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In this clip,
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I'd like to take a look at creating procedural animation in the Curve Editor,
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and we'll do that by using expressions to modify a curve.
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Sometimes you'll get a challenging shot in production and you'll need
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to use procedural animation in one form or another.
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Whether it's to create randomized noise in an effect
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or you're animating a radar blip,
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there are all sorts of uses for these expressions that I really urge you to
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go through these on your own after watching this clip,
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and experiment with the expressions and the different ways they work.
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I've also included a text file on the course work for this clip
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containing a number of different expressions.
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You can just copy or paste them into your own work and experiment with them,
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and to have as a quick guide when you need them.
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So let's take a look at a Randomized Expression.
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I created another Transform Node here and connected that to our image.
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So let's go into that Transform Node and right now that Transform
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Node is just connected to this image of the earth.
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So whenever we change our values in the X or the Y translate,
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the earth will move.
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So, let's pipe an expression into this Translate X.
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If we go up here and we right-click, we can go down to Add Expression,
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and in here the expression box pops up.
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Now I'm going to copy an expression into this expression box and hit OK,
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and don't worry about this right now,
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I'll come back to it in a second and we'll talk about
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this animation that just got laid down.
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I just want you to know that if we Ctrl+Z out of this and we put
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a single keyframe on the Translate X axis,
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we'll get a curve down here in the Expression Editor,
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and that curve is represented by this expression box
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down here at the bottom of the screen.
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So I can take that same expression that I took
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before and paste it into that box,
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and I'm going to get the same animation values that I got from
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right-clicking up here and by saying Edit Expression.
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So just know that those two places in the menu system
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in a NUKE's brain are the same.
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That this expression box by right-clicking and going to Edit Expression,
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is the same as just using this expression box at the bottom while
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you have a curve selected in the Curve Editor.
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Now let's take a look at this expression for a moment.
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Generally, you'll be working with a value that looks like this: random(frame/5),
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just because this by default is working in a value range between 0 and 1.
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Most values are between 0 and 1, so NUKE does this by default.
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The ranges we're working with, however,
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are much higher than that because we're dealing with
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translating on the X and Y values, and those are all based on pixel counts.
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So it's just important to know that this expression that we have in
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there right now will be good enough for a 0 to 1 value,
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but if we want to over crank the values for a specific max value and min value,
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we do that by adding a multiply, adding parentheses,
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and this is generally your max value minus your min value,
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and then if you want an offset in there,
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this is your min value again.
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And so if I want the maximum rate of change in this random expression to be,
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let's say, 200 like we had before, and the min value will be 100,
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we do that, and then we just pipe the min value in here as well,
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And we get a curve that works between 200 and 100.
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Likewise,
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if we go to this expression and we want the value to change between 200 and 0,
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for example, I'll just change these values and set this to 0,
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and you'll see now that our curves deviate between a range of 200 and 0.
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So that's how you get randomized animation,
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and if we take a look at this,
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there's still only one keyframe in the Translate which you see ticked off here,
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and it's playing the animation based on the equation
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that we put into the Expression Editor.
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So I'll clear that out and the next one I'll show you is the Bounce,
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and the Bounce is based on a sine wave and the equation's
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going to look a little complicated, but don't worry about that for now.
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So I'm going to put a keyframe on the X,
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I'm going to select the curve, I'm going to go down here,
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I'm going to paste in this expression.
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Now you see because the values are set to 10, the Bounce is very, very small.
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These values are 10, and if we play this back we won't even see this thing move.
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You might see it shimmy back and forth just a little bit.
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So what we want to do is we want to enhance the size of this thing.
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So what we're going to do is the same trick we used last time to
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set the max and the min values to rise up these curves and get them
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to move the way that we want them to.
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So again, you just put a multiply at the end here,
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two parenthesis, and in here we're going to do our Maxval minus our Minval,
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this is always the same, and then plus Minval.
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So, let's say we want our value here to be 100,
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and our Minval can be 0, and our Minval can be 0,
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and you'll see, boom, it immediately adjusts,
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and so if we play this back, you'll see that it bounces and holds,
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bounces and holds, bounces and holds,
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just like it shows us here on the Curve Editor.
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But let's say we want it to bounce, bounce, bounce, bounce, and not hold.
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Well this particular one is bouncing and holding because the
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cosine function is what we just changed,
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but we didn't change the sine function, so this is going sine,
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cosine, sine, cosine.
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So if we take these same values and we go to the sine part of the equation here,
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I'm just going to pop those in,
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and you'll see that those values populate so that the hole disappears.
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So now we've just got a quick bounce, and likewise,
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we can move this up to 200 if you want, put this to 200,
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and put this to 200, and now we've got a bigger bounce,
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or if we want the values to be between 200 and 100,
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I can just go in and change that min value again to 100 instead of to 0.
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I'll change that in both places,
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and it moves the curves up to the range that we expected: the 200 to 100.
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So in the expressions that I'll give you in the text file,
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I'll give them to you like this; however,
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if you go out there on the web and you find a couple of these on your
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own and you want to know how to manipulate them,
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know that basically you'll see a bunch of equation at the beginning,
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and that's generally what you would copy and paste in.
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However,
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know that you can usually just change the value range you want by
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adding this part of the equation into the value range.
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Again,
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that's just a multiply max value plus min value plus min value to
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get the curves to be where you want them to be.
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So that's all I'm going to show you for the Expression Editor,
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it's a very powerful tool, and like I said,
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I'm going to include a lot of these equations for you in a text file so that
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you can take a look and kind of adventure out on your own.
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