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These are the user uploaded subtitles that are being translated: 1 00:00:04,916 --> 00:00:05,916 From animated 2 00:00:05,916 --> 00:00:11,250 lines and vector graphics to handwriting effects for all kinds of motion graphics, 3 00:00:11,250 --> 00:00:15,166 it's important to have good command of drawing capabilities. 4 00:00:15,250 --> 00:00:19,083 So in this tutorial, I will start with a quick review 5 00:00:19,083 --> 00:00:22,541 of the Fusion paint node and then I will go onto 6 00:00:22,541 --> 00:00:25,958 an intermediate level discussion about the paint modifiers. 7 00:00:26,166 --> 00:00:29,041 I will show you how I can connect them, how I can access 8 00:00:29,041 --> 00:00:33,000 the underlying polygon and use this to drive certain effects. 9 00:00:33,083 --> 00:00:36,750 Attach effects, create effects out of multiple strokes, 10 00:00:36,833 --> 00:00:41,000 or even use it, for example, to attach an external particle system. 11 00:00:41,083 --> 00:00:45,750 So lots of ideas for animated drawings for fusion motion graphics. 12 00:00:45,833 --> 00:00:51,458 Let's start drawing. 13 00:00:51,541 --> 00:00:52,375 Let me start 14 00:00:52,375 --> 00:00:55,541 at the obvious place for drawing and use the paint. 15 00:00:55,583 --> 00:00:57,041 Note From here 16 00:00:57,041 --> 00:01:00,416 the paint node always needs a background input, 17 00:01:00,416 --> 00:01:03,708 so if you're familiar with this stuff already, 18 00:01:03,708 --> 00:01:06,416 it will just be a very quick review of what are doing. 19 00:01:06,416 --> 00:01:09,375 So the paint node, I can just quickly, you know, draw 20 00:01:09,375 --> 00:01:13,041 any lines, but I have to pay attention by default. 21 00:01:13,041 --> 00:01:13,833 I'm having here 22 00:01:13,833 --> 00:01:18,958 the multi stroke tool available here are different tools for for painting. 23 00:01:18,958 --> 00:01:23,916 And the mighty stroke is the default, which by default only draws on one frame. 24 00:01:23,916 --> 00:01:27,250 So you go to another frame and your beautiful drawing is gone. 25 00:01:27,458 --> 00:01:29,833 You can change this by the stroke duration. 26 00:01:29,833 --> 00:01:33,000 But there's another thing about the motor stroke, and that is that 27 00:01:33,000 --> 00:01:36,541 everything that you draw gets computed 28 00:01:36,541 --> 00:01:39,833 into or gets bundled into one modifier. 29 00:01:40,000 --> 00:01:41,708 So there is one modifier. 30 00:01:41,708 --> 00:01:43,500 This happens for all of the paint tools. 31 00:01:43,500 --> 00:01:45,000 Whenever you paint something, 32 00:01:45,000 --> 00:01:49,500 the paint information, the stroke information gets stored in a modifier 33 00:01:49,666 --> 00:01:52,666 and you can access both modifiers here to change things. 34 00:01:52,791 --> 00:01:58,041 However, for the multi stroke you can't because you it's all bundled into one. 35 00:01:58,208 --> 00:02:01,208 And if you change something here, for example the color, it will only apply 36 00:02:01,208 --> 00:02:05,083 for the next strokes that you draw, not for the one you have done before. 37 00:02:05,166 --> 00:02:09,500 Let me delete those 38 00:02:09,583 --> 00:02:11,250 yet delete. 39 00:02:11,250 --> 00:02:14,833 And instead I will use the single stroke here. 40 00:02:14,916 --> 00:02:19,333 And if I drive at the single stroke and I go into the modifier, you see that 41 00:02:19,500 --> 00:02:22,333 I immediately have to modify this because as soon as you stop 42 00:02:22,333 --> 00:02:25,666 drawing, the next modifier gets activated. 43 00:02:25,750 --> 00:02:30,250 So a stroke three is the next one that I'm about to do if I'm doing it. 44 00:02:30,458 --> 00:02:34,000 If not, you can go back and if it's empty, it gets removed again. 45 00:02:34,208 --> 00:02:36,750 So stroke two was the previous one. 46 00:02:36,750 --> 00:02:42,541 And you see I can can change it even afterwards and access those strokes. 47 00:02:42,625 --> 00:02:45,916 Besides the color, of course you have the brush controls. 48 00:02:45,916 --> 00:02:48,250 Make it small and make it softer and so on. 49 00:02:48,250 --> 00:02:50,458 I will play more with this a bit later. 50 00:02:50,458 --> 00:02:54,166 You have the spacing here, so if you want a dotted line. 51 00:02:54,333 --> 00:02:58,916 So basically how a brush strokes as that fusion goes along the line 52 00:02:58,916 --> 00:03:02,125 and then copies the shape of the brush, which you have up here 53 00:03:02,291 --> 00:03:06,500 as per certain spacing, That's basically how a digital painting towards the book 54 00:03:06,500 --> 00:03:07,916 and you have control of that here. 55 00:03:07,916 --> 00:03:13,000 And you can of course, enter numbers beyond the the limit. 56 00:03:13,041 --> 00:03:14,250 This single stroke and 57 00:03:14,250 --> 00:03:18,208 editable both here and the line itself can be edited. 58 00:03:18,416 --> 00:03:22,125 So if I click make editable here, then you see 59 00:03:22,125 --> 00:03:25,125 like lots of tiny green dots here 60 00:03:25,208 --> 00:03:30,125 which are the polygon notes, which are automatically created by drawing. 61 00:03:30,125 --> 00:03:31,708 So while you are drawing your pen, 62 00:03:31,708 --> 00:03:36,291 it's creating a polygon underneath as as you're drawing in there and marked. 63 00:03:36,291 --> 00:03:37,541 And it's easier to see. 64 00:03:37,541 --> 00:03:41,000 See, there are a lot of points that you can print to grab 65 00:03:41,000 --> 00:03:44,208 and manipulate like, like any, any polygon. 66 00:03:44,375 --> 00:03:50,666 So you can delete a few shift as to make things a bit smoother 67 00:03:50,750 --> 00:03:52,166 and so on. 68 00:03:52,166 --> 00:03:53,375 But there are lots of points. 69 00:03:53,375 --> 00:03:56,666 So if you want to draw a smooth line, usually I would directly go to 70 00:03:56,666 --> 00:04:00,500 the Polygon tool, which is otherwise the same so poorly line stroke. 