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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,337 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:05,839 --> 00:00:06,673 Hello, everyone. 3 00:00:06,673 --> 00:00:07,741 Havtza here. 4 00:00:08,408 --> 00:00:11,778 And this is the last lesson in the animation section. 5 00:00:12,479 --> 00:00:14,447 Now that we know how to animate, 6 00:00:14,447 --> 00:00:15,882 how to move the camera 7 00:00:15,882 --> 00:00:19,019 and how to match character and camera movement, 8 00:00:19,019 --> 00:00:21,421 it's time to think about how everything connects 9 00:00:21,421 --> 00:00:24,624 into creating a single scene or sequence. 10 00:00:25,692 --> 00:00:29,529 A typical animation has more than one shot in it. 11 00:00:29,763 --> 00:00:32,832 Having an entire story told in the same location 12 00:00:32,832 --> 00:00:37,170 from the same perspective will usually be visually boring. 13 00:00:37,170 --> 00:00:41,341 No matter how nice the movement and animation itself looks. 14 00:00:42,375 --> 00:00:46,513 By using different shots with different angles and movements, 15 00:00:46,513 --> 00:00:50,750 you will give your animation a much more engaging and interesting look, 16 00:00:50,750 --> 00:00:53,286 which will keep your viewers attention. 17 00:00:54,054 --> 00:00:55,522 That being said though 18 00:00:55,522 --> 00:00:58,625 the way that you choose your cuts and camera movements 19 00:00:58,625 --> 00:01:02,495 can make or break the overall scene or sequence. 20 00:01:02,495 --> 00:01:05,165 If you use bad transitions you will risk 21 00:01:05,165 --> 00:01:08,201 confusing and disorienting your viewers, 22 00:01:09,169 --> 00:01:13,173 which might even weigh on the atmosphere and intent behind it. 23 00:01:14,507 --> 00:01:17,444 In this lesson, I'll be teaching you about some rules 24 00:01:17,444 --> 00:01:19,145 and guidelines to help you choose 25 00:01:19,145 --> 00:01:21,181 how to connect your shots. 26 00:01:21,181 --> 00:01:25,085 And how to use animation to support your shot choice. 27 00:01:30,023 --> 00:01:32,725 No matter if your animation tells a story, 28 00:01:32,725 --> 00:01:35,028 cuts between disconnected scenes 29 00:01:35,028 --> 00:01:38,731 or just made out of abstract concept and movements. 30 00:01:38,731 --> 00:01:41,334 You need to have a flow to your shots 31 00:01:41,334 --> 00:01:43,937 which connects to all of them together. 32 00:01:49,209 --> 00:01:52,045 To do this, the way you change the composition 33 00:01:52,045 --> 00:01:55,415 between each shot and cut is important. 34 00:02:01,688 --> 00:02:05,658 If you create too little variation between your composition, 35 00:02:05,658 --> 00:02:07,827 you will have a boring looking scene. 36 00:02:08,228 --> 00:02:10,530 If you create too many variations, 37 00:02:10,530 --> 00:02:12,565 you will have a messy flow. 38 00:02:16,836 --> 00:02:18,104 When choosing your shots, 39 00:02:18,104 --> 00:02:21,774 you need to aim for a good balance between these options. 40 00:02:26,012 --> 00:02:29,716 There are several rules that we can keep conscious of that help us 41 00:02:29,716 --> 00:02:31,084 make these choices. 42 00:02:32,452 --> 00:02:34,687 First, and most importantly, 43 00:02:34,687 --> 00:02:35,989 you have to make sure 44 00:02:35,989 --> 00:02:38,291 that the way that you cut your shots 45 00:02:38,291 --> 00:02:42,028 keeps the continuity of the entire scene or sequence. 46 00:02:44,297 --> 00:02:46,266 Each action has to connect 47 00:02:46,266 --> 00:02:49,569 to the one before it in chronological order. 48 00:02:49,569 --> 00:02:54,707 And your characters have to stay in the respective position in the environment. 49 00:02:56,543 --> 00:03:01,648 Otherwise, it'll seem like there are time skips in the middle of the scene. 50 00:03:01,648 --> 00:03:03,883 That can create continuity mistakes 51 00:03:03,883 --> 00:03:07,820 that distract your viewers and break their engagement with the scene, 52 00:03:07,820 --> 00:03:13,159 or even make it, so they completely misunderstand or can't understand it. 53 00:03:15,695 --> 00:03:19,999 There are a couple of important rules that help us keep track of our shots 54 00:03:19,999 --> 00:03:23,203 and make sure that even when cutting to different angles, 55 00:03:23,203 --> 00:03:25,505 we keep continuity. 56 00:03:25,505 --> 00:03:28,908 This is the 180 degrees rule. 57 00:03:29,409 --> 00:03:33,346 This refers to the placement of the camera in the environment. 58 00:03:33,346 --> 00:03:36,716 In essence, when there are two objects in the scene, 59 00:03:36,716 --> 00:03:40,286 they can be connected with a straight line. 60 00:03:42,689 --> 00:03:46,593 The 180 degrees rule says that your camera 61 00:03:46,593 --> 00:03:48,928 must stay at the same side of the line 62 00:03:48,928 --> 00:03:51,397 for the entire scene. 63 00:03:52,131 --> 00:03:55,368 Visually, this means that your objects stay 64 00:03:55,368 --> 00:03:59,205 on the respective side of the screen in every shot, 65 00:03:59,205 --> 00:04:02,976 regardless of the angle and focus of the camera. 