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Hello, everyone.
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Havtza here.
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And today, we're going to talk about effects in animation.
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Up until now,
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we focused on animation of characters and object
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that have a rigid and constant form
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and behave in a realistic manner.
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But animation is actually way more than that.
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Morphing, shape shifting, magic, fire, water, explosion
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and even moving inanimate objects.
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All of them is something that is quite common in animation,
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and they give you a lot of creativity and personality
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whenever you're trying to add something interesting to your project,
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not to mention that effect animation looks quite impressive as well
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when it's well done
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and really sells the impressions of your scene
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or even can be the focus of it,
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if they're interesting enough.
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Today,
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I'm going to teach you about the effect
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and showing you examples of simple materials
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that you encounter a lot in animation.
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FX or VFX are the actual names of visual effects in animation.
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This is the symbol that you're going to see written
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whenever there is an effect involved in your shot.
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These are additional animated elements
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which add detail and impact to a scene,
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and they can be also used to give your entire scene
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a more realistic and grounded feel
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as well as sell the impression of your character
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actually interacting with the environment.
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These effects can either be environmental effects
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that are part of the background,
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such as rain, smoke, water bodies, fire, etc.
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Or they can be motivated by the character action themselves,
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such as having magic or interaction with the environment
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when stepping or when going into or out of body
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of water, interacting with different object, etc.
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There are also effects that come directly from the character,
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such as tails and wounds.
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The way that we design an animated effect
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will really change the overall look and mood of the animation.
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Your effect needs to both fit the character design,
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work with the background
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and be readable to the viewer
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while keeping its purpose of adding detail and liveliness to a scene.
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Effects follow the same animation rules and techniques
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of any other object that we've animated so far.
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They're still going to be affected by the same environmental sources
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such as gravity and friction,
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and be animated with the same animation rules
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as the ease in, ease out, and smear frames that we've done before.
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You will use the same timing patterns
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to sell the actions and movement of your effect,
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as well as use the same types of techniques
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that we've done with any other animation,
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such as smear frames, impacts and delays
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but because effects usually don't have just one simple, rigid shape
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that we can refer and divide into parts,
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they're also going to be moving a lot more like character details
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than actual concrete objects.
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Also, a lot of the time,
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your effects are going to be energy and force sources themselves
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so they're going to move in ways
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that are unusual and that we haven't seen before.
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Most effects will move using a wave pattern
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similar to the way that we've done
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with the animation of objects in the last lesson.
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The main difference is that most effects
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don't have the rigid structure of the character details
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and the waves don't result from tension,
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and thus they will have more random changes
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in the overall shape of the effect
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with greater flexibility in morphing and overall different timing
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than what we've seen before.
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I like to divide the wave pattern
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that I'm using into three simple types.
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The first type is the blob,
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which will appear and change size
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from the beginning to the end of the animation loop.
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I usually use this type of blob animation with the fire or energy effects
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because it seems like it's coming in actual waves or pulses
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and you can have a lot of variation
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with the timing of each individual blob.
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It will let you have a lot more interesting effects
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because it would still seem like it's moving
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even when the timing is delayed or randomized.
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The second wave pattern is the S-curve.
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This is most similar to what we've seen with tension.
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But unlike tension,
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we don't need to have a concrete and repeating pattern for the tension points
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because we don't have tension.
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Here, we just make a random wave,
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but still keep the entire movement consistent
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so you don't get to just randomly change the size
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or the shape of the movement
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and you do need to follow a concrete
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and constant starting point in your wave.
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The last pattern is the random wave,
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which is basically a combination of the two previous wave type.
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With this, you can both create pulses and changes
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and shifts in the direction of the entire effect
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in a way that creates more randomized and natural looking effects.
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This type of wave pattern is a little bit more complex
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and you can play a lot with it
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and I mostly use it
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when I want to create more detailed effects,
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such as realistic looking fire
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or any type of detailed water and spray effects.
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This type of wave is typically characterized and recognized
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by the large amount of shifts
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in the entire volume of your effect.
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Basically, with this type of wave,
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you can kind of do whatever you want
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as long as the entire movement looks coherent.
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Once again,
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the timing of the wave pattern is
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what is going to give your animation, energy and personality.
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So faster wave will create more energetic effects
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in comparison to a slower pace,
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which will give a calmer and smoother appearance.
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Also with effects, it's actually more interesting
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to combine different frame rates
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on different elements of the effect.
