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Hi
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my name is Jack from through that front
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and I want to show you how to use the
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design and motion chair kit
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time.
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After you download and unzip
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the video file,
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you will get this folder.
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The structure of the folder is as follow.
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The first folder
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is where you will find
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the main project
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and some extra project
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that I will explain to you later.
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In this folder there are some files that
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were used to create the structure of this
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project.
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You don't need to use these files.
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The references folder is where you will
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understand what content you can use in this
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package.
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In the animation folder
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there are some guides.
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The accessory folder is where you will find
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all the available accessories
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and the same
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for the character folder.
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The texture folder
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is where you will import the characters and
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the accessories that you need to use in
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your project.
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This folder
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is where the tutorials are located.
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The project you will need use initially is
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the designinmotiontime dot AEP.
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When you open the project you will probably
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get this warning.
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This is because this project was saved
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in a older version of After Effects,
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so
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that project
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is compatible with all versions of the
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After Effects CC.
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Initially you will find a welcome screen.
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To navigate around it,
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use the Page down button.
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Read carefully because this tour will give
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you a good idea on how to use this
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template.
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In this folder
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you will have all the actions of your
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character.
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I will explain in more details when we talk
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about animations.
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In this place you will create your
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character.
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You have place to put textures for the left
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and the right accessory hand.
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There are also some folder for you to save
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your texture.
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There is also an utility
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for you to create transitions between
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characters.
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Here in the folder two
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are all the modules available for you
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to use in your animations.
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These are ready made animations that
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connect to each other in a way that I will
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describe in detail later.
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Finally, you have an empty composition for
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you to click and drop out these modules and
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create your animation.
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These are system folders.
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You will not need to touch them
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unless you want to explore how this
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template was developed, which can be very
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interesting.
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The first step for you to start your
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animation is choose which character you
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want to use.
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To do this, we will use
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the references folder because here you have
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the reference of all the characters
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available in the kit.
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To choose one of the characters, you will
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need to use this code here.
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Chart time
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26.
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That's the policeman.
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It is the number that I will use
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to import the texture into the after
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effects.
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So I will Click to import
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and inside the text tree folder I will
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locate the character
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26.
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Clicking on it, I will import the
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character.
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It's important
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to import it as footage.
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To apply it, you need to open the character
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creation folder
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and drag the texture into this composition,
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which is the
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character texture composition
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by the full.
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The texture of the boy will be already
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applied here,
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so you must delete it
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and leave only the texture of the
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policeman.
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When you go into the composition of the
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animations,
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you will notice that all animations are
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already applied to the policeman.
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The Design and Motion Share Kit time has an
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innovation
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that is the shading mode.
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You can have
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the character
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totally flat
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as you see here,
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or you can have the character shaded.
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To do this you just need to click on the
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character animations.
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Composition
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and in the first layer character setup.
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In the effects panel
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there is the shading option
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to
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create or adapt your character.
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You have two ways.
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You can do it directly in the After Effects
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using the character texture composition,
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or you can do it in your favorite drawing
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software.
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I will start explaining how to do this in
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the After Effects.
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The first step is to open the character
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texture composition, but for this I will
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give you a hint.
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Click here on the composition name and select
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New Composition Viewer.
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Everything that you create in the character
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texture composition will automatically be
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seen in the final character.
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Let me explain to you now the different
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drawing areas that you have in the
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character texture composition.
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Notice that here in the composition, there
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are some Gray areas that are the place
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where you should draw.
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I will explain to you what each of these
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areas are for
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and how you will use them as guides to know
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how the drawing should be done.
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There are two types of areas,
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a lighter Gray area
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and a darker Gray area.
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This is because our character rotates.
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When he's facing forward,
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we can see a part of the texture.
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When he is sideways, the texture slides
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inside his body
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so we can see other details of the texture.
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This is why the texture composition is
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organized in this way.
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What you draw inside this Gray area is what
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appears when he is facing you.
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What you draw inside the dark Gray area is
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what will appear
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when the character is sideways.
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Let me explain to you
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what
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each one of these spaces are for.
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As you can see, I have ridden the
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texture of the policeman
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and I will draw
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a new character
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to explain each one of the spaces.
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This part represents each of the feeds.
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As I am drawing, you can see how the
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character is building
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here in the side.
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I'm going to do it very simple.
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It will be just A2 color shoes.
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This version is for the legs.
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You can create as many details as you want.
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I will do it very simple to understand how
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the creation or adaptation of character works.
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This region is for drawing the body.