71 00:04:00,583 --> 00:04:05,458 If I do this again, you get a stroke here, but you can immediately draw like once 72 00:04:05,458 --> 00:04:09,416 more polygon with as many control points as you want to. 73 00:04:09,500 --> 00:04:13,083 Otherwise, these two are pretty much the same. 74 00:04:13,166 --> 00:04:16,500 Speaking of Polygon, of course you can draw that the polygon towards 75 00:04:16,500 --> 00:04:17,958 right over here. 76 00:04:17,958 --> 00:04:23,500 And this is too far probably familiar for many of you, but you can, 77 00:04:23,708 --> 00:04:27,625 you know, draw a pulley line here or attach it to a background 78 00:04:27,833 --> 00:04:32,250 which is masking of the background or masking of whatever you want to mask off. 79 00:04:32,333 --> 00:04:36,666 And you give it a body width and then you draw with that board of it 80 00:04:36,666 --> 00:04:42,416 here in the polygon and use the background to change the style. 81 00:04:42,625 --> 00:04:44,625 For example, make it white. 82 00:04:44,708 --> 00:04:46,208 Speaking of 83 00:04:46,208 --> 00:04:49,458 polygon drawing, if you ever need to reveal something 84 00:04:49,458 --> 00:04:54,666 with the line and the typical example is this animated handwriting effect, 85 00:04:54,750 --> 00:04:59,333 I think there are like ten or 15 tutorials on YouTube showing this. 86 00:04:59,583 --> 00:05:03,291 All it is is do a polygon, follow the line of a write 87 00:05:03,291 --> 00:05:07,208 something by hand, or use a handwritten font, follow the line with the polygon, 88 00:05:07,291 --> 00:05:13,291 and then all you do is animate the length as I have done here. 89 00:05:13,375 --> 00:05:16,375 So that's also you can use a polygon to reveal 90 00:05:16,500 --> 00:05:19,041 and you could use the same with the paint node. 91 00:05:19,041 --> 00:05:23,125 But in this case it may be more efficient because you don't need the spacing 92 00:05:23,125 --> 00:05:25,166 and you don't need the actual brush properties, 93 00:05:25,166 --> 00:05:27,250 you just need the mask, just an a channel. 94 00:05:27,250 --> 00:05:30,416 So it's a bit more efficient for for those scenarios. 95 00:05:30,416 --> 00:05:33,166 And you just animate the the length if you want. 96 00:05:33,166 --> 00:05:35,500 You can also animate the position, 97 00:05:35,541 --> 00:05:38,541 which is the starting point for the length parameter. 98 00:05:38,541 --> 00:05:41,750 And this is just one long polygon that you 99 00:05:41,833 --> 00:05:44,416 see here and it's gray because it's locked. 100 00:05:44,416 --> 00:05:47,291 So if you draw something complex, you can lock it. 101 00:05:47,291 --> 00:05:50,250 If you want to edit it again, become a screen again. 102 00:05:50,250 --> 00:05:52,791 Okay, So much about the polygon. 103 00:05:52,791 --> 00:05:55,958 There are differences towards this and the paint node 104 00:05:55,958 --> 00:05:59,875 one is the spacing option, the option to use custom brushes, 105 00:05:59,875 --> 00:06:03,166 which you cannot do in the regular polygon tool. 106 00:06:03,250 --> 00:06:07,041 Another option is in the regular polygon you have position and length, 107 00:06:07,041 --> 00:06:10,166 which is enough for this. 108 00:06:10,166 --> 00:06:15,375 But often I find the approach from the poverty line stroke here, 109 00:06:15,458 --> 00:06:18,916 most notably where you have a right on and right off. 110 00:06:19,000 --> 00:06:20,458 Let me bring it into the viewer. 111 00:06:20,458 --> 00:06:22,833 In principle, you can do the same thing right? 112 00:06:22,833 --> 00:06:24,458 You have right on, right off 113 00:06:24,458 --> 00:06:28,250 to go from so start and end to go from the beginning of the end. 114 00:06:28,458 --> 00:06:32,250 If you need to animate both at the same time, you can also grab the whole line 115 00:06:32,333 --> 00:06:37,625 and you just have this as one parameter which you animate together. 116 00:06:37,708 --> 00:06:40,083 I find this easier to control in many cases. 117 00:06:40,083 --> 00:06:43,916 So that's one advantage here, one disadvantage here. 118 00:06:43,916 --> 00:06:48,458 Sometimes the pain node can sometimes be a bit slower depending on what you do. 119 00:06:48,500 --> 00:06:51,000 And the polygon here 120 00:06:51,000 --> 00:06:55,375 also has the three dimensional controls, which can sometimes be be helpful. 121 00:06:55,375 --> 00:06:59,750 Like if you want to rotate something depending on what type of animations 122 00:06:59,750 --> 00:07:01,166 you want to do. 123 00:07:01,166 --> 00:07:05,250 That's probably enough for a review on paint node and polygon node. 124 00:07:05,250 --> 00:07:07,458 So let's start the fun bits. 125 00:07:07,458 --> 00:07:12,083 First of all, I can think of effects that I want to apply to my lines 126 00:07:12,166 --> 00:07:15,500 and you can come up with some interesting line styles by doing so 127 00:07:15,666 --> 00:07:17,666 that we demonstrate the first simple one. 128 00:07:17,666 --> 00:07:21,000 And I will start a new pink note here 129 00:07:21,083 --> 00:07:25,458 and again, use the the paint node needs to be 130 00:07:25,458 --> 00:07:29,500 in the viewer and active both so that you have all the controls. 131 00:07:29,583 --> 00:07:32,458 And so let me just create this, 132 00:07:32,458 --> 00:07:35,458 go into the modifier maybe later. 133 00:07:35,458 --> 00:07:40,666 But first let me add, let's say a directional blur as one example, 134 00:07:40,750 --> 00:07:44,875 and let's see how that looks so that it's set to radial 135 00:07:44,958 --> 00:07:47,250 and bring the length parameter up. 136 00:07:47,250 --> 00:07:51,666 And this is my effect so I can make some form of, of ribbons 137 00:07:51,666 --> 00:07:55,500 or stuff like this, even, like distortions if I go through 138 00:07:55,583 --> 00:08:00,875 and I can animate the center position if I want to for some some fun effects, 139 00:08:00,958 --> 00:08:04,125 then yeah, then it's more like, like a shadow. 