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With effects,
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you can use both 2s and 3s and 1s,
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but I personally recommend only using 2s and 1s
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because the effects will have large amount of change between each frame
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which looks better with higher frame rate
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since you're trying to use a lot of quick movements.
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You can also create main movements in 2s
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and add additional details in 1s,
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which creates a really interesting effect
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when you're making your animation
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or you can alternate between 1s, 2s, and 3s
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in the actual effects
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to give emphasis to certain shapes which looks nicer,
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as well as play around with the timing
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and make your overall animation more interesting.
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For this,
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you will need to separate your effect layer into separate layers,
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with each frame being duplicated
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a different number of times to achieve different pacing within layers.
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In conclusion,
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when trying to animate your effect,
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you need to really think about the implications
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of the movement that you're trying to make
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and the internal properties of your object's material.
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You really need to think about which forces are acting on your effect.
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Usually it's going to be gravity,
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but at a distance or internal tensions are going to affect
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the way you animated as well
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and with taking into account
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your shape design and the purpose of the effect in your scene,
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you will need to make changes
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to the overall timing and size and details of it.
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The really important thing is to make sure
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that the effect tells the idea clearly.
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If you want your character to interact with the environment
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and put around dust clouds,
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you don't want the dust to overpower the actual action.
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If you want to have a magic effect,
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it might be the focus of the scene
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so you want to make it much bigger and more noticeable
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than what you will normally have.
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If you want to sell the illusion of power
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or inherent friction or characteristics of the effect,
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you might want to use delays in certain frames
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so the audience can have a clear view of it.
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And if you want to sell the idea
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of your effect having a lot of force behind it,
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you might want to actually make it affect the environment.
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Each decision such as this will determine
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which wave pattern you're going to use, which design shapes,
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and which timing and techniques
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that we've used in the previous lessons
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are going to fit best with what you have in mind.
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And always remember that
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by playing around with the timing and trajectories of your effect
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and creating multiple variations to them,
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you will create a more interesting and aesthetically pleasing effect.
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You really don't want your effect to bother your audience.
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So shifting your effect around
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and even making it less realistic
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just to sell the impression of it
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is better than having a repeating effect,
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which is boring and distracting.
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The next thing to consider when animating your effect is shape design.
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Your shape design is going to affect the overall look of the animation
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and the type of wave pattern that is best for you to use,
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because not all type of designs are going to work
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with all types of patterns.
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If your design is too smooth,
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it might look weird with randomized pattern,
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while if your design is too random,
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making a smooth or constant pattern
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might make it look weird or very repetitive.
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This kind of mistakes in the design and wave pattern
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can result in very distracting and unpleasing animations.
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So it's important to match the shape to the type of effect
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that you're trying to create.
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Your design also needs to fit
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the overall art style of your project and background.
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For example,
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a more detailed and realistic effect will not work well
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with extremely stylized animation
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because it will feel jarring when compared to the surroundings,
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especially if it's a background effect.
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In comparison,
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a very stylized effect on an otherwise realistic project
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will still be jarring,
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but it can also result in a very unique effect
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while you seem like you're taking advantage
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of the medium of animation
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and creating something that is otherworldly in your regular environment.
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This is often seen with magic effects,
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but this also means that the effect
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would not seem like it's part of the environment or the regular world.
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So you need to use this type of change in style wisely,
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depending on the setting of your project.
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It can still be an issue
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when trying to animate effects in actual environment
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where you seem like you're taking advantage
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or they might break the audience's engagement.
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The best way to design your effect
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is actually to match it to the background.
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So first you need to understand
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the shape language and art style of the background
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and then match your effect to it.
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So if your background is composed
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of a lot of very realistically drawn details,
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making your effect more realistic is a better choice.
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While if your account is composed of very simple shapes
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or a very flat composition,
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it might be better to make your effect more shape based
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and make it more stylized.
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Extremely stylized effects in an otherwise realistic environment
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is still acceptable,
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but you do need to understand the implications and risk to it,
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as well as make sure that it still looks pretty in the frame
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and not too distracting.
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Once you have the shape design or visual effect,
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you need to think about which pattern will make it look best.
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So if you know that your design is more of a pulse-like animation,
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it's better to use something like a blob or a randomized wave pattern.
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But if you have something that is more long and calm,
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it might be better to use the S wave pattern.
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You can see this more clearly
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when you're trying to animate water, energy, wind
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or any other type of rhythmic animation.