66 00:04:05,845 --> 00:04:09,182 This is especially true in cases where you switch shots 67 00:04:09,182 --> 00:04:11,784 in the middle of a character action. 68 00:04:11,784 --> 00:04:13,920 Since you will have to switch backgrounds 69 00:04:13,920 --> 00:04:16,122 in camera movement direction as well. 70 00:04:16,122 --> 00:04:19,692 If you are not keeping the 180 degrees rules, 71 00:04:19,926 --> 00:04:24,931 which creates a messy and hard to follow feeling when used too much 72 00:04:24,931 --> 00:04:28,368 and will usually make it so that the audience can't follow 73 00:04:28,368 --> 00:04:31,471 what is happening in the scene. 74 00:04:31,471 --> 00:04:36,175 This can result in either the audience misunderstanding the narrative 75 00:04:36,175 --> 00:04:39,479 or it can completely make them disengage 76 00:04:39,479 --> 00:04:41,481 with the entire animation, 77 00:04:41,481 --> 00:04:44,517 which kind of defeats the point of working hard 78 00:04:44,517 --> 00:04:46,085 on every single shot. 79 00:04:46,986 --> 00:04:51,224 Because even if each one of them looks great separately, 80 00:04:51,224 --> 00:04:53,660 if you use bad positions, 81 00:04:53,660 --> 00:04:58,298 you would not be able to understand the individual movements. 82 00:05:02,135 --> 00:05:03,970 This is something that you see quite a lot 83 00:05:03,970 --> 00:05:05,805 in the real life action movies, 84 00:05:05,805 --> 00:05:07,173 where there are too many cuts 85 00:05:07,173 --> 00:05:08,574 during an action sequence 86 00:05:08,574 --> 00:05:09,876 and you can't really understand 87 00:05:09,876 --> 00:05:11,944 what is going on anymore. 88 00:05:13,012 --> 00:05:16,482 Here we have two versions of possible cuts 89 00:05:16,482 --> 00:05:19,085 that we can make in the sequence. 90 00:05:19,085 --> 00:05:23,423 In the first one, the 180 degrees rule is being kept. 91 00:05:24,057 --> 00:05:26,259 This helps us keep track of the movement 92 00:05:26,259 --> 00:05:28,494 and interactions of the character. 93 00:05:28,494 --> 00:05:32,265 It's easy to follow which characters perform, which actions 94 00:05:32,265 --> 00:05:35,435 and where they are in the environment. 95 00:05:35,435 --> 00:05:40,840 Also, pay attention to how I keep track of the characters sizes 96 00:05:40,840 --> 00:05:44,110 and the relative positions of the details in the backgrounds 97 00:05:44,110 --> 00:05:46,713 in relation to the characters. 98 00:05:46,713 --> 00:05:49,148 Even when reusing the same background, 99 00:05:49,148 --> 00:05:53,686 we want to make sure that the perspective and the distance 100 00:05:53,686 --> 00:05:57,457 matches and gives us a good composition. 101 00:06:03,129 --> 00:06:05,131 However, in the second version, 102 00:06:05,131 --> 00:06:08,434 the 180 degrees rule is broken, 103 00:06:08,434 --> 00:06:10,236 which makes it hard to keep track 104 00:06:10,236 --> 00:06:12,705 of the flow of the movement in the scene 105 00:06:13,172 --> 00:06:16,976 and where the characters are in relation to each other. 106 00:06:16,976 --> 00:06:21,280 You can see that this also makes the entire scene look more boring 107 00:06:21,280 --> 00:06:25,818 because there are no variations in the focus points position on the screen. 108 00:06:25,818 --> 00:06:29,422 So the composition looks really stale. 109 00:06:36,763 --> 00:06:38,831 Using this technique when switching shots 110 00:06:38,831 --> 00:06:42,568 in the middle of a character action is especially bad 111 00:06:42,568 --> 00:06:44,270 because you completely change 112 00:06:44,270 --> 00:06:48,040 the direction of your camera movements, your backgrounds 113 00:06:48,040 --> 00:06:51,778 and the flow of the shot is completely broken. 114 00:06:51,778 --> 00:06:54,814 By breaking the 180 degrees rule, 115 00:06:54,814 --> 00:06:57,049 we also have to create new backgrounds 116 00:06:57,049 --> 00:06:59,118 for the new scenes and cuts 117 00:06:59,419 --> 00:07:01,087 because we need to 118 00:07:01,087 --> 00:07:03,723 show the other side of the environment. 119 00:07:04,023 --> 00:07:08,261 Making the overall workload for the background artist bigger. 120 00:07:10,863 --> 00:07:16,636 There are several exceptions where we can still break the 180 degrees rule. 121 00:07:24,944 --> 00:07:29,782 The first one is the case of the camera moving in 3D space. 122 00:07:30,817 --> 00:07:33,019 We kind of looked at it before 123 00:07:33,019 --> 00:07:36,522 when trying the four different camera movements, 124 00:07:36,522 --> 00:07:40,293 but if your character themselves move in the scene, 125 00:07:40,293 --> 00:07:43,596 this might force the camera to change its position 126 00:07:43,596 --> 00:07:45,932 similarly to the perspective part. 127 00:07:45,932 --> 00:07:50,102 Because we are having some changes in perspective and positions, 128 00:07:50,102 --> 00:07:53,973 some objects might change their location on the screen, 129 00:07:53,973 --> 00:07:58,211 depending on their position in relation to the focus of the scene, 130 00:07:58,211 --> 00:08:01,681 which is the characters switching positions. 