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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:04,337 If you want to turn off the subtitles, click [setting]-[tooltips]-[‘on’ for PC, ‘close’ for mobile] 2 00:00:05,772 --> 00:00:06,606 Hello, everyone. 3 00:00:06,606 --> 00:00:07,774 Havtza here. 4 00:00:07,774 --> 00:00:11,745 And today, we're going to talk about effects in animation. 5 00:00:12,145 --> 00:00:13,113 Up until now, 6 00:00:13,113 --> 00:00:16,216 we focused on animation of characters and object 7 00:00:16,216 --> 00:00:19,352 that have a rigid and constant form 8 00:00:19,352 --> 00:00:21,554 and behave in a realistic manner. 9 00:00:21,855 --> 00:00:24,624 But animation is actually way more than that. 10 00:00:24,791 --> 00:00:28,995 Morphing, shape shifting, magic, fire, water, explosion 11 00:00:28,995 --> 00:00:31,264 and even moving inanimate objects. 12 00:00:31,531 --> 00:00:35,502 All of them is something that is quite common in animation, 13 00:00:35,502 --> 00:00:40,473 and they give you a lot of creativity and personality 14 00:00:40,473 --> 00:00:45,078 whenever you're trying to add something interesting to your project, 15 00:00:45,078 --> 00:00:48,982 not to mention that effect animation looks quite impressive as well 16 00:00:48,982 --> 00:00:50,283 when it's well done 17 00:00:50,283 --> 00:00:52,786 and really sells the impressions of your scene 18 00:00:52,786 --> 00:00:55,455 or even can be the focus of it, 19 00:00:55,455 --> 00:00:57,524 if they're interesting enough. 20 00:00:58,525 --> 00:00:58,958 Today, 21 00:00:58,958 --> 00:01:00,727 I'm going to teach you about the effect 22 00:01:00,727 --> 00:01:03,930 and showing you examples of simple materials 23 00:01:03,930 --> 00:01:06,366 that you encounter a lot in animation. 24 00:01:09,369 --> 00:01:15,475 FX or VFX are the actual names of visual effects in animation. 25 00:01:15,809 --> 00:01:19,112 This is the symbol that you're going to see written 26 00:01:19,112 --> 00:01:23,049 whenever there is an effect involved in your shot. 27 00:01:23,917 --> 00:01:26,519 These are additional animated elements 28 00:01:26,519 --> 00:01:29,422 which add detail and impact to a scene, 29 00:01:29,422 --> 00:01:32,759 and they can be also used to give your entire scene 30 00:01:32,759 --> 00:01:35,095 a more realistic and grounded feel 31 00:01:35,095 --> 00:01:38,665 as well as sell the impression of your character 32 00:01:38,665 --> 00:01:41,101 actually interacting with the environment. 33 00:01:41,401 --> 00:01:45,138 These effects can either be environmental effects 34 00:01:45,138 --> 00:01:46,639 that are part of the background, 35 00:01:46,639 --> 00:01:51,144 such as rain, smoke, water bodies, fire, etc. 36 00:01:51,377 --> 00:01:55,315 Or they can be motivated by the character action themselves, 37 00:01:55,315 --> 00:01:59,552 such as having magic or interaction with the environment 38 00:01:59,552 --> 00:02:03,723 when stepping or when going into or out of body 39 00:02:03,723 --> 00:02:07,160 of water, interacting with different object, etc. 40 00:02:07,560 --> 00:02:10,930 There are also effects that come directly from the character, 41 00:02:10,930 --> 00:02:12,966 such as tails and wounds. 42 00:02:13,099 --> 00:02:16,035 The way that we design an animated effect 43 00:02:16,035 --> 00:02:19,739 will really change the overall look and mood of the animation. 44 00:02:19,939 --> 00:02:22,942 Your effect needs to both fit the character design, 45 00:02:22,942 --> 00:02:24,210 work with the background 46 00:02:24,210 --> 00:02:26,412 and be readable to the viewer 47 00:02:26,412 --> 00:02:30,617 while keeping its purpose of adding detail and liveliness to a scene. 48 00:02:43,696 --> 00:02:47,100 Effects follow the same animation rules and techniques 49 00:02:47,100 --> 00:02:50,303 of any other object that we've animated so far. 50 00:02:50,470 --> 00:02:54,140 They're still going to be affected by the same environmental sources 51 00:02:54,140 --> 00:02:56,309 such as gravity and friction, 52 00:02:56,309 --> 00:02:59,579 and be animated with the same animation rules 53 00:02:59,579 --> 00:03:03,383 as the ease in, ease out, and smear frames that we've done before. 