ease in and ease out,
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but you're also going to have the added rule
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of acceleration towards camera.
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So stuff that is closer to the camera is going to be both
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less distorted and move quickly,
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meaning that you're going to get a lot of distortion
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within each part of your character's body,
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depending on the motion and the position
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within the fisheye perspective.
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The next type of lens is extreme shots.
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This can be shots from very high or low angles,
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and in these cases
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your character model will be deformed
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to mimic a three point perspective
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with the perspective point being on the side
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furthest away from the camera.
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So if you have low angle shot
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the perspective point will be at the head
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of the character.
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and if you have a high angle shot,
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your perspective point is going to be at the feet of your character.
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It's important to make sure that your character perspective
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actually fits with the background itself
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so you don't just make a three point
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perspective specifically for your camera,
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it needs to match the background as well.
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And in these types of scenes,
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your animation is again going to abide by the rules of animations
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that we've seen before
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and the rule of acceleration for this camera.
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In these types of shots,
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your character is actually going to walk very similarly
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to deliver the example that we had at the last section.
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This type of shot is slightly difficult
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because the character model itself is going to be deformed
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and its moving part of it
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are going to constantly change their size,
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depending on their position in relation to the camera.
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So you're going to have to use a lot of foreshortening
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and the different types of foreshortening
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depending on each individual frame.
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When trying to make a movement in an extreme angle,
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I usually break the character into simplified shapes
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in accordance to a character sheet
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and just compare the relative size
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to the other body parts to make sure
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that the character model stays
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consistent, even with a difficult angle.
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Basically, instead of using a grid
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and trying to match the character
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to a single point or triple points,
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I just match each individual part of it
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to the rest of the body within that angle.
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Because you will encounter
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a lot of different parts being affected differently,
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depending on the distance from the camera as well.
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So you can't only refer to your perspective points,
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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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