140 00:08:04,125 --> 00:08:06,750 The position doesn't matter anymore. 141 00:08:06,750 --> 00:08:08,208 But the anger, 142 00:08:08,208 --> 00:08:09,416 you get something like this 143 00:08:09,416 --> 00:08:12,708 so you can can start creating some interesting things with this. 144 00:08:12,791 --> 00:08:16,125 Sometimes it's fun to combine it with a spacing 145 00:08:16,208 --> 00:08:21,833 so you get like lines and then again can, can play around with this. 146 00:08:21,916 --> 00:08:26,125 Now there are of course many effects and fusion and you can try them out 147 00:08:26,125 --> 00:08:29,875 and try out the resolve of X and see how you can can distort this. 148 00:08:29,875 --> 00:08:32,250 This is one option using 149 00:08:32,333 --> 00:08:33,875 things with fast noise and 150 00:08:33,875 --> 00:08:38,166 displacement to distort things. 151 00:08:38,250 --> 00:08:41,458 Yeah, blurs different, blurs and glows and so on. 152 00:08:41,708 --> 00:08:43,791 And these are the things you can play with. 153 00:08:43,791 --> 00:08:47,291 Now, I'm not going to spend the next half an hour trying one after the other. 154 00:08:47,375 --> 00:08:50,250 But next, more interesting part. 155 00:08:50,250 --> 00:08:53,500 Let's see, we want to combine different lines of 156 00:08:53,541 --> 00:08:57,541 you want to combine different lines, styles, types, maybe something dotted 157 00:08:57,541 --> 00:09:01,416 with a boundary around or something like this. 158 00:09:01,500 --> 00:09:04,333 The obvious choice for this is just copying the paint node 159 00:09:04,333 --> 00:09:08,916 and pasting it afterwards and then changing the modifier here. 160 00:09:09,000 --> 00:09:11,041 So I could 161 00:09:11,041 --> 00:09:14,791 change the the color here and make it smaller. 162 00:09:14,791 --> 00:09:18,416 So now I have dots inside, but they don't align. 163 00:09:18,500 --> 00:09:21,250 If you change the size, then the spacing won't align. 164 00:09:21,250 --> 00:09:22,375 So let's not do this. 165 00:09:22,375 --> 00:09:25,791 Instead, let's go back to the first paint node and reduce the spacing. 166 00:09:25,958 --> 00:09:29,416 So I have dots inside lines and they look terrible. 167 00:09:29,416 --> 00:09:31,250 Let's make them red 168 00:09:31,333 --> 00:09:33,083 so that they are visible. 169 00:09:33,083 --> 00:09:33,750 Right? 170 00:09:33,750 --> 00:09:34,375 Like this. 171 00:09:34,375 --> 00:09:35,416 For example, 172 00:09:35,416 --> 00:09:40,291 this you can just do by a concatenation or by merging on top of each other. 173 00:09:40,375 --> 00:09:45,708 Sometimes merging or concatenating can be really helpful, 174 00:09:45,958 --> 00:09:49,416 especially if you want to mask out something 175 00:09:49,416 --> 00:09:55,208 or if you want to use the applying modes inside the merge for additional effects. 176 00:09:55,291 --> 00:10:00,375 So here in this scenario, if I wanted to punch holes into the line, 177 00:10:00,458 --> 00:10:03,083 let's assume we have some background which is a bit more interesting 178 00:10:03,083 --> 00:10:08,166 where we can see something just for demonstration I created with some 179 00:10:08,250 --> 00:10:10,708 let's, let's do some, 180 00:10:10,708 --> 00:10:14,791 some some gradient or something just so that we can look through 181 00:10:14,791 --> 00:10:19,375 and maybe not green because I'm not red because we have red in the line. 182 00:10:19,583 --> 00:10:24,250 So if I wanted to punch a hole in here, I can't really do it this way. 183 00:10:24,250 --> 00:10:28,541 I mean, sure, I can set it to two alpha, 2 to 0, 184 00:10:28,625 --> 00:10:32,541 but you see, the color values from the previous one are still coming through. 185 00:10:32,708 --> 00:10:36,666 So if you wanted to do something like this, you would need to separate it out. 186 00:10:36,750 --> 00:10:40,916 And in this case, the paint node doesn't do anything without background. 187 00:10:40,916 --> 00:10:45,166 So I will create a transparent background of the same dimensions. 188 00:10:45,250 --> 00:10:48,083 Pipe the transparent background into the paint. 189 00:10:48,083 --> 00:10:49,416 Not here. 190 00:10:49,416 --> 00:10:52,833 And then I can use this one, 191 00:10:52,916 --> 00:10:54,500 for example, 192 00:10:54,500 --> 00:10:58,625 for attach it as a mask that works 193 00:10:58,708 --> 00:11:02,541 and then, well, it does work, but I'm only getting the dots. 194 00:11:02,666 --> 00:11:06,916 So should invert the mask, which should be possible here, 195 00:11:07,000 --> 00:11:09,875 except when it isn't interesting 196 00:11:09,875 --> 00:11:14,208 not doing into anything it should, but apparently it's not for the paint note. 197 00:11:14,291 --> 00:11:17,333 Okay. Fallback option Bitmap Node. 198 00:11:17,541 --> 00:11:22,583 Bitmap node is generally used to bring color information into the Alpha channel. 199 00:11:22,791 --> 00:11:24,250 So in this case 200 00:11:24,250 --> 00:11:28,291 it's just creating an alpha mask out of whatever image is coming in. 201 00:11:28,375 --> 00:11:32,708 And if there is already an alpha channel, you can also use it to invert the China, 202 00:11:32,833 --> 00:11:33,625 for example. 203 00:11:33,625 --> 00:11:38,416 So in this case I inverted it and I punched holes into my line. 204 00:11:38,500 --> 00:11:40,041 That's quite convenient. 205 00:11:40,041 --> 00:11:42,833 Only thing is the way I set it up here. 206 00:11:42,833 --> 00:11:47,166 I if I change one of them, I'm not automatically changing the other. 207 00:11:47,250 --> 00:11:49,041 So that can be a bit inconvenient. 208 00:11:49,041 --> 00:11:53,666 Let's say I want to change the polygon here again and yeah, 209 00:11:53,875 --> 00:11:56,708 let's bring this one into the view and let's draw something else. 210 00:11:56,708 --> 00:12:00,625 And you see, but I'm not drawing the same line here, right? 