131 00:08:39,485 --> 00:08:44,590 This can also happen if you have a single object in your scene 132 00:08:44,590 --> 00:08:46,325 or multiple objects, 133 00:08:46,325 --> 00:08:49,228 but you're consciously making the camera itself 134 00:08:49,228 --> 00:08:51,397 move around in the environment. 135 00:08:51,397 --> 00:08:55,034 By either using a spin or a partial spin, 136 00:08:55,034 --> 00:08:58,070 or just take little perspective shifts 137 00:08:58,070 --> 00:09:03,109 to show different angles and add additional depth to the scene. 138 00:09:29,702 --> 00:09:33,105 But this also creates the problem of switching 139 00:09:33,105 --> 00:09:35,841 positions of objects on the scene, 140 00:09:35,841 --> 00:09:38,945 depending on the color position. 141 00:09:38,945 --> 00:09:40,713 In either of these cases, 142 00:09:40,713 --> 00:09:43,683 you will have to use the camera movement itself 143 00:09:43,683 --> 00:09:46,319 and actually show the switch on screen. 144 00:09:47,019 --> 00:09:50,723 You need to make sure that you are not hiding 145 00:09:50,723 --> 00:09:53,192 any part of the information 146 00:09:53,192 --> 00:09:57,897 and that the switch in position is clearly visible. 147 00:09:57,897 --> 00:09:59,865 So that it doesn't look jerring 148 00:09:59,865 --> 00:10:04,070 when you going to keep the new 180 degrees rule 149 00:10:04,070 --> 00:10:06,872 in the connecting and next shots. 150 00:10:07,406 --> 00:10:12,078 Your switch in positions needs to make sense and show 151 00:10:12,078 --> 00:10:15,081 the continuity with clear details. 152 00:10:15,982 --> 00:10:20,353 You don't want to just suddenly jump between different scenes 153 00:10:20,353 --> 00:10:22,154 on the other side of the line 154 00:10:22,154 --> 00:10:26,759 because it will create the problem that we've talked about for. 155 00:10:27,393 --> 00:10:30,429 But once you have shown the switch on screen, 156 00:10:30,429 --> 00:10:34,500 your audience would not feel quite as disoriented. 157 00:10:35,134 --> 00:10:38,304 Of course, if you have shown a switch on screen, 158 00:10:38,304 --> 00:10:41,741 don't cut back to the original position of the camera. 159 00:10:41,741 --> 00:10:46,345 Because then we're creating the problem of the 180 degrees rule 160 00:10:46,345 --> 00:10:48,180 all over again. 161 00:10:49,548 --> 00:10:54,820 Another exception to the 180 degree rule is when the camera itself 162 00:10:54,820 --> 00:10:58,691 is placed on the line between the characters. 163 00:11:05,398 --> 00:11:09,869 This is usually done in scenes where you have a small space 164 00:11:09,869 --> 00:11:13,039 when you want to have an exchange between the characters 165 00:11:13,039 --> 00:11:16,809 with each one of them being alone in the shot. 166 00:11:23,949 --> 00:11:29,221 This is usually very common when creating back and forth sequences. 167 00:11:35,628 --> 00:11:38,064 By placing the camera on the actual line, 168 00:11:38,064 --> 00:11:40,166 connecting between the characters 169 00:11:40,166 --> 00:11:43,102 we're basically forcing it to completely rotate 170 00:11:43,102 --> 00:11:46,939 to the other direction for every following shot. 171 00:11:46,939 --> 00:11:49,642 It's especially obvious when the characters 172 00:11:49,642 --> 00:11:52,678 or background is also moving in the scene, 173 00:11:52,678 --> 00:11:56,048 such as when walking or driving, 174 00:11:56,048 --> 00:11:57,283 as the entire background 175 00:11:57,283 --> 00:11:59,552 will move in the opposite directions 176 00:11:59,552 --> 00:12:02,121 for each switch of the camera. 177 00:12:11,497 --> 00:12:14,233 To keep continuity in these cases, 178 00:12:14,233 --> 00:12:17,570 we will add additional shots, which gives us context 179 00:12:17,570 --> 00:12:21,774 to the character placement in the environment at the beginning of the scene 180 00:12:21,774 --> 00:12:23,409 and through out it. 181 00:12:24,443 --> 00:12:28,347 This also helps us break the flow of moving back and forth 182 00:12:28,347 --> 00:12:30,049 between the characters, 183 00:12:30,049 --> 00:12:32,485 which help us have more variations and 184 00:12:32,485 --> 00:12:35,454 interesting visuals to the entire sequence. 185 00:13:19,799 --> 00:13:24,503 Even though each character is going to be alone in their respective shots, 186 00:13:24,503 --> 00:13:28,707 we will still try and keep each character to the outside of the screen 187 00:13:28,707 --> 00:13:33,179 as much as possible to help and create a clear distinctions 188 00:13:33,179 --> 00:13:35,948 for their placement in the environment. 189 00:13:37,683 --> 00:13:42,421 This also has the additional benefit of giving us more interesting 190 00:13:43,289 --> 00:13:45,324 composition to the individual shots, 191 00:13:46,058 --> 00:13:47,960 because keeping each shot as a 192 00:13:47,960 --> 00:13:50,863 center shot is both going to make the composition 193 00:13:50,863 --> 00:13:53,265 of each scene less interesting 194 00:13:53,265 --> 00:13:55,501 and is going to have an overall 195 00:13:55,501 --> 00:13:57,603 going flow to the entire sequence 196 00:13:57,603 --> 00:13:58,938 because the focus point 197 00:13:58,938 --> 00:14:01,507 does not change position on the screen. 