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The duration of the effect on the screen
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is also important when deciding
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which wave pattern and shape design you use
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because if your effect is constant,
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you want something that can be made into a loop
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but if you're only showing the effects for a one time use,
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or if the effect itself is more like a pulse,
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you want something that can start and fade.
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So for repeating animation, you can use either wave,
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but for something that works like a pulse,
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using the blob specifically is more useful
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because you have a very clear start and ending point for your effect.
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After you decide on your shape, design and wave pattern
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that you're going to use for your effect,
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it's important to know what timing you're going to give it.
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Now, even if your animation is a loop
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or if you're trying for a single pulse,
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you still need to know
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if you want it to move slowly, quickly,
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accelerate, decelerate or create any other type of complex trajectory.
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For this trajectory,
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we're going to use the same effects as we've done before
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with the same acceleration patterns of ease in and ease out
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as well as trying and make the entire effect
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follow a single point with the center of mass method,
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even though the effect itself might not have a mass.
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You can still break it down into simple parts
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depending on how much movement
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you want to have in each individual one of them.
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You also need to match the type of wave patterns
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along the entirety of the effect
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so if you have something that is quite big on the screen,
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such as the animating water or any other liquid in the environment,
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or having a very big fire or wind
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which affects the entire screen,
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you want to divide each individual part in the effect
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into its own small animation, which follows its own trajectory.
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This will give more variation and more interest to the overall effect.
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But what you also need to consider
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is that the amount of detail affects the timing of your animation,
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because if you want your effects
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to be clearly seen and understood by the audience,
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the more details you're going to give it,
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the more frames you want to use to show it.
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This, of course, clashes with the idea
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of using the timing to show the energy
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and the overall movement of the effect.
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But because you have more details,
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it actually might work better
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00:19:28,167 --> 00:19:32,938
to slow down and elongate the timing on certain parts of the effects
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that you want to give emphasis to.
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Otherwise, you might not be able
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to actually see the effects correctly.
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00:19:40,879 --> 00:19:44,283
So here, unlike where we're animating objects
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which are more rigid,
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we might want to stretch reality a little bit
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just to give emphasis and a more aesthetically pleasing look to the animation.
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Here you can see that
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if I want to sell the effect of the water drop
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having more details,
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00:20:42,274 --> 00:20:45,744
I need to lengthen the entire effect a little bit
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just to give us more time
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00:20:47,913 --> 00:20:51,583
to actually properly animate each part of the effect.
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00:20:52,050 --> 00:20:55,721
But when the water drop is a little bit more simple,
316
00:20:55,721 --> 00:20:57,789
it's okay to make it move quickly
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because you don't need to absorb quite as many details.
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00:21:04,596 --> 00:21:08,267
The inherent properties of the materials that you're animating
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are also important for deciding the timing.
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00:21:11,770 --> 00:21:15,540
If you want to show a certain characteristics clearly,
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00:21:15,540 --> 00:21:19,311
you need to give enough time for the audience to see it
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when adding animation of effects with a lot of details.
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So for example,
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00:21:25,550 --> 00:21:29,855
if you want to show something that is more powerful
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00:21:29,855 --> 00:21:33,091
or something that has elasticity,
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you might want to add a delay
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on the important frames that clearly show that effect.
328
00:21:40,165 --> 00:21:44,136
So again, you're going to stretch the timing a little bit
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00:21:44,136 --> 00:21:45,370
just to make sure
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that the idea of the effect itself is communicated effectively.
331
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When it comes to animating your effect,
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00:22:01,186 --> 00:22:05,123
you need to consider both the properties of the material of the effect,
333
00:22:05,123 --> 00:22:09,828
the wave pattern that you're choosing to represent these properties
334
00:22:09,828 --> 00:22:13,799
and how your shape design is going to affect your timing
335
00:22:13,799 --> 00:22:15,567
with the amount of details
336
00:22:15,567 --> 00:22:18,103
and wave patterns that you've chosen.
337
00:22:18,804 --> 00:22:22,207
Different types of materials will react differently
338
00:22:22,207 --> 00:22:24,976
depending on their own internal properties.