211 00:12:00,625 --> 00:12:01,958 It's just 212 00:12:02,041 --> 00:12:03,416 the polygon goes somewhere else. 213 00:12:03,416 --> 00:12:05,000 This one is a different one. 214 00:12:05,000 --> 00:12:09,291 So it would be great if the same polygon could create both of these. 215 00:12:09,291 --> 00:12:09,833 Right. 216 00:12:09,833 --> 00:12:13,500 So the same line here, the same line could be attached to both of them. 217 00:12:13,583 --> 00:12:17,791 And that is actually possible in the modifiers. 218 00:12:17,791 --> 00:12:22,375 You have a polygon inside the poly line stroke. 219 00:12:22,541 --> 00:12:26,458 So this green line here, the place of this polygon 220 00:12:26,458 --> 00:12:32,333 positions is saved inside the modifier as well, in a way somewhat separate. 221 00:12:32,416 --> 00:12:35,708 And what you can do is you can access this. 222 00:12:35,916 --> 00:12:40,083 So if I go into if I do a right click here, it says 223 00:12:40,083 --> 00:12:43,166 here, right click for shape animation, you can animate this if you want. 224 00:12:43,166 --> 00:12:44,333 The polygon animated, 225 00:12:44,333 --> 00:12:48,708 but you can also attach it to another polygon so you can do it right. 226 00:12:48,708 --> 00:12:49,416 Click here. 227 00:12:49,416 --> 00:12:51,416 Pay attention that you are in the modifier. 228 00:12:51,416 --> 00:12:53,291 I'm working not on the original tool, right? 229 00:12:53,291 --> 00:12:55,250 I'm always working on the modifier 230 00:12:55,250 --> 00:12:59,041 in the modifier right click and then connect tool. 231 00:12:59,125 --> 00:13:04,000 And here we have Polygon too, which is this one. 232 00:13:04,000 --> 00:13:06,833 Here we don't have the one from the paint. 233 00:13:06,833 --> 00:13:11,333 So what you need to do is you need to publish the line before you can use it. 234 00:13:11,583 --> 00:13:16,708 So here in this pulley line, stroke and pulley lines to run inside the paint node. 235 00:13:16,833 --> 00:13:19,958 So inside the paint, not inside the modifier, I do a right 236 00:13:19,958 --> 00:13:23,000 click and do publish, but that does is 237 00:13:23,000 --> 00:13:26,666 it makes the line the green line. 238 00:13:26,666 --> 00:13:30,541 It makes it accessible from outside the paint tool. 239 00:13:30,625 --> 00:13:33,333 I can always use it within the paint tool. 240 00:13:33,333 --> 00:13:35,666 Another option which I can show you afterwards, 241 00:13:35,666 --> 00:13:40,083 but this way by publishing it, I can use that green line from the paint. 242 00:13:40,083 --> 00:13:43,083 One note I can use this anywhere else, 243 00:13:43,333 --> 00:13:47,083 and if I want to use it here, I go here into the modifier from the paint. 244 00:13:47,083 --> 00:13:49,375 One note and here I do a right click. 245 00:13:49,375 --> 00:13:53,541 And now if I now go and connect to I see that is the pulley line here. 246 00:13:53,541 --> 00:13:57,166 Police talk one pulley line value, they can click on it 247 00:13:57,250 --> 00:14:01,166 and now you see the two lines are aligned again. 248 00:14:01,416 --> 00:14:04,916 And if I go here and change it, you see both of the lines 249 00:14:05,000 --> 00:14:08,000 are changed at the same time. 250 00:14:08,000 --> 00:14:12,291 These modifiers can sometimes get a bit confusing. 251 00:14:12,291 --> 00:14:16,541 It really takes a little bit of time to wrap your mind around what objects 252 00:14:16,541 --> 00:14:17,541 you are having. 253 00:14:17,541 --> 00:14:22,583 So you are having a paint node inside that paint node. 254 00:14:22,583 --> 00:14:29,750 You made a paint stroke which has this pulley line stroke which has 255 00:14:29,833 --> 00:14:31,125 fully line stroke one 256 00:14:31,125 --> 00:14:34,541 which has information about the brush, about the color. 257 00:14:34,791 --> 00:14:39,750 And then this pulley line stroke has as a separate object inside that pulley line. 258 00:14:39,750 --> 00:14:43,916 Stroke is the extra pulley line, which is the green line. 259 00:14:44,000 --> 00:14:46,708 And this is kind of 260 00:14:46,708 --> 00:14:48,750 inside and a bit a bit hidden. 261 00:14:48,750 --> 00:14:52,333 So that's why it takes sometimes a bit of time to click. 262 00:14:52,333 --> 00:14:54,500 But this is where the line is. 263 00:14:54,500 --> 00:14:58,833 And by default, the line is kind of hidden in the background. 264 00:14:58,833 --> 00:15:00,083 We don't think about it. 265 00:15:00,083 --> 00:15:02,250 If you do think about it, if you want to use it, 266 00:15:02,250 --> 00:15:05,833 you need to first publish it so that it's available outside. 267 00:15:05,916 --> 00:15:10,166 And then in the other to you have to go into the modifier 268 00:15:10,166 --> 00:15:14,250 for the paint in the modifier access the 269 00:15:14,333 --> 00:15:15,333 shape animation 270 00:15:15,333 --> 00:15:19,000 where the line is stored, not just the color but the actual line 271 00:15:19,166 --> 00:15:24,000 and then connected so that it's using the same line for both of these. 272 00:15:24,083 --> 00:15:29,708 And this way you see a patch or the whole if I just want to make something yeah. 273 00:15:29,750 --> 00:15:32,833 With let's say a double line, I could do this just connected 274 00:15:33,041 --> 00:15:38,000 and I have to have a double line which follows nicely in the polygon. 275 00:15:38,083 --> 00:15:41,166 If you just want to stay within one tool. 276 00:15:41,333 --> 00:15:45,125 If you don't need the this bitmap mask option, 277 00:15:45,208 --> 00:15:48,833 you could do this, but simply you could stay inside the modifier 278 00:15:49,041 --> 00:15:53,208 and just add to the pulley line one stroke at a second 279 00:15:53,208 --> 00:15:57,000 stroke in the same tool, and then the principle is the same. 280 00:15:57,083 --> 00:16:01,958 Let me show it because I think this principle is complicated for some people. 281 00:16:02,000 --> 00:16:04,791 So I make a second stroke completely unrelated. 