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Hello, everyone.
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Havtza here.
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And this is the last lesson in the animation section.
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Now that we know how to animate,
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how to move the camera
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and how to match character and camera movement,
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it's time to think about how everything connects
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into creating a single scene or sequence.
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A typical animation has more than one shot in it.
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Having an entire story told in the same location
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from the same perspective will usually be visually boring.
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No matter how nice the movement and animation itself looks.
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By using different shots with different angles and movements,
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you will give your animation a much more engaging and interesting look,
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which will keep your viewers attention.
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That being said though
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the way that you choose your cuts and camera movements
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can make or break the overall scene or sequence.
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If you use bad transitions you will risk
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confusing and disorienting your viewers,
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which might even weigh on the atmosphere and intent behind it.
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In this lesson, I'll be teaching you about some rules
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and guidelines to help you choose
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how to connect your shots.
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And how to use animation to support your shot choice.
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No matter if your animation tells a story,
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cuts between disconnected scenes
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or just made out of abstract concept and movements.
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You need to have a flow to your shots
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which connects to all of them together.
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To do this, the way you change the composition
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between each shot and cut is important.
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If you create too little variation between your composition,
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you will have a boring looking scene.
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If you create too many variations,
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you will have a messy flow.
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When choosing your shots,
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you need to aim for a good balance between these options.
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There are several rules that we can keep conscious of that help us
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make these choices.
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First, and most importantly,
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you have to make sure
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that the way that you cut your shots
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keeps the continuity of the entire scene or sequence.
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Each action has to connect
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to the one before it in chronological order.
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And your characters have to stay in the respective position in the environment.
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Otherwise, it'll seem like there are time skips in the middle of the scene.
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That can create continuity mistakes
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that distract your viewers and break their engagement with the scene,
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or even make it, so they completely misunderstand or can't understand it.
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There are a couple of important rules that help us keep track of our shots
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and make sure that even when cutting to different angles,
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we keep continuity.
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This is the 180 degrees rule.
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This refers to the placement of the camera in the environment.
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In essence, when there are two objects in the scene,
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they can be connected with a straight line.
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The 180 degrees rule says that your camera
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must stay at the same side of the line
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for the entire scene.
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Visually, this means that your objects stay
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on the respective side of the screen in every shot,
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regardless of the angle and focus of the camera.
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This is especially true in cases where you switch shots
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in the middle of a character action.
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Since you will have to switch backgrounds
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in camera movement direction as well.
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If you are not keeping the 180 degrees rules,
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which creates a messy and hard to follow feeling when used too much
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and will usually make it so that the audience can't follow
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what is happening in the scene.
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This can result in either the audience misunderstanding the narrative
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or it can completely make them disengage
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with the entire animation,
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which kind of defeats the point of working hard
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on every single shot.
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Because even if each one of them looks great separately,
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if you use bad positions,
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you would not be able to understand the individual movements.
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This is something that you see quite a lot
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in the real life action movies,
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where there are too many cuts
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during an action sequence
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and you can't really understand
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what is going on anymore.
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Here we have two versions of possible cuts
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that we can make in the sequence.
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In the first one, the 180 degrees rule is being kept.
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This helps us keep track of the movement
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and interactions of the character.
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It's easy to follow which characters perform, which actions
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and where they are in the environment.
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Also, pay attention to how I keep track of the characters sizes
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and the relative positions of the details in the backgrounds
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in relation to the characters.
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Even when reusing the same background,
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we want to make sure that the perspective and the distance
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matches and gives us a good composition.
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However, in the second version,
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the 180 degrees rule is broken,
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which makes it hard to keep track
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of the flow of the movement in the scene
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and where the characters are in relation to each other.
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You can see that this also makes the entire scene look more boring
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because there are no variations in the focus points position on the screen.
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So the composition looks really stale.
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Using this technique when switching shots
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in the middle of a character action is especially bad
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because you completely change
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the direction of your camera movements, your backgrounds
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and the flow of the shot is completely broken.
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By breaking the 180 degrees rule,
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we also have to create new backgrounds
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for the new scenes and cuts
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because we need to
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show the other side of the environment.
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Making the overall workload for the background artist bigger.
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There are several exceptions where we can still break the 180 degrees rule.
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The first one is the case of the camera moving in 3D space.