198 00:14:02,474 --> 00:14:05,411 The character actions and interactions themselves 199 00:14:05,411 --> 00:14:08,080 will also give us clues 200 00:14:08,080 --> 00:14:11,217 to keep context of the situations 201 00:14:11,217 --> 00:14:14,887 when the situations itself is established. 202 00:14:29,802 --> 00:14:33,839 Another exception to the 180 degree rule 203 00:14:33,839 --> 00:14:36,342 is when you intentionally move the camera 204 00:14:36,342 --> 00:14:38,611 to the other side of the line. 205 00:14:41,747 --> 00:14:45,150 This is usually done to show different parts of the environment 206 00:14:45,150 --> 00:14:47,686 which will previously hidden. 207 00:14:50,589 --> 00:14:54,460 You see this quite a lot when trying to create suspense, 208 00:14:54,460 --> 00:14:59,598 show important details, or play around with character reactions. 209 00:14:59,899 --> 00:15:03,168 This type of switch is pretty common, 210 00:15:03,168 --> 00:15:07,273 and since they usually have pretty simple and straightforward 211 00:15:07,273 --> 00:15:09,275 composition and purposes 212 00:15:09,275 --> 00:15:13,312 we don't need to have a lot of complicated techniques 213 00:15:13,312 --> 00:15:16,348 to keep continuity in these cases. 214 00:15:29,094 --> 00:15:33,565 But it's still important to keep the sizes of the objects 215 00:15:33,565 --> 00:15:37,803 in your scene consistent with the relation to each other, 216 00:15:38,470 --> 00:15:40,539 as well as keep the overall atmosphere 217 00:15:40,539 --> 00:15:42,975 and lighting in the shot consistent. 218 00:15:44,677 --> 00:15:47,212 When creating this type of scene though, 219 00:15:47,212 --> 00:15:51,850 I do recommend switching the distance of your objects 220 00:15:51,850 --> 00:15:53,619 from the camera. 221 00:15:53,619 --> 00:15:56,655 Even though the shot itself is straightforward, 222 00:15:56,655 --> 00:15:59,892 you still want to create variation in focus point 223 00:15:59,892 --> 00:16:02,761 to keep the entire sequence more engaging. 224 00:16:03,362 --> 00:16:05,965 So you can play around with both the sizes 225 00:16:05,965 --> 00:16:07,633 of your objects in the scene, 226 00:16:07,633 --> 00:16:10,035 as well as the composition guidelines 227 00:16:10,035 --> 00:16:13,472 like we've done in the first background design video. 228 00:16:22,781 --> 00:16:25,017 I have been using these terminologies 229 00:16:25,017 --> 00:16:29,488 flow the entirety of the lesson up until now, 230 00:16:29,488 --> 00:16:33,459 but the flow of the scene and the points of focus between shots 231 00:16:33,459 --> 00:16:37,629 are very important to create engaging animation. 232 00:16:38,664 --> 00:16:41,600 And now that we know that we need to change the composition 233 00:16:41,600 --> 00:16:44,570 between shots and when and how to use 234 00:16:44,570 --> 00:16:48,307 the 180 degrees rule to keep continuity, 235 00:16:48,607 --> 00:16:50,476 we want to know how to combine them 236 00:16:50,476 --> 00:16:55,080 together to create this flow in focus and continuity. 237 00:16:56,548 --> 00:16:59,418 But first, what is flow? 238 00:17:00,552 --> 00:17:04,823 So we kind of use this concept in our first background lesson, 239 00:17:04,823 --> 00:17:07,393 but the composition of your scene will naturally 240 00:17:07,393 --> 00:17:12,464 create points of interest and focus in certain areas on the screen. 241 00:17:13,432 --> 00:17:16,001 Add to this the eyes natural instinct 242 00:17:16,001 --> 00:17:21,240 to follow movement and the natural human trait of focusing on faces. 243 00:17:21,240 --> 00:17:23,542 And you will create points on the screen, 244 00:17:23,542 --> 00:17:26,078 which I will naturally focus on. 245 00:17:27,379 --> 00:17:31,316 Ideally, and if we did the previous steps as well 246 00:17:31,316 --> 00:17:36,555 these areas of interest will all converge into the same place on the screen. 247 00:17:36,555 --> 00:17:41,827 So usually your character face will have a lot of movement in it, 248 00:17:41,827 --> 00:17:46,565 in the composition which really supports and points to it. 249 00:17:48,167 --> 00:17:52,671 And hopefully this point of focus help us really concentrate 250 00:17:52,671 --> 00:17:55,040 on the important details on the scene 251 00:17:55,040 --> 00:17:58,243 and tell us the intent and narrative behind it. 252 00:18:11,857 --> 00:18:15,494 On the other hand, this effect or focus point 253 00:18:15,494 --> 00:18:18,063 essentially makes it so that the wider image 254 00:18:18,063 --> 00:18:20,499 is not fully registered by the viewer, 255 00:18:20,833 --> 00:18:22,968 especially when we use quick cuts 256 00:18:22,968 --> 00:18:25,971 or shots with many details in them, 257 00:18:25,971 --> 00:18:27,940 which makes it so that the audience really 258 00:18:27,940 --> 00:18:31,777 can't focus on all the details in the shot. 259 00:18:38,917 --> 00:18:40,853 The way that these points of interest 260 00:18:40,853 --> 00:18:43,355 and focus are located on the screen 261 00:18:43,355 --> 00:18:45,023 and how they change position 262 00:18:45,023 --> 00:18:47,326 when switching between cuts 263 00:18:47,326 --> 00:18:50,395 creates the overall flow of the sequence. 