282 00:16:04,791 --> 00:16:08,708 Let's give it a different color and a different size. 283 00:16:08,750 --> 00:16:09,291 The second 284 00:16:09,291 --> 00:16:13,000 stroke is on top of the first within the same tool. 285 00:16:13,041 --> 00:16:16,583 This stroke again has the color information and brush information. 286 00:16:16,666 --> 00:16:19,750 And then in the right click for shape, I can connect it 287 00:16:19,958 --> 00:16:23,250 and I can connect it to the first stroke. 288 00:16:23,333 --> 00:16:25,375 Like this. 289 00:16:25,375 --> 00:16:27,958 These strokes are still somewhat independent, 290 00:16:27,958 --> 00:16:32,875 so they use the same line, but the animation parameters are independent. 291 00:16:32,875 --> 00:16:36,208 So if you drew the right on, for example, you see that 292 00:16:36,208 --> 00:16:39,958 the animation parameters are not linked and you can choose. 293 00:16:39,958 --> 00:16:41,458 Maybe you don't want them linked. 294 00:16:41,458 --> 00:16:42,083 I mean, for example, 295 00:16:42,083 --> 00:16:45,750 with the size I don't want linked, if I want, I can insert an outline. 296 00:16:46,000 --> 00:16:47,583 Maybe I don't want the softness, 297 00:16:47,583 --> 00:16:50,375 but if I want to animate something, maybe I want it linked. 298 00:16:50,375 --> 00:16:54,916 So if I want to animate this, if I do want this linked, 299 00:16:55,083 --> 00:17:00,416 then I can either use expressions or use the same publishing and connection 300 00:17:00,416 --> 00:17:02,541 method that I've just shown you for the party line. 301 00:17:02,541 --> 00:17:05,208 That also works for single parameters. 302 00:17:05,208 --> 00:17:09,750 So if you just want to use a parameter, you can right click publish, 303 00:17:09,833 --> 00:17:12,125 I right click on the end parameter. 304 00:17:12,125 --> 00:17:14,041 Now you get another modifier. 305 00:17:14,041 --> 00:17:15,750 That's the way how this publishing works. 306 00:17:15,750 --> 00:17:20,458 You get another modifier for this end value which is now accessible 307 00:17:20,541 --> 00:17:21,625 anywhere else. 308 00:17:21,625 --> 00:17:24,500 And if I go into the other stroke 309 00:17:24,500 --> 00:17:28,791 stroke to I don't switch to the settings tab annoying. 310 00:17:28,875 --> 00:17:29,875 Anyhow, I go to 311 00:17:29,875 --> 00:17:35,375 the stroke tool controls and here right click on end and then connect to 312 00:17:35,458 --> 00:17:39,541 and from within stroke one there is 313 00:17:39,625 --> 00:17:42,875 the published point end which is not available 314 00:17:42,958 --> 00:17:46,583 and can be linked and it jumps to that modifier, 315 00:17:46,583 --> 00:17:49,625 which is also annoying and it jumps to the settings tab. 316 00:17:49,625 --> 00:17:53,125 I don't know why this is happening, but either way you go back 317 00:17:53,333 --> 00:17:56,916 and you see now the two lines are 318 00:17:57,000 --> 00:17:58,791 animated together. 319 00:17:58,791 --> 00:18:01,166 So much for combining strokes. 320 00:18:01,166 --> 00:18:05,541 So working with these purely lines and understanding where the line is, 321 00:18:05,750 --> 00:18:10,083 the actual shape is how you connect it to other tools that can be quite helpful 322 00:18:10,083 --> 00:18:14,500 for a range of things you can do in fusion and motion graphics. 323 00:18:14,750 --> 00:18:17,916 So I recommend trying this a few times, 324 00:18:17,916 --> 00:18:22,291 maybe try to three times and see that you get the hang of it. 325 00:18:22,375 --> 00:18:24,083 Besides connecting things, 326 00:18:24,083 --> 00:18:28,041 one thing I haven't covered is actually using custom brushes. 327 00:18:28,125 --> 00:18:30,250 That is possible to some extent. 328 00:18:30,250 --> 00:18:33,250 It's not like a super powerful brush engine like in Photoshop, 329 00:18:33,333 --> 00:18:36,958 but you can change the style of the brush to some extent. 330 00:18:37,083 --> 00:18:42,416 That may create a new paint note for this so we can start from scratch, 331 00:18:42,500 --> 00:18:43,833 attach it, 332 00:18:43,833 --> 00:18:48,750 and let's draw on the left side and just draw a simple line 333 00:18:49,000 --> 00:18:52,875 and I will go right away into the modifier to change it. 334 00:18:52,875 --> 00:18:56,333 I will give it spacing so we can see the individual brush. 335 00:18:56,500 --> 00:19:00,458 So there is a round brush which is like being stamped like this 336 00:19:00,458 --> 00:19:02,000 in the in the line, 337 00:19:02,000 --> 00:19:02,916 and then you can 338 00:19:02,916 --> 00:19:06,666 go into the brush controls and you can change it here, make it hard, 339 00:19:06,750 --> 00:19:11,166 but you can also go here and make it an image brush. 340 00:19:11,250 --> 00:19:16,166 And by default you have like some, some false options 341 00:19:16,166 --> 00:19:21,000 and I don't know, snowflakes and I don't know if there 342 00:19:21,083 --> 00:19:26,000 if they're ever useful, but there are a few strange symbols and signs. 343 00:19:26,166 --> 00:19:28,375 But you can do your own. 344 00:19:28,375 --> 00:19:33,875 And in that case, you can either choose here a clip 345 00:19:33,875 --> 00:19:38,375 where you can choose the source file and the image file should work. 346 00:19:38,375 --> 00:19:42,000 PNG JPEG should work or bitmap, 347 00:19:42,083 --> 00:19:44,875 but most likely I just choose tool 348 00:19:44,875 --> 00:19:49,166 and then I load is an image or I create something. 349 00:19:49,166 --> 00:19:52,041 Right away inside fusion. 350 00:19:52,041 --> 00:19:55,916 I'm not going to draw an image now I just use for demonstration a text node 351 00:19:56,083 --> 00:19:59,000 and in the text node I choose an icon 352 00:19:59,000 --> 00:20:02,000 font and I have one installed. 353 00:20:02,083 --> 00:20:03,750 What do I have here? 354 00:20:03,750 --> 00:20:04,833 I consider right. 355 00:20:04,833 --> 00:20:09,416 I have an icon font installed on just the windows fonts or your computer fonts. 