339
00:22:25,744 --> 00:22:26,945
By understanding
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00:22:26,945 --> 00:22:31,183
where your affect originates from, what inherited property it has,
341
00:22:31,183 --> 00:22:35,087
and what are the forces that affect the effect in the surrounding,
342
00:22:35,087 --> 00:22:37,155
you can predict the trajectory,
343
00:22:37,155 --> 00:22:38,757
the effect we'll take
344
00:22:38,757 --> 00:22:41,793
and use the correct timing, spacing and wave pattern.
345
00:22:53,271 --> 00:22:55,640
I'm going to be demonstrating this idea
346
00:22:55,640 --> 00:22:59,010
with a couple of examples of different types of materials.
347
00:23:00,312 --> 00:23:02,614
Starting with a fire blast effect,
348
00:23:02,814 --> 00:23:07,686
here I chose to have a fire which originates from a single source
349
00:23:07,686 --> 00:23:10,922
and works around the screen in a pulse pattern.
350
00:23:11,757 --> 00:23:15,694
Here, I'm going to make the fire disappear after the initial pulse
351
00:23:15,694 --> 00:23:20,866
but if I wanted to make the fire stay on the screen for a longer period of time,
352
00:23:20,866 --> 00:23:25,170
I would have chosen a pattern which allows for repeated movement,
353
00:23:25,170 --> 00:23:29,107
such as the S-curve or a repeated blob
354
00:23:29,107 --> 00:23:31,410
as opposed to a single blast.
355
00:23:39,451 --> 00:23:45,390
It also means that I would've kept the entire effect a little bit more contained,
356
00:23:45,390 --> 00:23:48,293
because I would want to be able to clearly tell
357
00:23:48,293 --> 00:23:49,661
where it starts, finishes
358
00:23:49,661 --> 00:23:54,199
and its presence at every single moment of its appearance on screen.
359
00:23:55,200 --> 00:23:58,437
A fire blast is kind of similar to a ball throw
360
00:23:58,437 --> 00:24:02,808
because it only has force propelling it at the start of the movement
361
00:24:02,808 --> 00:24:06,311
and the rest of it is continuing to do the momentum.
362
00:24:07,045 --> 00:24:10,315
This means that the fire is going to decelerate
363
00:24:10,315 --> 00:24:12,451
while losing its energy
364
00:24:12,451 --> 00:24:14,619
and because it loses its energy,
365
00:24:14,619 --> 00:24:19,558
it's going to expand more and more while losing the original trajectory
366
00:24:19,558 --> 00:24:23,829
because the energy of the fire itself needs to disperse into the environment.
367
00:24:24,563 --> 00:24:27,432
Because this fire doesn't have a fuel source,
368
00:24:27,432 --> 00:24:31,236
it's going to disappear when losing its energy.
369
00:24:45,484 --> 00:24:50,922
So basically I'm having a pulse or blob wave pattern
370
00:24:50,922 --> 00:24:54,025
with a small concentrated fire at the beginning
371
00:24:54,025 --> 00:24:56,194
that slowly fades into the environment
372
00:24:56,194 --> 00:24:58,330
before completely disappearing again.
373
00:24:59,197 --> 00:25:03,368
The reason I chose a pulse wave pattern in the first place
374
00:25:03,368 --> 00:25:05,570
is because I knew I wanted the fire
375
00:25:05,570 --> 00:25:08,106
to originate from a single small point,
376
00:25:08,106 --> 00:25:11,910
expand and then disappear into smaller points once again.
377
00:25:25,524 --> 00:25:30,729
You can apply this reasoning to any type of effect that you want to create
378
00:25:30,729 --> 00:25:32,731
and just match the wave pattern
379
00:25:32,731 --> 00:25:36,134
to the idea that you have in your mind,
380
00:25:36,134 --> 00:25:37,802
even if you don't want to think
381
00:25:37,802 --> 00:25:41,239
about the realistic implications of the effects
382
00:25:41,239 --> 00:25:43,475
and the materials that it's made out of.
383
00:26:27,953 --> 00:26:29,821
For a second example,
384
00:26:29,821 --> 00:26:32,090
let's try and animate water.
385
00:26:32,524 --> 00:26:34,726
Water has mass to it
386
00:26:34,726 --> 00:26:39,130
and this is expressed by using more traditional animation rules
387
00:26:39,130 --> 00:26:42,701
which keeps the entire object more rigid.
388
00:26:50,208 --> 00:26:52,110
But unlike solid objects,
389
00:26:52,110 --> 00:26:55,614
the water tension is not strong enough to keep its shape
390
00:26:55,614 --> 00:26:58,283
when it experiences an impact.