54 00:03:03,550 --> 00:03:05,818 You will use the same timing patterns 55 00:03:05,818 --> 00:03:08,788 to sell the actions and movement of your effect, 56 00:03:08,788 --> 00:03:12,025 as well as use the same types of techniques 57 00:03:12,025 --> 00:03:14,694 that we've done with any other animation, 58 00:03:14,694 --> 00:03:17,630 such as smear frames, impacts and delays 59 00:03:17,630 --> 00:03:22,602 but because effects usually don't have just one simple, rigid shape 60 00:03:22,602 --> 00:03:25,672 that we can refer and divide into parts, 61 00:03:25,672 --> 00:03:29,375 they're also going to be moving a lot more like character details 62 00:03:29,375 --> 00:03:31,844 than actual concrete objects. 63 00:03:32,212 --> 00:03:33,680 Also, a lot of the time, 64 00:03:33,680 --> 00:03:37,550 your effects are going to be energy and force sources themselves 65 00:03:37,550 --> 00:03:39,619 so they're going to move in ways 66 00:03:39,619 --> 00:03:42,355 that are unusual and that we haven't seen before. 67 00:03:44,190 --> 00:03:47,227 Most effects will move using a wave pattern 68 00:03:47,227 --> 00:03:49,162 similar to the way that we've done 69 00:03:49,162 --> 00:03:52,332 with the animation of objects in the last lesson. 70 00:03:52,432 --> 00:03:55,301 The main difference is that most effects 71 00:03:55,301 --> 00:03:59,305 don't have the rigid structure of the character details 72 00:03:59,305 --> 00:04:02,408 and the waves don't result from tension, 73 00:04:02,408 --> 00:04:05,044 and thus they will have more random changes 74 00:04:05,044 --> 00:04:06,879 in the overall shape of the effect 75 00:04:06,879 --> 00:04:11,684 with greater flexibility in morphing and overall different timing 76 00:04:11,684 --> 00:04:13,953 than what we've seen before. 77 00:04:19,692 --> 00:04:22,262 I like to divide the wave pattern 78 00:04:22,262 --> 00:04:25,265 that I'm using into three simple types. 79 00:04:26,132 --> 00:04:28,368 The first type is the blob, 80 00:04:28,368 --> 00:04:30,703 which will appear and change size 81 00:04:30,703 --> 00:04:33,740 from the beginning to the end of the animation loop. 82 00:04:33,906 --> 00:04:39,279 I usually use this type of blob animation with the fire or energy effects 83 00:04:39,279 --> 00:04:43,182 because it seems like it's coming in actual waves or pulses 84 00:04:43,182 --> 00:04:45,652 and you can have a lot of variation 85 00:04:45,652 --> 00:04:48,054 with the timing of each individual blob. 86 00:04:48,221 --> 00:04:51,157 It will let you have a lot more interesting effects 87 00:04:51,157 --> 00:04:54,360 because it would still seem like it's moving 88 00:04:54,360 --> 00:04:58,064 even when the timing is delayed or randomized. 89 00:04:58,965 --> 00:05:01,768 The second wave pattern is the S-curve. 90 00:05:02,001 --> 00:05:04,904 This is most similar to what we've seen with tension. 91 00:05:05,071 --> 00:05:06,572 But unlike tension, 92 00:05:06,572 --> 00:05:11,444 we don't need to have a concrete and repeating pattern for the tension points 93 00:05:11,444 --> 00:05:13,246 because we don't have tension. 94 00:05:13,346 --> 00:05:15,615 Here, we just make a random wave, 95 00:05:15,615 --> 00:05:18,618 but still keep the entire movement consistent 96 00:05:18,618 --> 00:05:22,388 so you don't get to just randomly change the size 97 00:05:22,388 --> 00:05:23,990 or the shape of the movement 98 00:05:23,990 --> 00:05:26,492 and you do need to follow a concrete 99 00:05:26,492 --> 00:05:29,929 and constant starting point in your wave. 100 00:05:31,497 --> 00:05:34,233 The last pattern is the random wave, 101 00:05:34,233 --> 00:05:38,237 which is basically a combination of the two previous wave type. 102 00:05:38,304 --> 00:05:42,542 With this, you can both create pulses and changes 103 00:05:42,542 --> 00:05:45,511 and shifts in the direction of the entire effect 104 00:05:45,511 --> 00:05:49,982 in a way that creates more randomized and natural looking effects. 