264 00:19:01,106 --> 00:19:02,508 There are several ways 265 00:19:02,508 --> 00:19:06,145 to create different types of flow within your sequence, 266 00:19:06,145 --> 00:19:08,347 which depends on the composition 267 00:19:08,347 --> 00:19:10,816 and angles that you choose for each shots. 268 00:19:11,450 --> 00:19:15,821 The actual actions of the character within the animation 269 00:19:15,821 --> 00:19:19,124 and your overall timing, it camera movements. 270 00:19:19,124 --> 00:19:22,361 By combining these things, you’ll create the flow, 271 00:19:22,361 --> 00:19:26,798 which will affect both the energy and narrative of your scene. 272 00:19:31,570 --> 00:19:34,973 So in order to make the scene understandable, 273 00:19:34,973 --> 00:19:36,675 you need to create a smooth 274 00:19:36,675 --> 00:19:39,611 and connected flow between your shots. 275 00:19:39,611 --> 00:19:42,114 Disconnected shots can create the same type 276 00:19:42,114 --> 00:19:45,517 of disorientation as bad continuity, 277 00:19:45,517 --> 00:19:48,687 which breaks your audience engagement with the scene. 278 00:19:50,556 --> 00:19:53,325 There are two ways to create a smooth flow. 279 00:19:53,325 --> 00:19:56,828 One, by using your actual background composition 280 00:19:56,828 --> 00:20:01,233 to create different points of interest between your shots 281 00:20:01,233 --> 00:20:04,002 and making sure that each point of interest 282 00:20:04,002 --> 00:20:07,472 is at a slightly different location on the screen. 283 00:20:07,472 --> 00:20:09,074 This method works the best 284 00:20:09,074 --> 00:20:11,143 if your actual points of interest 285 00:20:11,143 --> 00:20:14,046 have a coherent curve or light to them, 286 00:20:14,046 --> 00:20:16,081 similarly to how we space objects 287 00:20:16,081 --> 00:20:18,884 in animation between different frames. 288 00:20:18,884 --> 00:20:20,953 Then you rely on your actual 289 00:20:20,953 --> 00:20:23,655 character actions within the scene 290 00:20:23,655 --> 00:20:25,791 to shift the point of focus between 291 00:20:25,791 --> 00:20:28,260 one point of interest to the other. 292 00:20:28,927 --> 00:20:32,631 Since the eye will usually focus on the character in the scene 293 00:20:32,631 --> 00:20:35,234 anyway, this will make it 294 00:20:35,234 --> 00:20:37,769 so that you will both have the best composition 295 00:20:37,769 --> 00:20:39,137 within your background, 296 00:20:39,137 --> 00:20:42,040 which points to the character. 297 00:20:42,040 --> 00:20:44,643 As well as keep the entire flow of the sequence 298 00:20:44,643 --> 00:20:46,545 move and easy to understand. 299 00:20:46,545 --> 00:20:50,649 Since we're going to treat the flow itself like an animation. 300 00:20:50,649 --> 00:20:53,719 This also helps you to make connected shots 301 00:20:53,719 --> 00:20:56,154 with different compositions. 302 00:20:57,055 --> 00:20:59,992 Since you will have an easy connector 303 00:20:59,992 --> 00:21:03,228 between different points of focus on the screen 304 00:21:03,228 --> 00:21:04,997 by using the character. 305 00:21:04,997 --> 00:21:08,233 Second option is to make all of the focus points 306 00:21:08,233 --> 00:21:10,669 in the background in the same area, 307 00:21:10,669 --> 00:21:12,204 to make it easy to follow, 308 00:21:12,204 --> 00:21:15,974 even without using clear flow with the character. 309 00:21:16,642 --> 00:21:19,144 But be careful not to make too many shots 310 00:21:19,144 --> 00:21:22,447 with the same focus point position together, 311 00:21:22,447 --> 00:21:24,983 because it will make your scene boring again. 312 00:21:24,983 --> 00:21:30,522 Even if you're using different compositions and different angles. 313 00:21:30,522 --> 00:21:33,292 You want to make the eye move a little bit 314 00:21:33,292 --> 00:21:35,360 to different parts of the screen, 315 00:21:35,360 --> 00:21:39,097 to give the audience a little bit more to focus on 316 00:21:39,097 --> 00:21:43,268 and keep them actively trying to engage and follow the scene. 317 00:21:43,802 --> 00:21:46,638 But still, the most important thing to keep in mind 318 00:21:46,638 --> 00:21:50,942 is that your shots need to be connected and easy to follow. 319 00:22:09,161 --> 00:22:12,931 Movements that are very big and go all over the screen 320 00:22:12,931 --> 00:22:17,602 will create big changes in the focus point position. 321 00:22:17,602 --> 00:22:20,038 And depending on where they end 322 00:22:20,038 --> 00:22:21,773 by the end of each shot, 323 00:22:21,773 --> 00:22:26,445 they might not allow continuing to flow in one single directions. 324 00:22:26,445 --> 00:22:29,247 So you want to plan your trajectory 325 00:22:29,247 --> 00:22:31,183 to be more complicated. 