356 00:20:09,416 --> 00:20:11,125 Whatever you have installed, it's available 357 00:20:11,125 --> 00:20:15,333 and let me choose one from the character map. 358 00:20:15,416 --> 00:20:19,958 Let's just choose an error like this Copy 359 00:20:20,000 --> 00:20:21,208 paste And you 360 00:20:21,208 --> 00:20:24,208 don't see the error here, but you see it here. 361 00:20:24,208 --> 00:20:27,208 You can scale this down, so 362 00:20:27,291 --> 00:20:30,083 maybe you don't need HD resolution 363 00:20:30,083 --> 00:20:33,083 for a brushed skin, can make it, 364 00:20:33,250 --> 00:20:37,583 make it smaller and can set the size yet to one. 365 00:20:37,625 --> 00:20:39,833 So I have a large error. 366 00:20:39,833 --> 00:20:43,416 Let me directly add a transform afterwards 367 00:20:43,500 --> 00:20:46,583 which can help in case you want to rotate it right. 368 00:20:46,583 --> 00:20:48,125 If you want to rotate the error. 369 00:20:48,125 --> 00:20:52,083 And then I use the transform node and put this source to it. 370 00:20:52,166 --> 00:20:54,208 I can choose whatever tools I want, right? 371 00:20:54,208 --> 00:20:58,583 Any tool that produces an image can be used here as the source tool. 372 00:20:58,833 --> 00:21:05,666 And now you see my brush is becoming arrows so I can draw with arrows 373 00:21:05,750 --> 00:21:10,166 and they all point in the same direction, unfortunately, 374 00:21:10,250 --> 00:21:12,291 and there are limited options what you can do 375 00:21:12,291 --> 00:21:16,250 now I have drawn it in white and I can can change the color. 376 00:21:16,250 --> 00:21:17,750 I can change the size here. 377 00:21:17,750 --> 00:21:20,458 I wouldn't generally upscale, 378 00:21:20,458 --> 00:21:22,916 you know, because they are larger than the resolution here. 379 00:21:22,916 --> 00:21:26,375 It's probably better to start from a higher resolution here. 380 00:21:26,458 --> 00:21:31,000 So generally, I would rather think of downscaling rather than upscaling. 381 00:21:31,083 --> 00:21:33,083 But so far, that's that's all fine. 382 00:21:33,083 --> 00:21:36,291 I have my transform here so I can rotate them around 383 00:21:36,541 --> 00:21:40,666 and if I want them to all point in the same direction, that's fine. 384 00:21:40,750 --> 00:21:43,291 So unfortunately, it's not possible 385 00:21:43,291 --> 00:21:47,000 to have those custom paint brushes follow the polygon line. 386 00:21:47,250 --> 00:21:48,750 It's not possible in the paint. 387 00:21:48,750 --> 00:21:49,750 Know what that is? 388 00:21:49,750 --> 00:21:52,125 It is possible via a different technique. 389 00:21:52,125 --> 00:21:56,833 It is possible if you basically manually copy it. 390 00:21:56,833 --> 00:22:00,791 And by manually I mean using a duplicate node. 391 00:22:00,875 --> 00:22:03,291 Let me show you that because I think 392 00:22:03,291 --> 00:22:07,250 there are some interesting concepts which can also be used for other options 393 00:22:07,250 --> 00:22:13,791 with the duplicate, with working with polygons and transferring 394 00:22:13,875 --> 00:22:16,416 movement over time, 395 00:22:16,416 --> 00:22:22,083 transforming time into a stroke, into a 396 00:22:22,166 --> 00:22:25,166 fixed replication of fixed duplication. 397 00:22:25,166 --> 00:22:27,000 So I think that's quite interesting. 398 00:22:27,000 --> 00:22:28,208 That's why I show you the basics. 399 00:22:28,208 --> 00:22:30,583 However, it's also rather technical 400 00:22:30,583 --> 00:22:34,375 and I won't build like a full super comfortable solution. 401 00:22:34,375 --> 00:22:36,708 I just want to show you the idea. 402 00:22:36,708 --> 00:22:41,500 And if you find this stuff interesting, maybe I do a separate tutorial 403 00:22:41,500 --> 00:22:44,500 because then it would be more about expressions and so on 404 00:22:44,500 --> 00:22:47,958 to build like my own paint tool using duplicate. 405 00:22:48,041 --> 00:22:53,250 But the idea is simple to demonstrate, so I use my error again. 406 00:22:53,333 --> 00:22:57,875 This time I will make it over an HD image like a small error, 407 00:22:57,958 --> 00:23:04,166 small size of a large frame, and in this large frame I will use a transform node 408 00:23:04,250 --> 00:23:07,750 and animate the center position of that transform node. 409 00:23:07,791 --> 00:23:13,041 Let's say for example, ten frames to move the arrow around. 410 00:23:13,125 --> 00:23:15,083 So it's just moving. 411 00:23:15,083 --> 00:23:17,583 Now. What does movement mean when movement means? 412 00:23:17,583 --> 00:23:21,583 If I have animated a center, coordinate that there is a path 413 00:23:21,583 --> 00:23:26,791 attached to the center, the path can be found in this modifier. 414 00:23:26,875 --> 00:23:29,750 The path is a modifier which describes 415 00:23:29,750 --> 00:23:34,083 how a polygon is being followed over time. 416 00:23:34,166 --> 00:23:38,166 And you see there's one parameter animated, which is the displacement, 417 00:23:38,250 --> 00:23:41,958 and you can remove that animation to demonstrate this to. 418 00:23:42,041 --> 00:23:47,166 This displacement shows how you move alongside this path. 419 00:23:47,250 --> 00:23:50,708 It's automatically animated if you change the center position. 420 00:23:50,750 --> 00:23:55,375 So there's a automatic solution here, however you can at any point. 421 00:23:55,416 --> 00:23:56,500 This is just a polygon. 422 00:23:56,500 --> 00:24:01,291 You can go in there, can activate the polygon towards and can start drawing, 423 00:24:01,375 --> 00:24:05,708 and then your displacement will follow the longer path that I've just done. 424 00:24:05,833 --> 00:24:06,375 Right. 425 00:24:06,375 --> 00:24:11,541 So you can can change things, can modify it as always, just like any polygon. 426 00:24:11,708 --> 00:24:17,375 And then this path here, you just decide how to follow this polygon. 