105 00:05:50,116 --> 00:05:53,519 This type of wave pattern is a little bit more complex 106 00:05:53,519 --> 00:05:55,221 and you can play a lot with it 107 00:05:55,221 --> 00:05:56,656 and I mostly use it 108 00:05:56,656 --> 00:05:59,158 when I want to create more detailed effects, 109 00:05:59,158 --> 00:06:01,094 such as realistic looking fire 110 00:06:01,094 --> 00:06:05,064 or any type of detailed water and spray effects. 111 00:06:05,164 --> 00:06:09,902 This type of wave is typically characterized and recognized 112 00:06:09,902 --> 00:06:11,938 by the large amount of shifts 113 00:06:11,938 --> 00:06:14,474 in the entire volume of your effect. 114 00:06:14,474 --> 00:06:16,542 Basically, with this type of wave, 115 00:06:16,542 --> 00:06:18,411 you can kind of do whatever you want 116 00:06:18,411 --> 00:06:22,215 as long as the entire movement looks coherent. 117 00:06:22,382 --> 00:06:23,116 Once again, 118 00:06:23,116 --> 00:06:25,118 the timing of the wave pattern is 119 00:06:25,118 --> 00:06:28,388 what is going to give your animation, energy and personality. 120 00:06:28,388 --> 00:06:31,758 So faster wave will create more energetic effects 121 00:06:31,758 --> 00:06:34,127 in comparison to a slower pace, 122 00:06:34,127 --> 00:06:37,163 which will give a calmer and smoother appearance. 123 00:06:37,630 --> 00:06:41,701 Also with effects, it's actually more interesting 124 00:06:41,701 --> 00:06:43,736 to combine different frame rates 125 00:06:43,736 --> 00:06:45,605 on different elements of the effect. 126 00:06:45,605 --> 00:06:46,739 With effects, 127 00:06:46,739 --> 00:06:50,743 you can use both 2s and 3s and 1s, 128 00:06:50,743 --> 00:06:55,014 but I personally recommend only using 2s and 1s 129 00:06:55,014 --> 00:06:59,285 because the effects will have large amount of change between each frame 130 00:06:59,285 --> 00:07:01,921 which looks better with higher frame rate 131 00:07:01,921 --> 00:07:04,757 since you're trying to use a lot of quick movements. 132 00:07:05,291 --> 00:07:08,628 You can also create main movements in 2s 133 00:07:08,628 --> 00:07:10,930 and add additional details in 1s, 134 00:07:10,930 --> 00:07:13,232 which creates a really interesting effect 135 00:07:13,232 --> 00:07:15,968 when you're making your animation 136 00:07:15,968 --> 00:07:19,038 or you can alternate between 1s, 2s, and 3s 137 00:07:19,038 --> 00:07:20,373 in the actual effects 138 00:07:20,373 --> 00:07:24,210 to give emphasis to certain shapes which looks nicer, 139 00:07:24,210 --> 00:07:26,412 as well as play around with the timing 140 00:07:26,412 --> 00:07:29,081 and make your overall animation more interesting. 141 00:07:29,315 --> 00:07:30,116 For this, 142 00:07:30,116 --> 00:07:35,021 you will need to separate your effect layer into separate layers, 143 00:07:35,021 --> 00:07:36,956 with each frame being duplicated 144 00:07:36,956 --> 00:07:41,227 a different number of times to achieve different pacing within layers. 145 00:07:46,432 --> 00:07:47,733 In conclusion, 146 00:07:47,733 --> 00:07:50,002 when trying to animate your effect, 147 00:07:50,002 --> 00:07:52,939 you need to really think about the implications 148 00:07:52,939 --> 00:07:55,641 of the movement that you're trying to make 149 00:07:55,641 --> 00:07:59,278 and the internal properties of your object's material. 150 00:07:59,445 --> 00:08:03,916 You really need to think about which forces are acting on your effect. 151 00:08:04,050 --> 00:08:05,852 Usually it's going to be gravity, 152 00:08:05,852 --> 00:08:10,690 but at a distance or internal tensions are going to affect 153 00:08:10,690 --> 00:08:12,959 the way you animated as well 154 00:08:12,959 --> 00:08:14,760 and with taking into account 155 00:08:14,760 --> 00:08:18,798 your shape design and the purpose of the effect in your scene, 156 00:08:18,798 --> 00:08:21,200 you will need to make changes 157 00:08:21,200 --> 00:08:24,871 to the overall timing and size and details of it. 158 00:08:26,038 --> 00:08:28,774 The really important thing is to make sure 159 00:08:28,774 --> 00:08:31,344 that the effect tells the idea clearly. 