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Hey, what's up, guys Nelson here.
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Today we're going to be creating damage states
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for objects and transforming this pristine
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looking kei truck to a pile of scrap.
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Let's get started.
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You often find these effects on destructible objects
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in shootem up pixel games
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and you can break down objects
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with your weapon of choice
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In Metal Slug, you can shoot objects until they break
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and get destroyed
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like wooden boxes or cars or parts of buildings.
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You'll know it can be destroyed if it flashes white
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indicating its being damaged.
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Usually objects will have a couple of states of damage to show its progress.
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Healthy, scratched up
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really damaged, and completely destroyed
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in RPGs like MapleStory the monsters usually have
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an idle animation and another state when they're hit or being hurt
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and another animation when they've been eliminated.
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You can add as many states in between.
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Today we're going to do just the 4 that I listed. After that,
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After that, we'll add some animations
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and effects to help transition between those states.
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For this exercise you can try this on any kind of object or monster
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you think can take a really good beating in a video game
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We're going to be using the kei truck
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I drew in Chapter 2 and destroying the heck out of it.
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I'm sorry truck! You're going to take a little beating today :(
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First thing I'm going to do
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is draw all the different states of damage.
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If this is a shoot-'em-up game,
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I'd want bullet holes penetrating the truck
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broken glass panels and dents in the frame.
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Just some minor damage for now.
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and a good reference for all
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these would be pictures of war-torn vehicles that have been shot up
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car crashes, and destroyed cars
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since you can see how all the metal is being warped and damaged.
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Just remember that bullet holes and scratches
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Produce a shadow and will have their own depth to it.
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The bullet will not only make a hole when it impacts
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but kind of expanded metal around it as well.
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So it'll make like a small highlight.
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Okay, maybe this is a bit more than a little damaged.
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The truck is going to have a bunch of dents in it
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and start to break down a little, and you can see that
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I made some of the tire's flat as well.
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For the second state of damage
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We would want the truck to look really destroyed
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looking like literally on the verge of blowing up.
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When I went in to transform and rotate the truck off to one side
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the pixels start to get a little bit displaced
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and that's because Photoshop has a hard time
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recognizing where each pixel should go
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and we have to manually fix that.
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So we're going to destroy the truck even more
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and at this point there's parts of the car blown out.
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The tires are popped and the truck is tipping to one side.
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The metal of the track is really warped and dented
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with scratches all over
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this whole process doesn't take too much time at all
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because I'm just modifying and drawing over the truck I already have
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For the final state
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we're going to completely destroy the truck.
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And literally reduce it to a pile of metal
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and only some parts are recognizable as a truck.
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So we wanted to have been blowing up
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and I put a couple of gradient maps to make it look like
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the truck has been burnt to a crisp.
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For the gradient map. I chose darker blues and browns and put it on normal at 60%
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and another gradient map that's purple and orange on overlay at 100%
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And this will start to emulate the look of a burnt crispy truck.
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The truck overall looks much darker than the original colors
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after it's been blown up.
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So we want to add back in some highlights to make it more believable
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since they're in the same lighting situation.
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A quick and easy way of doing that
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is using the magic wand tool and selecting the areas
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that are bouncing off light
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in this case being the top plane of the truck.
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Now that we're finished all the damage states,
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we're going to need some transitions
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so to transition between states
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games like to use a white flash
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to indicate an object being damaged
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and depending on how powerful the weapon is
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It can damage the vehicle slower or faster.
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Sometimes skipping damage states
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all together from healthy to being completely destroyed
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like an impact from a rocket launcher.
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So we're going to add a couple
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flashes in between and make them all 1 frame long.
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Just like how it's being shot by a machine gun.
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So for every other frame, I'm going to make it completely white
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And a really quick way to do this is the hue saturation slider
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and dragging the brightness bar all the way up.
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Then you would duplicate the 2 frame cycle you made
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however much you like repeating that transition between each state.
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By the end, it should look like this.
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So now that we have our 4 states of damage on the truck
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and we have a transition between each state.
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Now this exercise is pretty much done.
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I made an animation loop to show the concept of how it looks like
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when it's in the game.
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But if you're coding it for a game
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you'd only want the still image of each state
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and have the white flash activate when hit. For those of you
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For those of you who are looking for a challenge
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and want to make it more believable
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We can take it a step further
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by adding small animations for each state
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with transitional animations in between to carry through.
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First we'll do the animations for the regular truck.
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Just bouncing up and down on 2s
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moving up and down by 1 pixel.
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We can easily select the top part of the truck
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with the lasso tool and transform it
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and we're going to repeat the cycle for 1 second.
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Just like the length we had before.
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We're also going to add an exhaust pipe
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and have some light smoke
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come out on a 3 frame Loop.
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The key to smoke is to have it
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slowly got bigger and fade out
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and have it endlessly Loop.
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So it looks like it's always coming out of the exhaust pipe.
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For the next state we're going to have some darker smoke
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come out of the exhaust pipe.
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So we're going to duplicate the exhaust cycle
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and move it over to the damaged state.
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The engine is also starting to break down
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because of all the gunshots.
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So I want to add some smoke
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coming out from behind the cabin area.
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We're going to put that video group behind the truck.
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So it looks like it's smoking from the back side.
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For the smoke it's kinda like drawing really dark clouds
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where the lowest part is the darkest
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where the source of the damage is coming from.