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I will draw
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the upper part of the paint here
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and
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at the top
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I will put a orange rectangle that will
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represent the shirt.
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This is clearly the space for the arms and
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the fingers.
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I will draw a detail of the shirt to
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represent the sleeves of the character
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and the rest will be the arms and the
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fingers.
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I will choose a skin tone to represent them.
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In this part we have
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the head and
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the ears.
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The head is divided into a few layers.
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This layer is masked by the face area,
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So what you draw here will be limited by
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a rounded shape.
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You won't be able to make silhouette
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details here,
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but there are other layers for this
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purpose.
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This layer is a kind of head
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foreground.
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This is the one in the front of the face,
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so you can do details like a depth for
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example.
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If you are drawing directly in the after
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effects, you can use all the drawing tools
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in the software.
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In this case I will disable the fill
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and create a thicker border
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to create this hair detail.
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Using the round cap
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to make the corners round,
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I will make the hair yellow.
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OK, the character is not looking very
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attractive,
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but it's just to show you how the template works.
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You are going to use the second layer
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to draw the tails
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that we will go
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beyond the silhouette of the head,
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but it will stay in the same depth of the head.
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I will draw some hair here
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to illustrate
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what I'm saying to you.
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As you can see, sometimes it's necessary to
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draw some hair, the tails in this part of
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the head
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to
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create some integration between
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the other hairs that I
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draw in the other layer.
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It's important to see that there are two
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layers that serves as a guide for you when
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you are drawing.
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I recommend you to create your content
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between these two layers.
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This way will be easy to understand where
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exactly
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you should draw.
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I will draw a detail here to better
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integrate the hair.
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Look here how it works.
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The last layer
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of the head
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is usually
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used to create the tails that go behind the
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character's head.
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If a girl have a long hair for example, you
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do it here.
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I will do some
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hair details here to show you how it works.
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The difference between each one of these
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spaces.
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Basically, the depth,
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as you can see
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when you move the head around,
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each of the layers of the head will have a
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kind of parallax.
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Given us the illusion of depth.
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We also have these spaces to draw the ears.
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I'm going to draw
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the ear here.
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In these
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two regions.
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The darker
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part is where the ear will be masked by the head.
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This whole area is where you can draw the
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ears and accessories like earrings and that
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sort of thing.
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So I will draw
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two circular ears here.
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Here in the left you have a vision to draw
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all the mount
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eyes
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and different facial expressions of your
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character.
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00:12:52,920 --> 00:12:55,270
In each slot you are going to put a
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00:12:55,280 --> 00:12:57,440
different facial expression.
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00:12:57,640 --> 00:13:00,680
Later on you will use these controllers
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00:13:00,920 --> 00:13:02,120
to animate it.
297
00:13:02,440 --> 00:13:05,510
In this case I'm not going to draw every
298
00:13:05,520 --> 00:13:06,680
single expression.
299
00:13:06,760 --> 00:13:09,280
I'm going to import it from another
300
00:13:09,480 --> 00:13:12,600
character that over exists the policeman.
301
00:13:13,040 --> 00:13:14,990
I'm going to take the tester of the
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00:13:15,000 --> 00:13:17,950
policeman and I'm going to mask just the
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00:13:17,960 --> 00:13:19,480
mouth and the eyes.
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00:13:21,720 --> 00:13:23,830
I wanted to do this in this way to
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00:13:23,840 --> 00:13:26,830
demonstrate to you how you can use parts
306
00:13:26,840 --> 00:13:28,640
from other characters
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00:13:28,880 --> 00:13:30,280
to build your own.
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00:13:32,760 --> 00:13:34,120
OK, it's not good.
309
00:13:34,360 --> 00:13:36,600
I will take the mounts and the eyes from
310
00:13:36,640 --> 00:13:39,470
another character to make this one a
311
00:13:39,480 --> 00:13:40,000
little.
312
00:13:40,080 --> 00:13:40,600
Vedder.
313
00:13:51,040 --> 00:13:52,760
Yeah, it looks a little better now.
314
00:13:53,520 --> 00:13:57,670
We have 4 space that are very important and
315
00:13:57,680 --> 00:13:59,880
give you a lot of flexibility when
316
00:14:00,160 --> 00:14:03,280
it comes to creating your characters.
317
00:14:04,080 --> 00:14:07,510
This bottom left space is mainly used to
318
00:14:07,520 --> 00:14:09,400
draw skirts, for example.
319
00:14:09,680 --> 00:14:12,670
What you draw down here, we extrapolate the
320
00:14:12,680 --> 00:14:14,920
silhouette of the character's body.