391
00:27:02,387 --> 00:27:04,289
This requires a morphing
392
00:27:04,289 --> 00:27:06,424
of the original shape of the water.
393
00:27:06,591 --> 00:27:11,496
So this time, we're basically going to divide the water blob
394
00:27:11,496 --> 00:27:15,166
into several different parts with their own mass,
395
00:27:15,166 --> 00:27:17,235
according to the trajectory
396
00:27:17,235 --> 00:27:21,006
and the overall state of the water during the impact
397
00:27:21,006 --> 00:27:22,674
for each individual frame.
398
00:27:23,475 --> 00:27:26,544
So when the water first hit the ground,
399
00:27:26,544 --> 00:27:28,980
it's going to lose some part of its energy
400
00:27:28,980 --> 00:27:31,182
which going to affect its trajectory.
401
00:27:31,716 --> 00:27:35,520
The part which hits the ground is going to stick to it
402
00:27:35,520 --> 00:27:39,324
while the rest of the water is still going to move due to momentum.
403
00:27:44,929 --> 00:27:46,398
So what we're going to do
404
00:27:46,398 --> 00:27:51,002
is actually split and stretch the water across the floor
405
00:27:51,002 --> 00:27:55,774
as long as the water is still being impacted and is moving
406
00:27:55,774 --> 00:28:00,979
until each part of it is reaching the end of its trajectory and settling down.
407
00:28:01,713 --> 00:28:02,847
You need to make sure
408
00:28:02,847 --> 00:28:06,618
that each part of the water that is still moving
409
00:28:06,618 --> 00:28:09,721
is continuing the same trajectory as before
410
00:28:09,721 --> 00:28:11,723
because there is no new force
411
00:28:11,723 --> 00:28:14,659
which is acting on the water at this stage.
412
00:31:59,484 --> 00:32:01,219
Next, we have lightning.
413
00:32:01,853 --> 00:32:06,057
Lightning, similarly to fire is an energy source itself.
414
00:32:06,357 --> 00:32:09,560
But unlike fire, it holds too much energy
415
00:32:09,560 --> 00:32:12,397
and it's not going to lose its shape or strength
416
00:32:12,397 --> 00:32:15,099
relative to the distance from the source,
417
00:32:15,099 --> 00:32:17,535
but by interacting with other object
418
00:32:17,535 --> 00:32:20,438
and discharging the energy into them.
419
00:32:26,044 --> 00:32:28,680
The lightning will only cease to exist
420
00:32:28,680 --> 00:32:32,717
when the electric energy itself is completely disturbed
421
00:32:32,717 --> 00:32:34,719
so we're going to show the effect
422
00:32:34,719 --> 00:32:38,957
both in its shape, its timing and the effect
423
00:32:38,957 --> 00:32:41,225
that it's going to have on the environment.
424
00:32:44,595 --> 00:32:46,197
If we don't show the environment,
425
00:32:46,197 --> 00:32:51,235
we're just going to make do with the timing and shape of the lightning itself.
426
00:33:09,587 --> 00:33:12,790
Lightning travels much faster than fire,
427
00:33:12,790 --> 00:33:16,661
and it's actually cannot be fully expressed in a low frame rate,
428
00:33:16,661 --> 00:33:20,665
even if we're doing big spacing between each frame.
429
00:33:23,468 --> 00:33:27,538
For something that moves quickly or has a lot of force to it,
430
00:33:27,538 --> 00:33:32,510
I use 1s n animation, at 24 frames per second.
431
00:33:35,480 --> 00:33:38,883
But they still want to have a very clear trajectory
432
00:33:38,883 --> 00:33:41,352
and wave pattern to the lighting,
433
00:33:41,352 --> 00:33:43,287
even if it does move quickly
434
00:33:43,821 --> 00:33:47,392
To make it easier for the audience to see the trajectory,
435
00:33:47,392 --> 00:33:51,362
what I'm going to do is make the overall movement on 2s
436
00:33:51,362 --> 00:33:54,399
but then divide timing on 1s
437
00:33:54,399 --> 00:33:58,669
and make it flicker as well to make it seem more energetic.
438
00:34:01,205 --> 00:34:04,442
You can play around with the amount and speed of the waves
439
00:34:04,442 --> 00:34:08,546
when adding the lighting to create different types of effects
440
00:34:08,546 --> 00:34:12,884
as well as playing around with the overall timing of the camera.