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We kind of looked at it before
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when trying the four different camera movements,
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but if your character themselves move in the scene,
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this might force the camera to change its position
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similarly to the perspective part.
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Because we are having some changes in perspective and positions,
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some objects might change their location on the screen,
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depending on their position in relation to the focus of the scene,
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which is the characters switching positions.
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This can also happen if you have a single object in your scene
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or multiple objects,
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but you're consciously making the camera itself
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move around in the environment.
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By either using a spin or a partial spin,
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or just take little perspective shifts
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to show different angles and add additional depth to the scene.
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But this also creates the problem of switching
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positions of objects on the scene,
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depending on the color position.
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In either of these cases,
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you will have to use the camera movement itself
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and actually show the switch on screen.
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You need to make sure that you are not hiding
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any part of the information
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and that the switch in position is clearly visible.
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So that it doesn't look jerring
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when you going to keep the new 180 degrees rule
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in the connecting and next shots.
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Your switch in positions needs to make sense and show
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the continuity with clear details.
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You don't want to just suddenly jump between different scenes
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on the other side of the line
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because it will create the problem that we've talked about for.
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But once you have shown the switch on screen,
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your audience would not feel quite as disoriented.
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Of course, if you have shown a switch on screen,
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don't cut back to the original position of the camera.
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Because then we're creating the problem of the 180 degrees rule
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all over again.
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Another exception to the 180 degree rule is when the camera itself
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is placed on the line between the characters.
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This is usually done in scenes where you have a small space
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when you want to have an exchange between the characters
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with each one of them being alone in the shot.
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This is usually very common when creating back and forth sequences.
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By placing the camera on the actual line,
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connecting between the characters
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we're basically forcing it to completely rotate
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to the other direction for every following shot.
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It's especially obvious when the characters
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or background is also moving in the scene,
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such as when walking or driving,
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as the entire background
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will move in the opposite directions
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for each switch of the camera.
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To keep continuity in these cases,
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we will add additional shots, which gives us context
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to the character placement in the environment at the beginning of the scene
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and through out it.
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This also helps us break the flow of moving back and forth
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between the characters,
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which help us have more variations and
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interesting visuals to the entire sequence.
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Even though each character is going to be alone in their respective shots,
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we will still try and keep each character to the outside of the screen
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as much as possible to help and create a clear distinctions
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for their placement in the environment.
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This also has the additional benefit of giving us more interesting
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composition to the individual shots,
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because keeping each shot as a
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center shot is both going to make the composition
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of each scene less interesting
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and is going to have an overall
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going flow to the entire sequence
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because the focus point
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does not change position on the screen.
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The character actions and interactions themselves
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will also give us clues
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to keep context of the situations
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when the situations itself is established.
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Another exception to the 180 degree rule
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is when you intentionally move the camera
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to the other side of the line.
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This is usually done to show different parts of the environment
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which will previously hidden.
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You see this quite a lot when trying to create suspense,
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show important details, or play around with character reactions.
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This type of switch is pretty common,
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and since they usually have pretty simple and straightforward
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composition and purposes
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we don't need to have a lot of complicated techniques
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to keep continuity in these cases.
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But it's still important to keep the sizes of the objects
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in your scene consistent with the relation to each other,
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as well as keep the overall atmosphere
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and lighting in the shot consistent.
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When creating this type of scene though,
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I do recommend switching the distance of your objects
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from the camera.
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Even though the shot itself is straightforward,
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you still want to create variation in focus point
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to keep the entire sequence more engaging.
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So you can play around with both the sizes
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of your objects in the scene,
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as well as the composition guidelines
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like we've done in the first background design video.
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I have been using these terminologies
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flow the entirety of the lesson up until now,
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but the flow of the scene and the points of focus between shots
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are very important to create engaging animation.
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And now that we know that we need to change the composition
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between shots and when and how to use
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the 180 degrees rule to keep continuity,
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we want to know how to combine them
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together to create this flow in focus and continuity.
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But first, what is flow?
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So we kind of use this concept in our first background lesson,
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but the composition of your scene will naturally
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create points of interest and focus in certain areas on the screen.
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Add to this the eyes natural instinct
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to follow movement and the natural human trait of focusing on faces.
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And you will create points on the screen,
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which I will naturally focus on.
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Ideally, and if we did the previous steps as well
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these areas of interest will all converge into the same place on the screen.