321
00:14:15,160 --> 00:14:17,040
You can see it's happening now.
322
00:14:17,840 --> 00:14:21,840
This space is mainly used to create skirts
323
00:14:21,880 --> 00:14:24,150
or jackets that are wider than the
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00:14:24,160 --> 00:14:25,200
character's body.
325
00:14:27,400 --> 00:14:30,790
The upper left space is used to create
326
00:14:30,800 --> 00:14:33,320
accessories that will extrapolate
327
00:14:33,560 --> 00:14:35,240
the silhouette of the body.
328
00:14:38,320 --> 00:14:41,240
In this case of the policeman, for example,
329
00:14:41,440 --> 00:14:44,160
he wears a radio and a bag in his belt.
330
00:14:44,600 --> 00:14:46,240
These objects are drawn
331
00:14:46,480 --> 00:14:47,720
in this quadrant.
332
00:14:48,360 --> 00:14:50,950
In this way, the objects are outside the
333
00:14:50,960 --> 00:14:52,120
silhouette of the body.
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00:14:54,040 --> 00:14:57,990
The upper right space is used if you want
335
00:14:58,000 --> 00:15:00,920
to extend the clothing over the legs.
336
00:15:01,440 --> 00:15:04,520
For example, if you want to create a jacket
337
00:15:04,920 --> 00:15:05,520
or a coat
338
00:15:05,840 --> 00:15:07,160
that extends
339
00:15:07,440 --> 00:15:09,440
over the character's leg.
340
00:15:11,120 --> 00:15:12,480
I will create here to UC
341
00:15:13,280 --> 00:15:15,120
the extension of this shirt.
342
00:15:15,600 --> 00:15:16,720
As you can see
343
00:15:17,400 --> 00:15:18,120
in the
344
00:15:18,440 --> 00:15:19,400
upper part
345
00:15:20,000 --> 00:15:20,280
it
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00:15:20,840 --> 00:15:23,000
respects the limits of the body,
347
00:15:23,280 --> 00:15:26,120
but in the bottom part of this element
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00:15:26,440 --> 00:15:27,480
it exceeds
349
00:15:27,720 --> 00:15:29,920
the normal silhouette of the body.
350
00:15:31,960 --> 00:15:34,910
This last quadrant will be used to make the
351
00:15:34,920 --> 00:15:36,240
tails that are
352
00:15:36,600 --> 00:15:39,240
on the back of the character.
353
00:15:39,840 --> 00:15:43,310
For example a tail or a backpack or
354
00:15:43,320 --> 00:15:44,200
accessories
355
00:15:44,640 --> 00:15:45,960
in our character.
356
00:15:46,080 --> 00:15:47,200
I will draw a tail
357
00:15:47,560 --> 00:15:50,590
for you to understand how this region can
358
00:15:50,600 --> 00:15:51,480
be used.
359
00:15:53,120 --> 00:15:56,520
These are all the regions that you will use
360
00:15:56,600 --> 00:15:59,440
to create or adapt your character.
361
00:16:10,960 --> 00:16:13,040
The other option that you have
362
00:16:13,360 --> 00:16:16,520
is to use your favorite software.
363
00:16:17,280 --> 00:16:17,920
For this
364
00:16:18,360 --> 00:16:21,270
you can use some of the guides that I
365
00:16:21,280 --> 00:16:22,800
created to help you.
366
00:16:23,840 --> 00:16:25,560
Inside the text tree folder,
367
00:16:25,880 --> 00:16:27,640
you will have a folder called
368
00:16:28,040 --> 00:16:29,200
Character guides.
369
00:16:30,560 --> 00:16:32,760
Here we have a guide for Photoshop,
370
00:16:33,400 --> 00:16:34,760
a guide for Illustrator,
371
00:16:35,240 --> 00:16:38,550
and a PNG version that you can use in your
372
00:16:38,560 --> 00:16:40,760
favorite illustration software.
373
00:16:41,960 --> 00:16:44,880
I created all my texture in Illustrator.
374
00:16:45,440 --> 00:16:47,680
I will open up the Illustrator guide
375
00:16:47,920 --> 00:16:50,080
to show you how it is organized.
376
00:16:51,200 --> 00:16:54,030
Just as in the After Effects, I organized
377
00:16:54,040 --> 00:16:55,800
the character texture guide
378
00:16:56,080 --> 00:16:57,520
into three layers.
379
00:16:57,800 --> 00:17:00,430
The top guide is just a stroke without the
380
00:17:00,440 --> 00:17:03,840
feel so you can see how far you can draw.