326 00:22:31,183 --> 00:22:35,687 Similarly to how we do it in actual animation spacing. 327 00:22:35,687 --> 00:22:39,358 In these cases, there are two approaches that we can take to 328 00:22:39,358 --> 00:22:41,326 still create a readable flow. 329 00:22:42,194 --> 00:22:45,430 First, by given each individual action 330 00:22:45,430 --> 00:22:47,532 a smaller space to move 331 00:22:47,532 --> 00:22:49,601 and starting each new action 332 00:22:49,601 --> 00:22:52,537 from the end position of the one before it, 333 00:22:52,537 --> 00:22:56,108 you can give the overall scene one flow direction. 334 00:22:57,109 --> 00:22:59,778 This approach works well when you want to create 335 00:22:59,778 --> 00:23:04,049 a sequence of actions where the most important thing in 336 00:23:04,049 --> 00:23:06,752 the scene is the narrative ability, 337 00:23:07,753 --> 00:23:09,521 because the eye will be able 338 00:23:09,521 --> 00:23:12,991 to move slowly in one direction across the scene. 339 00:23:12,991 --> 00:23:14,926 Your viewers will have more time 340 00:23:14,926 --> 00:23:20,098 to observe the details within each individual shot in the sequence. 341 00:23:21,533 --> 00:23:26,338 The second options is by using repeating flow trajectories. 342 00:23:26,638 --> 00:23:28,840 This is basically just matching 343 00:23:28,840 --> 00:23:30,675 the trajectory of the focus 344 00:23:30,675 --> 00:23:33,311 point to the trajectory of the animation. 345 00:23:33,578 --> 00:23:36,882 And repeating the animation movement and timing 346 00:23:36,882 --> 00:23:38,784 to let the viewers get accustomed 347 00:23:38,784 --> 00:23:40,452 to the flow of the scene, 348 00:23:40,452 --> 00:23:43,522 and make it so that they can read it more easily. 349 00:23:44,423 --> 00:23:47,959 By having the same movement repeated on screen, 350 00:23:47,959 --> 00:23:52,130 the eye can already anticipate the trajectory. 351 00:23:52,130 --> 00:23:55,634 And thus will have an easier time following it. 352 00:23:55,901 --> 00:23:58,603 This works well in shots where the movement goes 353 00:23:58,603 --> 00:24:00,906 along with the entire screen, 354 00:24:00,906 --> 00:24:04,042 or when we want to give the scene more energy. 355 00:24:04,042 --> 00:24:08,213 But be careful with given too many scenes in a row the same movement 356 00:24:08,213 --> 00:24:12,951 because it can tire the eye and will get kind of boring. 357 00:25:30,262 --> 00:25:32,631 When deciding and planning your flow 358 00:25:32,631 --> 00:25:35,800 you need to think about the movement and camera direction 359 00:25:35,800 --> 00:25:38,336 of each individual shot. 360 00:25:38,336 --> 00:25:41,373 You want your camera movement and character position 361 00:25:41,373 --> 00:25:43,575 to support the character action. 362 00:25:44,576 --> 00:25:48,113 You can't place your character or move your camera in a way 363 00:25:48,113 --> 00:25:52,684 that covers the actual motion in the animation itself. 364 00:25:54,352 --> 00:25:56,087 Basically, you want to make sure 365 00:25:56,087 --> 00:25:59,658 that each individual shot looks the best that it can 366 00:25:59,958 --> 00:26:04,095 with both character animation and the supporting camera movement. 367 00:26:06,431 --> 00:26:10,635 Each character action and camera movement direction will support 368 00:26:10,635 --> 00:26:13,772 or break the flow of the entire sequence. 369 00:26:14,940 --> 00:26:19,678 By given a character action and associated flow in the sequence, 370 00:26:19,678 --> 00:26:23,515 you can also support the sequence narrative. 371 00:26:23,515 --> 00:26:26,851 When the flow goes in one character direction, 372 00:26:26,851 --> 00:26:30,422 they have the momentum in parallel in the narrative 373 00:26:30,422 --> 00:26:34,192 while alternating and changing the flow will show shifts 374 00:26:34,192 --> 00:26:35,894 in character dynamics. 375 00:26:36,728 --> 00:26:40,732 Each decisions such as this will give inherent flow direction 376 00:26:40,732 --> 00:26:44,269 to your shot, and by combining them you will get 377 00:26:44,269 --> 00:26:46,404 the overall flow of your scene. 378 00:26:48,540 --> 00:26:52,477 This means that you might not be able to use connecting shots 379 00:26:52,477 --> 00:26:56,081 to create a single flow to your sequence. 380 00:26:57,315 --> 00:27:00,118 But this is actually a good thing 381 00:27:00,118 --> 00:27:03,888 because if you only following a single trajectory 382 00:27:03,888 --> 00:27:06,758 you will create a pretty boring sequence, 383 00:27:06,758 --> 00:27:10,228 even if it is really easy to understand. 384 00:27:11,463 --> 00:27:15,033 Same as with how using varied focus points in your shots 385 00:27:15,033 --> 00:27:17,802 create more interesting sequence 386 00:27:17,802 --> 00:27:21,573 using varied combination of flow direction and patterns 387 00:27:21,573 --> 00:27:24,709 will make your scene more interesting as well. 388 00:27:26,077 --> 00:27:28,713 When planning your future animations, 389 00:27:28,713 --> 00:27:32,517 try and pace your shots by changing the shot length 390 00:27:32,517 --> 00:27:36,254 connecting and repeating flow patterns, or adding breaks 391 00:27:36,254 --> 00:27:40,258 by keeping your focus point stationary on the screen. 