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For the third damage state
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we're going to have the back of the truck to start leaking out
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oil on a 3 frame loop.
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I want to convey the motion of liquid falling down continuously
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and have a couple speckles splashing out.
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we'll also duplicate the smoke
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we made in the previous state
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and making it one step darker to show that it's starting to get dangerous
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now. We need more smoke.
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For the final and most complex step, we're going to blow up
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the truck to transition between damaged and completely destroyed.
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Blowing it up will really sell a destroyed truck.
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An exploding truck has a couple elements
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and we're going to break it down together.
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There's the impact when the explosion starts. The burst of light and energy
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The burst of light and energy, the mushroom cloud of light and smoke
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that follows up the explosion
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the debris that flies out, the truck that flies up and drops down
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and the wheels that fly off.
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First thing we're going to animate
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is that truck flying as it blows up
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It's going to look kind of weird
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since there's no explosion right now.
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So just bear with me.
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We're going to transform the truck and have it bursting up
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and falling back down.
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Because the truck is so heavy
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ou want the explosion to have some weight to it
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I'm going to set it on 4s first and start transforming it bit by bit.
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When I rotate with a transform tool
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the pixels are going to look really janky and out of place,
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so I'll have to manually go back in and fix it.
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By the end, it should look something like this
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It's best if you play around
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with the timing of your own and duration of each frame
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to get the desired effect.
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My truck starts off faster in the beginning
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when it rises up because of the explosion
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and slower falling back down.
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Next up, we're going to work on the wheel of the truck flying off.
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I'm going to copy the wheel over from the previous state of it being unhinged.
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First I'm going to color match the wheel to look burnt and crispy
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like the rest of the truck.
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I want the wheel to bounce up and down
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before settling on the ground in the end.
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I find that creating the general motion of it first
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and doing the in-betweens after is really helpful.
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To make the tire bounce a bit more believable
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It's going to hit the ground
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and the tire is going to stretch out a little bit
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since rubber is a stretchy and valuable material.
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After that, it's going to bounce up one more time
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and finally land on its side.
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So you want frames to transition
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from being the full wheel to lying on its side.
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It's going to look something like this in the end,
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but I still think I need to play around with the timing a little bit.
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Next up we're going to work on the impact.
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We want it to be a really quick burst of white light
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with a bit of orange shadow.
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It's going to look a little bit cartoonish.
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So it's up to you. If you want to add this or another transition effect
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with little stars or just a bright white flash.
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I'm going to make a ball of light and have its edges reach the sides of the screen.
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And I'm going to transform and make it bigger
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the next frame before it disappears
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when the actual explosion comes in.
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Now we're going to work on the explosion.
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This is probably the hardest aspect of it
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and I recommend looking at references of explosions in slow motion
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to understand how it moves.
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It starts off as a burst
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and fans outwards and upwards
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kind of like an inverted cloud
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where the light source is in the middle radiating outwards
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as the clouds starts to get bigger, the shape changes.
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And the colors start to get more saturated and darker
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as it fans outwards.
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Eventually, all that's left is going to be smoke
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as it starts to dissipate.
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As a blows up, the explosion is going to hang for a couple more frames
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as the smoke expands.
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And this will take a lot of practice and understanding to do.
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I'm still not that good at it.
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But I wanted to show you guys the process of how it's done.
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There is also some debris that's flying out of the so it looks like
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the truck is really breaking into pieces
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later on I put the debris
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on a separate video group from the explosion
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so I can admit them separately falling onto the ground.
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I also add the black smoke
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from the previous damage state
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to start appearing after the explosion occurs.
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Playing back the animation it's looking pretty good
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though the explosion could be slowed down
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just a bit more. and more frames of the smoke expanding can be added in between.
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The last thing we're going to do is add a fire
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appearing in front of the truck after the explosion occurs
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the fire is going to be on a 3 frame loop on 4s.
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The key to making a pixelated fire
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is to make it really wispy
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and turn it into smaller particles as a rises to the top.
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I always like to keep it at the same height
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so I can repeat the loop over and over.
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I work only in 1 color first
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so I can get the shape of the silohette right before adding the other highlights of the fire
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After I finish the fire,
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I want to add some reflections of the fire onto the truck.
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It's going to be flickering just a little bit.
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by changing the opacity of the layers.
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I just use an orange to add the highlights on the truck
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and set the layer to 60% on color dodge to make it look brighter
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With that I finished my damaged truck cycle.
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I ended up doing a couple more edits with the timing afterwards,
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but here's how it looks like now.
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I'm really happy with how I turned out
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though I still have a lot to learn with effects.
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As a little something extra. I made a version with a health bar on top.
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To kind of treated like an RPG monster that you're attacking.
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So that concludes my knowledge of animating in Photoshop.
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And this one in particular was a bit complex to understand
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so I'll attach the Photoshop file in the class notes
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so you guys can take a look at exactly what I did
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and pick apart my file structure.
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Timing and motion are some of the hardest things to convey
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I'm still learning myself.
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So I hope to learn new things in the future too
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Making endless Loops full of little Idol objects
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and flickering lights is really fun for me
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and something I want to put in a video game someday.
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I hope you enjoyed watching this chapter as it was one of my favorites to make
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So in the next chapter
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we're going to make a storefront together from different angles
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See you in the next one and take care!
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