381
00:17:04,240 --> 00:17:06,040
The bottom guide with the
382
00:17:06,480 --> 00:17:10,510
darker and lighter Gray zones will help you
383
00:17:10,520 --> 00:17:12,000
to understand what to draw.
384
00:17:12,200 --> 00:17:14,630
You will make your drawing here in the
385
00:17:14,640 --> 00:17:16,200
middle layer called
386
00:17:16,440 --> 00:17:17,080
character
387
00:17:17,320 --> 00:17:18,000
textures.
388
00:17:18,440 --> 00:17:20,120
I will save this texture,
389
00:17:21,440 --> 00:17:23,200
then when I import it,
390
00:17:23,440 --> 00:17:24,360
I will choose
391
00:17:24,680 --> 00:17:27,360
just the character texture layer
392
00:17:29,760 --> 00:17:32,800
and I will choose the option document size.
393
00:17:33,680 --> 00:17:36,680
In that way, when I use this texture,
394
00:17:36,920 --> 00:17:40,800
which will be very similar to what we did before
395
00:17:41,120 --> 00:17:43,600
because I will split the screen
396
00:17:44,080 --> 00:17:46,990
and in one side we will have the after
397
00:17:47,000 --> 00:17:47,480
effects
398
00:17:47,880 --> 00:17:49,120
and the other side.
399
00:17:49,440 --> 00:17:51,040
Here we have the illustrator
400
00:17:51,400 --> 00:17:53,670
and everything that I draw in the
401
00:17:53,680 --> 00:17:54,400
illustrator
402
00:17:54,720 --> 00:17:55,520
and save
403
00:17:55,880 --> 00:17:58,280
will be automatically send it
404
00:17:58,600 --> 00:18:00,080
to the after effects.
405
00:18:00,880 --> 00:18:03,070
I will Draw Something here so you will
406
00:18:03,080 --> 00:18:03,680
understand.
407
00:18:12,040 --> 00:18:15,000
Choosing accessories for the character to
408
00:18:15,040 --> 00:18:17,840
use in their hands is very similar
409
00:18:18,160 --> 00:18:18,960
to choose
410
00:18:19,280 --> 00:18:20,040
characters.
411
00:18:20,880 --> 00:18:23,240
The first thing that you should do
412
00:18:23,520 --> 00:18:26,840
is go into the reference folder and then
413
00:18:26,880 --> 00:18:29,160
enter in the accessories folder.
414
00:18:30,480 --> 00:18:32,760
Here you will have a picture representing
415
00:18:32,840 --> 00:18:35,400
each of the available accessories.
416
00:18:37,360 --> 00:18:38,560
You will use
417
00:18:38,800 --> 00:18:41,670
the the accessory number to locate it in
418
00:18:41,680 --> 00:18:42,720
the texture folder.
419
00:18:43,520 --> 00:18:47,400
In the case of this gun, its number is 31,
420
00:18:47,960 --> 00:18:48,400
so you
421
00:18:48,800 --> 00:18:50,800
Click to import a new file.
422
00:18:51,160 --> 00:18:52,760
Now just drop it
423
00:18:53,200 --> 00:18:55,990
in one of the accessory texture
424
00:18:56,000 --> 00:18:56,840
composition.
425
00:18:57,160 --> 00:19:00,720
It can be the left hand or the right hand
426
00:19:00,920 --> 00:19:03,120
depending on what you want to do.
427
00:19:03,280 --> 00:19:06,030
Just by doing this, your character will
428
00:19:06,040 --> 00:19:08,440
already have an accessory in hand,
429
00:19:08,680 --> 00:19:10,870
and in the case of the accessories you have
430
00:19:10,880 --> 00:19:13,160
the option to extrude them.
431
00:19:13,600 --> 00:19:15,760
Let me explain you how it works.
432
00:19:16,920 --> 00:19:19,910
I will import a larger object to make it
433
00:19:19,920 --> 00:19:21,160
easier to understand.
434
00:19:21,960 --> 00:19:23,280
As you can see here,
435
00:19:23,560 --> 00:19:26,120
this object has a little bit of depth,
436
00:19:27,920 --> 00:19:30,320
the template itself that creates this depth.
437
00:19:31,480 --> 00:19:33,080
You can edit this depth,
438
00:19:33,600 --> 00:19:34,950
you just need to come here.