392 00:27:40,258 --> 00:27:43,561 By combining your different shots and patterns together 393 00:27:43,595 --> 00:27:46,064 in a readable and interesting flow 394 00:27:46,064 --> 00:27:49,601 which supports the movement of each individual shots, 395 00:27:49,601 --> 00:27:52,404 and creates a good narrative, 396 00:27:52,404 --> 00:27:56,441 you will present your animation in the best way possible. 397 00:28:01,813 --> 00:28:05,316 Let's try and analyze a complete animation 398 00:28:05,316 --> 00:28:09,220 to see how I use different type of flow patterns and flow breaks 399 00:28:09,220 --> 00:28:11,256 to create an interesting narrative. 400 00:28:11,756 --> 00:28:16,361 First, we hav ean extreme close up shot of the character's face. 401 00:28:16,361 --> 00:28:20,799 This shot establishes both the character look and the emotions. 402 00:28:21,199 --> 00:28:24,703 And the focus point is obviously her face, 403 00:28:24,703 --> 00:28:28,907 but we can have additional actions with the eyes themselves 404 00:28:28,907 --> 00:28:32,711 because we humans tend to focus on the eyes when trying 405 00:28:32,711 --> 00:28:34,879 to analyze character emotions. 406 00:28:35,780 --> 00:28:39,250 By using shifts in the eye position, 407 00:28:39,250 --> 00:28:43,154 and we, as the viewer, will follow the directions 408 00:28:43,154 --> 00:28:46,191 and we as the fuel will follow the directions 409 00:28:46,191 --> 00:28:49,060 to which the character is looking. 410 00:28:49,060 --> 00:28:52,230 Because the eyes of the character are looking to the right, 411 00:28:52,230 --> 00:28:54,099 by the end of the shots. 412 00:28:54,099 --> 00:28:56,367 When they cut to the following shot, 413 00:28:56,367 --> 00:29:00,205 I can get away with placing the character to the right side 414 00:29:00,205 --> 00:29:02,040 of the screen initially. 415 00:29:02,040 --> 00:29:07,345 Even though the position of the face in the last shot is in the center. 416 00:29:08,680 --> 00:29:11,649 Next, I switch the focus of the scene 417 00:29:11,649 --> 00:29:15,120 by shifting the character position on screen, 418 00:29:15,120 --> 00:29:18,690 and making the focus go back to the center again. 419 00:29:19,758 --> 00:29:23,361 With the next shot, I actually create a break in the flow. 420 00:29:23,862 --> 00:29:27,699 Because the character does not change position on the screen, 421 00:29:27,699 --> 00:29:30,168 but the overall flow is still being kept 422 00:29:30,168 --> 00:29:33,505 because we haven't switched position from the last scene. 423 00:29:33,505 --> 00:29:36,040 The next couple of shots have movement, 424 00:29:36,040 --> 00:29:38,042 which zooms across the scene. 425 00:29:38,042 --> 00:29:41,412 Creating a complete shift in the focus points, 426 00:29:41,412 --> 00:29:43,882 and have a much more energetic flow. 427 00:29:44,149 --> 00:29:47,952 With these shots, I actually used the first pattern 428 00:29:47,952 --> 00:29:52,056 where the ending point of the first action is the starting point 429 00:29:52,056 --> 00:29:53,391 of the second action. 430 00:29:53,391 --> 00:29:56,828 I then immediately switch to the second pattern 431 00:29:56,828 --> 00:30:00,999 where I use a repeating trajectory between following shots 432 00:30:00,999 --> 00:30:03,568 while still keeping them very energetic. 433 00:30:04,435 --> 00:30:09,007 The reason I use the first pattern in the first instance 434 00:30:09,007 --> 00:30:14,212 and second pattern in the second instance is because of the complexity 435 00:30:14,212 --> 00:30:16,648 of the trajectory of the action itself. 436 00:30:17,282 --> 00:30:20,718 In the first instance, we have a straight line. 437 00:30:20,718 --> 00:30:24,756 So it's easy to follow even when the action is going 438 00:30:24,756 --> 00:30:26,457 all over the screen. 439 00:30:26,457 --> 00:30:31,729 But in the second instance, we have a somewhat curving trajectory. 440 00:30:31,729 --> 00:30:35,600 So it's better to use a repeating pattern 441 00:30:35,600 --> 00:30:40,004 to make it easier for the audience to perceive each individual shot. 442 00:30:40,004 --> 00:30:45,043 Especially since we don't really have the space to continue the first trajectory 443 00:30:45,043 --> 00:30:49,514 between the connecting shots in the repeating pattern instance. 444 00:30:50,048 --> 00:30:53,985 The focus of the last action shots stays at the middle 445 00:30:53,985 --> 00:30:56,287 of the screen by its end. 446 00:30:56,287 --> 00:30:59,691 So the last cut is another break in the flow, 447 00:30:59,691 --> 00:31:03,928 since we had a whole bunch of energetic shots before it, 448 00:31:03,928 --> 00:31:06,764 and for it I just placed the composition 449 00:31:06,764 --> 00:31:11,603 with the focus point at the center to make it easier for the eye to rest. 450 00:31:12,303 --> 00:31:17,809 You can also see that the timing of each individual shot is different. 