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So usually your character face will have a lot of movement in it,
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in the composition which really supports and points to it.
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And hopefully this point of focus help us really concentrate
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on the important details on the scene
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and tell us the intent and narrative behind it.
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On the other hand, this effect or focus point
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essentially makes it so that the wider image
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is not fully registered by the viewer,
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especially when we use quick cuts
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or shots with many details in them,
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which makes it so that the audience really
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can't focus on all the details in the shot.
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The way that these points of interest
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and focus are located on the screen
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and how they change position
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when switching between cuts
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creates the overall flow of the sequence.
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There are several ways
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to create different types of flow within your sequence,
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which depends on the composition
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and angles that you choose for each shots.
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The actual actions of the character within the animation
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and your overall timing, it camera movements.
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By combining these things, you’ll create the flow,
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which will affect both the energy and narrative of your scene.
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So in order to make the scene understandable,
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you need to create a smooth
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and connected flow between your shots.
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Disconnected shots can create the same type
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of disorientation as bad continuity,
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which breaks your audience engagement with the scene.
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There are two ways to create a smooth flow.
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One, by using your actual background composition
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to create different points of interest between your shots
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and making sure that each point of interest
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is at a slightly different location on the screen.
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This method works the best
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if your actual points of interest
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have a coherent curve or light to them,
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similarly to how we space objects
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in animation between different frames.
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Then you rely on your actual
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character actions within the scene
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to shift the point of focus between
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one point of interest to the other.
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Since the eye will usually focus on the character in the scene
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anyway, this will make it
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so that you will both have the best composition
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within your background,
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which points to the character.
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As well as keep the entire flow of the sequence
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move and easy to understand.
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Since we're going to treat the flow itself like an animation.
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This also helps you to make connected shots
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with different compositions.
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00:20:57,055 --> 00:20:59,992
Since you will have an easy connector
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between different points of focus on the screen
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by using the character.
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00:21:04,997 --> 00:21:08,233
Second option is to make all of the focus points
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in the background in the same area,
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00:21:10,669 --> 00:21:12,204
to make it easy to follow,
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even without using clear flow with the character.
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But be careful not to make too many shots
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with the same focus point position together,
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because it will make your scene boring again.
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Even if you're using different compositions and different angles.
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You want to make the eye move a little bit
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00:21:33,292 --> 00:21:35,360
to different parts of the screen,
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00:21:35,360 --> 00:21:39,097
to give the audience a little bit more to focus on
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00:21:39,097 --> 00:21:43,268
and keep them actively trying to engage and follow the scene.
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00:21:43,802 --> 00:21:46,638
But still, the most important thing to keep in mind
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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
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by the end of each shot,
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00:22:21,773 --> 00:22:26,445
they might not allow continuing to flow in one single directions.
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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.
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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
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00:22:39,358 --> 00:22:41,326
still create a readable flow.
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00:22:42,194 --> 00:22:45,430
First, by given each individual action
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00:22:45,430 --> 00:22:47,532
a smaller space to move
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00:22:47,532 --> 00:22:49,601
and starting each new action
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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.
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00:22:57,109 --> 00:22:59,778
This approach works well when you want to create
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00:22:59,778 --> 00:23:04,049
a sequence of actions where the most important thing in
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00:23:04,049 --> 00:23:06,752
the scene is the narrative ability,
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00:23:07,753 --> 00:23:09,521
because the eye will be able
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00:23:09,521 --> 00:23:12,991
to move slowly in one direction across the scene.
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00:23:12,991 --> 00:23:14,926
Your viewers will have more time
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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
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00:23:28,840 --> 00:23:30,675
the trajectory of the focus
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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
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00:23:36,882 --> 00:23:38,784
to let the viewers get accustomed
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00:23:38,784 --> 00:23:40,452
to the flow of the scene,
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00:23:40,452 --> 00:23:43,522
and make it so that they can read it more easily.
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00:23:44,423 --> 00:23:47,959
By having the same movement repeated on screen,
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00:23:47,959 --> 00:23:52,130
the eye can already anticipate the trajectory.
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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
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00:23:58,603 --> 00:24:00,906
along with the entire screen,
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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
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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
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00:25:41,373 --> 00:25:43,575
to support the character action.
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00:25:44,576 --> 00:25:48,113
You can't place your character or move your camera in a way
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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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