427 00:24:17,458 --> 00:24:20,291 One thing this path has is heading 428 00:24:20,291 --> 00:24:25,166 so it knows in which direction the path locally points 429 00:24:25,250 --> 00:24:30,500 and this can be used if you go an angle to a right click 430 00:24:30,583 --> 00:24:34,083 connect to use the path and connect to the heading. 431 00:24:34,166 --> 00:24:38,916 If you do this, then the path is not animated right now. 432 00:24:39,000 --> 00:24:41,208 So then use the displacement. 433 00:24:41,208 --> 00:24:41,666 You see that 434 00:24:41,666 --> 00:24:46,083 my error is following the path so I can have an arrow which is following 435 00:24:46,333 --> 00:24:50,291 a motion path, which in itself can be quite useful from time to time. 436 00:24:50,458 --> 00:24:53,750 But here what I will do is animate this displacement. 437 00:24:54,000 --> 00:24:57,708 That said, just over ten frames, for example, 438 00:24:57,791 --> 00:24:58,791 like this 439 00:24:58,791 --> 00:25:03,000 for over ten frames I have it, animate it, and then at a duplicate 440 00:25:03,000 --> 00:25:06,000 note, 441 00:25:06,208 --> 00:25:07,625 here it is on the right side. 442 00:25:07,625 --> 00:25:12,541 I make ten copies and give it an offset of one frame. 443 00:25:12,541 --> 00:25:17,083 So I am copying from ten times and in each copy 444 00:25:17,083 --> 00:25:20,916 I'm taking a frame further ahead than I am in the timeline. 445 00:25:20,916 --> 00:25:22,125 So I'm a frame zero. 446 00:25:22,125 --> 00:25:25,666 I'm taking one copy from frame zero one, copy from frame 447 00:25:25,666 --> 00:25:30,166 one to its onto frame ten, and that's how I got my line. 448 00:25:30,250 --> 00:25:32,875 It doesn't have to be 449 00:25:32,875 --> 00:25:34,083 ten frames. 450 00:25:34,083 --> 00:25:35,833 It doesn't have to be exact frames. 451 00:25:35,833 --> 00:25:37,666 It can use half a frame and so on. 452 00:25:37,666 --> 00:25:42,000 It can use with time durations that are not like exact frames. 453 00:25:42,000 --> 00:25:43,666 It can get in between values 454 00:25:43,666 --> 00:25:46,916 and it will get the transformation from the in-between position. 455 00:25:47,125 --> 00:25:51,458 So you can, for example, set this to 2 to 20. 456 00:25:51,500 --> 00:25:55,666 And this 2.5, for example, and it still works. 457 00:25:55,750 --> 00:26:01,625 Now I can come up with some clever ways to make expressions out of this so that 458 00:26:01,708 --> 00:26:03,291 yeah, that, that I 459 00:26:03,291 --> 00:26:07,166 just have one copy slider which decides how dense this is 460 00:26:07,166 --> 00:26:10,916 and then you can make other expressions for the build up and take down and so on. 461 00:26:11,125 --> 00:26:13,583 Right now the way I show it to you, it's medium useful 462 00:26:13,583 --> 00:26:16,375 because it all depends on this ten frame animation. 463 00:26:16,375 --> 00:26:21,208 So if you play back, it automatically vanishes because the animation is over. 464 00:26:21,291 --> 00:26:25,166 One thing I could do is, for example, just as a quick fix at a time 465 00:26:25,166 --> 00:26:29,250 speed tool afterwards and then 466 00:26:29,333 --> 00:26:31,833 left side duplicate, right side time speed. 467 00:26:31,833 --> 00:26:35,458 And here I just have the speed to zero, which gives me a freeze 468 00:26:35,458 --> 00:26:37,250 frame on frame zero. 469 00:26:37,250 --> 00:26:38,625 So I have my line fixed. 470 00:26:38,625 --> 00:26:42,791 Again, not super flexible, but there are other ways to 471 00:26:42,875 --> 00:26:44,708 play around with this. 472 00:26:44,708 --> 00:26:48,250 Put expressions in this, put expressions into this 473 00:26:48,333 --> 00:26:49,958 displacement animation and so on. 474 00:26:49,958 --> 00:26:53,916 And then I can do some interesting stuff with this. 475 00:26:54,000 --> 00:26:57,500 Again, I think I'll keep this for a separate tutorial on expressions, 476 00:26:57,500 --> 00:27:01,708 but now you have an idea again how to use this motion path, 477 00:27:01,708 --> 00:27:04,708 how to use the polygon and the displacement 478 00:27:04,875 --> 00:27:07,750 and the duplicate note, and maybe you can come up 479 00:27:07,750 --> 00:27:10,750 with some interesting stuff yourself with these tools. 480 00:27:11,000 --> 00:27:16,291 Last example I can use the particle tools to paint. 481 00:27:16,375 --> 00:27:20,833 Let me show you that part so I can use the particle towards here. 482 00:27:21,041 --> 00:27:23,541 I need a particle emitter 483 00:27:23,541 --> 00:27:26,666 and whenever you have an emitter, you also need a particle renderer. 484 00:27:26,875 --> 00:27:30,416 And the particle renderer by default creates a 3D system, 485 00:27:30,583 --> 00:27:32,750 but you can actually change it to 2D. 486 00:27:32,750 --> 00:27:33,833 And in this case, 487 00:27:33,833 --> 00:27:37,458 I just want to draw a line, so I will just stick to the 2D solution 488 00:27:37,541 --> 00:27:40,250 and let me actually turn off the check out under there. Yes. 489 00:27:40,250 --> 00:27:43,125 And I probably I just need one viewer. 490 00:27:43,125 --> 00:27:45,666 So these are my small particles here. 491 00:27:45,666 --> 00:27:50,833 They are being generated in this circle, but I can go into the emitter. 492 00:27:51,041 --> 00:27:55,333 I have a region selection and I could 493 00:27:55,416 --> 00:27:59,083 either use a busy air or a bitmap. 494 00:27:59,166 --> 00:28:01,875 Busy means I can draw a line. 495 00:28:01,875 --> 00:28:05,875 And now they're being generated across this line. 496 00:28:05,875 --> 00:28:09,416 If I play a few frames, you start to see them here. 497 00:28:09,666 --> 00:28:12,083 Yeah, there they are. 498 00:28:12,083 --> 00:28:16,791 Or you can use a bitmap and type in an image. 499 00:28:16,875 --> 00:28:18,833 It depends on what else you want to do. 500 00:28:18,833 --> 00:28:22,250 One issue with this line here is also here. 501 00:28:22,250 --> 00:28:26,166 You could attach this to other polygons. 