451 00:31:17,809 --> 00:31:20,511 They don't all have the same length. 452 00:31:20,511 --> 00:31:24,983 Usually breaks in the flow will be slightly longer 453 00:31:24,983 --> 00:31:28,286 to allow for the audience to have a rest, 454 00:31:28,286 --> 00:31:30,889 while action shots will be very quick 455 00:31:30,889 --> 00:31:37,061 and very energetic to keep the overall flow and energy between each cut. 456 00:31:37,962 --> 00:31:43,902 Establishing shots all shots with focus on the character emotions or acting 457 00:31:43,902 --> 00:31:45,703 are somewhere in the middle 458 00:31:45,703 --> 00:31:47,372 because you want to give the audience 459 00:31:47,372 --> 00:31:52,210 enough time to perceive the acting or the details in the environment. 460 00:31:52,210 --> 00:31:54,379 But you also don't want them 461 00:31:54,379 --> 00:31:57,282 to get bored with the length of the shot, 462 00:31:57,282 --> 00:31:59,384 since it is not a rest. 463 00:32:00,551 --> 00:32:04,555 In this type of shots you can actually create many flows 464 00:32:04,555 --> 00:32:08,126 with the character actions and emoting itself. 465 00:32:08,860 --> 00:32:11,429 You just need to make sure that they don't disrupt 466 00:32:11,429 --> 00:32:13,932 the overall flow of your sequence. 467 00:32:13,932 --> 00:32:15,400 So make sure to start 468 00:32:15,400 --> 00:32:17,802 and end them in logical positions. 469 00:32:18,803 --> 00:32:21,639 In a way that supports the overall flow. 470 00:32:24,275 --> 00:32:29,013 Basically, you can see that by creating a very understandable 471 00:32:29,013 --> 00:32:33,885 and nice looking flow with good pacing and good timing. 472 00:32:34,152 --> 00:32:38,289 You can switch between the distances of your camera from your character, 473 00:32:38,289 --> 00:32:43,828 the type of shots that you're making, the angles and even the subjects 474 00:32:43,828 --> 00:32:48,066 in each shots which help you create an interesting narrative 475 00:32:48,066 --> 00:32:52,670 without compromising on the overall readability of your scene. 476 00:32:54,038 --> 00:32:58,142 By mastering these concepts, you will create the best directed 477 00:32:58,142 --> 00:33:00,645 shots and sequences that you can have. 478 00:33:01,312 --> 00:33:04,048 And the rest is up to your individual ability 479 00:33:04,048 --> 00:33:06,684 as an animator and background designer. 480 00:33:06,684 --> 00:33:10,922 To make sure that each individual shots in the sequence is looking 481 00:33:10,922 --> 00:33:12,390 the best that it can be. 482 00:33:13,858 --> 00:33:17,795 The exercise for this lesson is divided into two parts. 483 00:33:18,463 --> 00:33:22,600 First, create your own versions of the examples 484 00:33:22,600 --> 00:33:25,169 that have shown throughout this video, 485 00:33:25,169 --> 00:33:29,073 but choose different subjects to what I've made. 486 00:33:29,440 --> 00:33:33,311 Again, you can choose the same animations and character designs 487 00:33:33,311 --> 00:33:38,282 that we've made before if they fit the exercise 488 00:33:38,282 --> 00:33:42,720 but if not, try and actually adjust and change 489 00:33:42,720 --> 00:33:46,190 the animations that you've made before 490 00:33:46,190 --> 00:33:48,993 to fit and create a new flow together. 491 00:33:50,328 --> 00:33:54,132 Use different angles and cuts if necessary 492 00:33:54,132 --> 00:33:56,801 to create rhythm within your animation. 493 00:33:58,269 --> 00:34:01,939 And for extra difficulty, you can actually change the timing 494 00:34:01,939 --> 00:34:04,275 of your character action as well. 495 00:34:05,443 --> 00:34:09,380 Again, because some exercises might require a complete re-draw 496 00:34:09,380 --> 00:34:13,017 of all your animations, you can choose to add 497 00:34:13,017 --> 00:34:16,521 all the move details as necessary. 498 00:34:16,521 --> 00:34:20,324 To recap, today we learned how to make your entire sequence 499 00:34:20,324 --> 00:34:21,692 more interesting, 500 00:34:21,692 --> 00:34:24,529 using different techniques and camera movements 501 00:34:24,529 --> 00:34:28,132 to make it easier for your audience to keep track of your scene, 502 00:34:28,132 --> 00:34:29,000 as well as keep 503 00:34:29,000 --> 00:34:33,571 the scenes connected and energized using variations in flow. 504 00:34:34,138 --> 00:34:37,008 We learned about the 180 degree rule, 505 00:34:37,008 --> 00:34:41,579 and we learned about repeating patterns and pacing the animation. 506 00:34:42,980 --> 00:34:46,651 This is the last step to making sure that the actual animation 507 00:34:46,651 --> 00:34:49,520 looks as good as it can get. 508 00:34:49,520 --> 00:34:52,023 In the next lesson, we will be beginning 509 00:34:52,023 --> 00:34:54,392 the last section of this course. 510 00:34:54,392 --> 00:34:57,095 And look at the actual production steps 511 00:34:57,095 --> 00:34:59,497 starting with the storyboard. 512 00:34:59,497 --> 00:35:02,033 Thank you for watching and see you next time. 513 00:35:02,033 --> 00:35:02,867 Bye. 43304

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