441
00:34:13,484 --> 00:34:16,888
If you want to show the power of the lighting,
442
00:34:16,888 --> 00:34:20,958
even without flickering or with slow frame rate,
443
00:34:20,958 --> 00:34:23,294
you can show it by comparing it
444
00:34:23,294 --> 00:34:25,897
to the speed of other objects in your scene.
445
00:34:29,200 --> 00:34:29,934
Basically,
446
00:34:29,934 --> 00:34:34,105
you can try and make every other thing move in slow motion
447
00:34:34,105 --> 00:34:36,741
and the lighting move in regular motion
448
00:34:36,741 --> 00:34:38,676
to sell the impression of the lightning
449
00:34:38,676 --> 00:34:42,013
moving a lot quicker than any other thing in your shot.
450
00:34:46,250 --> 00:34:49,020
The important thing about animating lightning
451
00:34:49,020 --> 00:34:52,557
or any other effects we've allowed to force behind it
452
00:34:52,557 --> 00:34:56,094
is to have a very quick originating point
453
00:34:56,094 --> 00:35:00,698
and then emphasizing its strength by adding more frames, dedicating
454
00:35:00,698 --> 00:35:02,767
to showing it at its full size.
455
00:35:39,737 --> 00:35:43,141
Wind, similarly to lightning, is a force
456
00:35:43,141 --> 00:35:46,310
which actually directly affects the hair itself.
457
00:35:49,113 --> 00:35:51,182
Meaning that it will not be dispersed
458
00:35:51,182 --> 00:35:53,284
by interacting with the environment
459
00:35:53,284 --> 00:35:56,287
and it can cover large distances quickly.
460
00:35:58,222 --> 00:36:01,726
The wind itself does not have one shape,
461
00:36:01,726 --> 00:36:05,029
but it will act in accordance to your chosen pattern.
462
00:36:05,496 --> 00:36:10,768
With wind, you can use blobs patterns to show pulses of wind,
463
00:36:12,303 --> 00:36:15,306
to show wind which is constantly blowing
464
00:36:15,306 --> 00:36:17,175
and affecting the environment.
465
00:36:17,642 --> 00:36:20,144
You can also have a combination of them
466
00:36:20,144 --> 00:36:22,847
to show both your character actions
467
00:36:22,847 --> 00:36:26,918
and the environment around them in a more interesting way.
468
00:36:29,654 --> 00:36:31,856
I personally like to combine
469
00:36:31,856 --> 00:36:36,527
both the effect that the wind has on the character with a S-pattern
470
00:36:36,527 --> 00:36:42,033
and also show the strength of the wind by using pulses.
471
00:36:45,236 --> 00:36:50,007
The wind is also much quicker than any other thing in your scene.
472
00:36:51,542 --> 00:36:55,580
So I personally like to animated it on 1s
473
00:36:55,580 --> 00:36:57,949
and also add smear frames to it.
474
00:36:59,884 --> 00:37:01,586
But unlike lightning,
475
00:37:01,586 --> 00:37:06,057
which is very much a focus of the scene whenever it is present,
476
00:37:06,057 --> 00:37:07,592
the wind usually is going to
477
00:37:07,592 --> 00:37:12,363
only be accompanying the environment and backgrounds
478
00:37:12,363 --> 00:37:16,033
to sell the effect of your characters interacting with it.
479
00:37:16,834 --> 00:37:20,972
So you still want to create a design which is not too distracting,
480
00:37:20,972 --> 00:37:22,607
even with smear frames.
481
00:39:52,823 --> 00:39:54,158
Another type of effect
482
00:39:54,158 --> 00:39:55,893
that you're going to see quite a lot,
483
00:39:55,893 --> 00:39:59,363
especially in realistic animation, is spray.
484
00:40:01,232 --> 00:40:02,433
This is the case
485
00:40:02,433 --> 00:40:05,936
where the liquid does not have enough internal strength
486
00:40:05,936 --> 00:40:08,038
to keep its initial shape together.
487
00:40:08,939 --> 00:40:13,444
This will cause it to split into multiple different smaller parts
488
00:40:13,444 --> 00:40:15,813
which are affected by air resistance.
489
00:40:19,283 --> 00:40:23,754
This is basically the liquid version of the fire effect
490
00:40:23,754 --> 00:40:25,456
that we've done at the beginning.