439
00:19:34,960 --> 00:19:35,960
In the first layer
440
00:19:36,320 --> 00:19:38,520
on the character animation composition
441
00:19:38,840 --> 00:19:41,720
and in the effect panel you will find
442
00:19:42,000 --> 00:19:43,440
these accessories options.
443
00:19:44,680 --> 00:19:46,920
The first option is automatic.
444
00:19:47,320 --> 00:19:49,950
When it's active, it means that the project
445
00:19:49,960 --> 00:19:50,720
is featuring
446
00:19:51,040 --> 00:19:52,480
the depth information
447
00:19:52,800 --> 00:19:55,520
from the accessory texture file.
448
00:19:56,200 --> 00:19:57,800
If you disable this option,
449
00:19:58,040 --> 00:19:59,680
you can choose the depth.
450
00:20:01,840 --> 00:20:05,030
When this veil is 0, it leaves the texture
451
00:20:05,040 --> 00:20:08,080
completely depthless and the accessory will
452
00:20:08,160 --> 00:20:10,760
always be facing the camera.
453
00:20:10,920 --> 00:20:13,240
We will not have any perspective on it,
454
00:20:15,840 --> 00:20:18,550
but as you increase this veil, the object
455
00:20:18,560 --> 00:20:21,280
will get its perspective from the hand
456
00:20:21,720 --> 00:20:22,720
in which it is
457
00:20:23,200 --> 00:20:26,320
and you will be able to increase the depth
458
00:20:26,400 --> 00:20:27,280
as you need.
459
00:20:29,160 --> 00:20:31,870
If you want to adapt or create a new
460
00:20:31,880 --> 00:20:32,760
accessory,
461
00:20:33,160 --> 00:20:35,480
it can be done in the same way
462
00:20:35,800 --> 00:20:38,350
that you has done with the character
463
00:20:38,360 --> 00:20:38,880
itself.
464
00:20:39,120 --> 00:20:41,350
There is you can draw directly here in the
465
00:20:41,360 --> 00:20:43,720
after effects in the texture composition
466
00:20:44,080 --> 00:20:46,920
or you can use one of the guide files
467
00:20:47,240 --> 00:20:50,600
that I made for you that is in the texture
468
00:20:50,800 --> 00:20:53,080
accessories and guide folder.
469
00:20:53,240 --> 00:20:55,760
As in the case of the character texture,
470
00:20:56,080 --> 00:20:58,480
you will have a guide for Illustrator
471
00:20:58,800 --> 00:21:01,670
and not another for Photoshop, and a PNG
472
00:21:01,680 --> 00:21:04,790
file that you can import in your favorite
473
00:21:04,800 --> 00:21:05,760
drawing software.
474
00:21:05,880 --> 00:21:07,120
This black square
475
00:21:07,400 --> 00:21:09,990
is for telling the after effects how deep
476
00:21:10,000 --> 00:21:11,600
this object should be.
477
00:21:18,600 --> 00:21:21,310
To edit the depth of this object in this
478
00:21:21,320 --> 00:21:22,160
texture file,
479
00:21:23,120 --> 00:21:24,800
you will need to do the following.
480
00:21:28,800 --> 00:21:29,240
First,
481
00:21:29,800 --> 00:21:32,470
reenable the automatic mode in the After
482
00:21:32,480 --> 00:21:33,000
Effects.
483
00:21:35,320 --> 00:21:37,920
Now let me open this texture in the
484
00:21:38,040 --> 00:21:39,960
Illustrator to show you how it.
485
00:21:45,080 --> 00:21:47,080
As you modify the grey tone
486
00:21:47,360 --> 00:21:48,800
or the brightness veil,
487
00:21:49,720 --> 00:21:52,910
you define how big the extrusion of the
488
00:21:52,920 --> 00:21:53,840
object will be.
489
00:21:57,240 --> 00:21:59,320
One hander percent briedness hor.
490
00:22:00,040 --> 00:22:00,880
White color
491
00:22:01,120 --> 00:22:02,990
will mean that the object will have the
492
00:22:03,000 --> 00:22:04,840
maximum intrusion allowing this.
493
00:22:14,120 --> 00:22:17,560
If the square is black or has a brightness of 0,
494
00:22:17,880 --> 00:22:20,430
there will be no extrusion at all in this
495
00:22:20,440 --> 00:22:21,440
accessory.
496
00:22:25,000 --> 00:22:29,000
You can choose any value between 0 and 100
497
00:22:29,400 --> 00:22:31,600
and it will tell after effects
498
00:22:31,920 --> 00:22:33,280
what is the desired
499
00:22:33,520 --> 00:22:34,950
depth of this object.
31639
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