502 00:28:26,250 --> 00:28:29,458 However, I notice that they don't line up 503 00:28:29,458 --> 00:28:32,750 correctly in some cases 504 00:28:32,833 --> 00:28:36,291 because the renderer just does some transformers. 505 00:28:36,500 --> 00:28:39,500 And you have here things like 506 00:28:39,666 --> 00:28:41,083 like I like like 507 00:28:41,083 --> 00:28:44,375 Zoom and perspective and so on, 508 00:28:44,458 --> 00:28:46,708 which doesn't impact this line here, 509 00:28:46,708 --> 00:28:50,666 but it changes the image compared to the 510 00:28:50,750 --> 00:28:51,916 any reference polygon. 511 00:28:51,916 --> 00:28:53,291 If you draw a polygon separately, 512 00:28:53,291 --> 00:28:55,416 like with the pulling control and then connect it. 513 00:28:55,416 --> 00:29:00,125 So what I find simpler in this case is instead of busier, 514 00:29:00,208 --> 00:29:03,458 change this to bitmap and bitmap just means 515 00:29:03,458 --> 00:29:07,375 you can attach an outside channel and you can just draw a polygon. 516 00:29:07,375 --> 00:29:11,250 Like you can always start with a polygon to give it a broader width. 517 00:29:11,333 --> 00:29:13,541 And this is the polygon. 518 00:29:13,541 --> 00:29:19,250 And now if I attach this to the bitmap, I get it perfectly aligned with particles 519 00:29:19,250 --> 00:29:20,541 filling the polygon shape 520 00:29:20,541 --> 00:29:25,250 and I directly have like the width and so on to the side here. 521 00:29:25,333 --> 00:29:28,250 Then it's just up to what particle 522 00:29:28,250 --> 00:29:31,375 simulation you want to do and what you do with this polygon. 523 00:29:31,625 --> 00:29:35,791 I would probably remove the animation here unless you want to animate this polygon, 524 00:29:35,875 --> 00:29:41,916 but maybe I want to animate the particles and just leave the polygon the way it is 525 00:29:42,000 --> 00:29:45,791 so I could create all my particles on frame zero. 526 00:29:45,791 --> 00:29:47,750 Just one idea how I could use this. 527 00:29:47,750 --> 00:29:50,666 Make a lot of particles until we can really see it. 528 00:29:50,666 --> 00:29:54,625 Let's say a thousand particles perhaps to make them stronger. 529 00:29:54,625 --> 00:29:56,916 Let's add a glow afterwards. 530 00:29:56,916 --> 00:29:58,583 It's a nice thing for particles. 531 00:29:58,583 --> 00:30:04,083 If you don't see them really well, just add a bit of particle glow or something. 532 00:30:04,166 --> 00:30:06,416 Yeah, depending on the style. 533 00:30:06,416 --> 00:30:07,583 Let's do this then. 534 00:30:07,583 --> 00:30:10,583 Let's give them a little bit of let's 535 00:30:10,583 --> 00:30:14,041 give them a life span of the whole duration. 536 00:30:14,291 --> 00:30:16,291 When I'm 20, 537 00:30:16,375 --> 00:30:18,333 I will only create them on frame zero. 538 00:30:18,333 --> 00:30:23,666 On frame one, I will frame zero animate from one and set it to zero. 539 00:30:23,750 --> 00:30:26,125 So this way that no new particles 540 00:30:26,125 --> 00:30:29,125 coming in and the particles that I have, 541 00:30:29,208 --> 00:30:32,125 I can make them change 542 00:30:32,125 --> 00:30:35,500 over the duration of their life 543 00:30:35,583 --> 00:30:38,583 and I can go into the style color controls, 544 00:30:38,791 --> 00:30:42,833 give them, let's say, good color over life 545 00:30:42,916 --> 00:30:46,458 and give them some different colors over 546 00:30:46,541 --> 00:30:50,250 over the existence. 547 00:30:50,333 --> 00:30:52,541 And this just goes over the duration. 548 00:30:52,541 --> 00:30:54,375 And now this could probably become 549 00:30:54,375 --> 00:30:58,291 a big particle tutorial if I just keep going like this. 550 00:30:58,375 --> 00:31:01,958 But I think what I would do 551 00:31:02,041 --> 00:31:04,208 let me let me change one more thing. 552 00:31:04,208 --> 00:31:08,000 Let me give them a tiny bit of velocity variance 553 00:31:08,000 --> 00:31:11,541 so they start drifting a little bit and now I change my mind. 554 00:31:11,541 --> 00:31:18,250 I don't want this animated on Frame zero, I just keep it 555 00:31:18,291 --> 00:31:19,916 constant at like, 556 00:31:19,916 --> 00:31:24,125 let's say it's a 200, something like this. 557 00:31:24,208 --> 00:31:28,541 But then I will animate my polygon, make the length shorter 558 00:31:28,625 --> 00:31:32,416 and over duration that the polygon wander 559 00:31:32,500 --> 00:31:36,250 through the scene position like this. 560 00:31:36,333 --> 00:31:38,458 Oh, this looks better than I anticipated. 561 00:31:38,458 --> 00:31:41,833 So I have a polygon following this polygon line. 562 00:31:41,833 --> 00:31:44,625 The polygon is triggering the particle generation. 563 00:31:44,625 --> 00:31:46,833 The particles have a little bit of velocity, 564 00:31:46,833 --> 00:31:50,250 so they spread out and change their color over time. 565 00:31:50,250 --> 00:31:55,750 And that is this little particle line effect. 566 00:31:55,791 --> 00:31:58,791 Now, of course, there are millions of things I can do with particles. 567 00:31:58,791 --> 00:32:02,500 I should probably do a particle series of of different topics. 568 00:32:02,500 --> 00:32:07,666 But just to get this connection between Polygon and creating particles, 569 00:32:07,750 --> 00:32:12,750 here you have a simple way of doing this, and then it's just up to imagination 570 00:32:12,750 --> 00:32:17,000 and knowledge of the fusion particle system to go on from here. 571 00:32:17,083 --> 00:32:19,916 Okay, that's it for this tutorial. 572 00:32:19,916 --> 00:32:21,291 A lot packed into it. 573 00:32:21,291 --> 00:32:25,083 I hope you enjoyed it and see you next time. 574 00:32:25,166 --> 00:32:28,833 Maybe with some expressions or some particles or something like this. 575 00:32:29,041 --> 00:32:39,333 Okay, thanks. Take care. 576 00:32:39,416 --> 00:32:41,666 Oh, you 577 00:32:41,666 --> 00:32:48,833 know, some 578 00:32:48,916 --> 00:32:49,541 of you. 51021

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