491
00:40:26,524 --> 00:40:29,760
Instead of having a small originating point,
492
00:40:29,760 --> 00:40:32,396
expanding and then disappearing,
493
00:40:32,396 --> 00:40:35,132
the spray effect is going to switch and combine
494
00:40:35,132 --> 00:40:38,402
between the water effect and the fire pulse effect
495
00:40:38,402 --> 00:40:39,603
that we've done before.
496
00:40:40,237 --> 00:40:43,240
But instead of keeping its shape
497
00:40:43,240 --> 00:40:47,445
until it hits the ground and expanding
498
00:40:47,445 --> 00:40:50,014
and then disappearing slowly into the air,
499
00:40:50,014 --> 00:40:54,385
the spray effect is going to expand while being in the air
500
00:40:54,385 --> 00:40:57,154
and it's still going to move downwards,
501
00:40:57,154 --> 00:40:59,924
even when breaking into smaller parts.
502
00:41:02,326 --> 00:41:03,127
With spray,
503
00:41:03,127 --> 00:41:07,164
you want to have quite a lot of details and little dots
504
00:41:07,164 --> 00:41:09,266
because we want to really show
505
00:41:09,266 --> 00:41:11,602
that each one of them has mass.
506
00:41:12,236 --> 00:41:16,740
You don't really need to keep track of every single particle,
507
00:41:16,740 --> 00:41:19,343
but it will help your animation look better.
508
00:42:42,226 --> 00:42:46,463
In this lesson, we have multiple options for exercises.
509
00:42:46,964 --> 00:42:49,967
You can either follow along with this video
510
00:42:49,967 --> 00:42:55,172
and create new effects from scratch as a beginner,
511
00:42:55,172 --> 00:42:59,276
or you can actually take the previous exercises
512
00:42:59,276 --> 00:43:01,345
that we've made in lesson 10
513
00:43:01,345 --> 00:43:03,747
and convert them into effects.
514
00:43:07,384 --> 00:43:12,122
So basically you take the timing and the motions that you had before
515
00:43:12,122 --> 00:43:16,927
and try and put an effect on top of them in a realistic manner,
516
00:43:16,927 --> 00:43:18,062
while keeping in mind
517
00:43:18,062 --> 00:43:22,600
how the motion of the object itself is going to affect the effect.
518
00:43:26,036 --> 00:43:29,673
Again, keep consistency and good line quality
519
00:43:29,673 --> 00:43:31,609
when creating this exercise.
520
00:43:32,576 --> 00:43:37,348
And you can make as many of them as you want with many variations.
521
00:43:43,020 --> 00:43:44,655
For extra difficulty,
522
00:43:44,655 --> 00:43:48,325
try and combine these effects with the character animations
523
00:43:48,325 --> 00:43:51,662
that we've made in the last exercises,
524
00:43:51,662 --> 00:43:53,564
if the motion allows it.
525
00:44:01,438 --> 00:44:02,506
To recap,
526
00:44:02,506 --> 00:44:03,874
today, we've learned about
527
00:44:03,874 --> 00:44:07,678
how effects are animated using different wave patterns
528
00:44:07,678 --> 00:44:10,881
and how the design of your effect
529
00:44:10,881 --> 00:44:14,985
and the timing that you want to give it are going to choose for us
530
00:44:14,985 --> 00:44:17,321
which pattern is best to use.
531
00:44:17,821 --> 00:44:22,126
We've also learned about how to analyze what idea we have in mind
532
00:44:22,126 --> 00:44:26,664
and how to apply it to the correct wave pattern for our animation.
533
00:44:27,097 --> 00:44:28,332
And lastly,
534
00:44:28,332 --> 00:44:32,202
we've learned how different objects and material properties
535
00:44:32,202 --> 00:44:35,873
might affect the way that we're going to animate the effect.
536
00:44:36,407 --> 00:44:39,843
And talked a little bit about customizing the timing
537
00:44:39,843 --> 00:44:41,445
and look of the effect
538
00:44:41,445 --> 00:44:45,616
in order to match the setting point and the idea behind it.
539
00:44:47,384 --> 00:44:48,419
Next lesson,
540
00:44:48,419 --> 00:44:52,056
we'll finally start looking into cinematic animation
541
00:44:52,056 --> 00:44:54,224
with animation in perspective.
542
00:44:54,792 --> 00:44:56,827
Thank you for watching and see you next time.
543
00:44:57,094 --> 00:44:57,861
Bye.
45481
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