160 00:08:31,978 --> 00:08:34,914 If you want your character to interact with the environment 161 00:08:34,914 --> 00:08:37,383 and put around dust clouds, 162 00:08:37,383 --> 00:08:41,020 you don't want the dust to overpower the actual action. 163 00:08:41,554 --> 00:08:43,623 If you want to have a magic effect, 164 00:08:43,623 --> 00:08:45,358 it might be the focus of the scene 165 00:08:45,358 --> 00:08:48,995 so you want to make it much bigger and more noticeable 166 00:08:48,995 --> 00:08:51,264 than what you will normally have. 167 00:08:51,631 --> 00:08:54,967 If you want to sell the illusion of power 168 00:08:54,967 --> 00:08:59,372 or inherent friction or characteristics of the effect, 169 00:08:59,372 --> 00:09:02,909 you might want to use delays in certain frames 170 00:09:02,909 --> 00:09:05,745 so the audience can have a clear view of it. 171 00:09:05,978 --> 00:09:08,381 And if you want to sell the idea 172 00:09:08,381 --> 00:09:10,950 of your effect having a lot of force behind it, 173 00:09:10,950 --> 00:09:14,787 you might want to actually make it affect the environment. 174 00:09:15,388 --> 00:09:18,691 Each decision such as this will determine 175 00:09:18,691 --> 00:09:22,662 which wave pattern you're going to use, which design shapes, 176 00:09:22,662 --> 00:09:24,864 and which timing and techniques 177 00:09:24,864 --> 00:09:27,633 that we've used in the previous lessons 178 00:09:27,633 --> 00:09:30,836 are going to fit best with what you have in mind. 179 00:09:31,470 --> 00:09:33,739 And always remember that 180 00:09:33,739 --> 00:09:38,044 by playing around with the timing and trajectories of your effect 181 00:09:38,044 --> 00:09:41,180 and creating multiple variations to them, 182 00:09:41,180 --> 00:09:45,484 you will create a more interesting and aesthetically pleasing effect. 183 00:09:46,052 --> 00:09:49,288 You really don't want your effect to bother your audience. 184 00:09:49,388 --> 00:09:51,457 So shifting your effect around 185 00:09:51,457 --> 00:09:53,960 and even making it less realistic 186 00:09:53,960 --> 00:09:56,195 just to sell the impression of it 187 00:09:56,195 --> 00:09:59,098 is better than having a repeating effect, 188 00:09:59,098 --> 00:10:01,367 which is boring and distracting. 189 00:10:39,939 --> 00:10:44,944 The next thing to consider when animating your effect is shape design. 190 00:10:45,344 --> 00:10:49,982 Your shape design is going to affect the overall look of the animation 191 00:10:49,982 --> 00:10:53,619 and the type of wave pattern that is best for you to use, 192 00:10:53,619 --> 00:10:57,023 because not all type of designs are going to work 193 00:10:57,023 --> 00:10:58,991 with all types of patterns. 194 00:10:59,925 --> 00:11:01,627 If your design is too smooth, 195 00:11:01,627 --> 00:11:04,530 it might look weird with randomized pattern, 196 00:11:04,530 --> 00:11:07,767 while if your design is too random, 197 00:11:07,767 --> 00:11:10,036 making a smooth or constant pattern 198 00:11:10,036 --> 00:11:13,105 might make it look weird or very repetitive. 199 00:11:14,173 --> 00:11:17,677 This kind of mistakes in the design and wave pattern 200 00:11:17,677 --> 00:11:21,814 can result in very distracting and unpleasing animations. 201 00:11:23,049 --> 00:11:26,719 So it's important to match the shape to the type of effect 202 00:11:26,719 --> 00:11:28,287 that you're trying to create. 203 00:11:29,088 --> 00:11:30,823 Your design also needs to fit 204 00:11:30,823 --> 00:11:33,893 the overall art style of your project and background. 205 00:11:34,060 --> 00:11:35,027 For example, 206 00:11:35,027 --> 00:11:38,531 a more detailed and realistic effect will not work well 207 00:11:38,531 --> 00:11:41,200 with extremely stylized animation 208 00:11:41,200 --> 00:11:44,837 because it will feel jarring when compared to the surroundings, 209 00:11:44,837 --> 00:11:47,006 especially if it's a background effect. 210 00:11:47,673 --> 00:11:48,974 In comparison, 211 00:11:48,974 --> 00:11:52,945 a very stylized effect on an otherwise realistic project 212 00:11:52,945 --> 00:11:54,346 will still be jarring, 213 00:11:54,346 --> 00:11:58,384 but it can also result in a very unique effect 214 00:11:58,384 --> 00:12:00,553 while you seem like you're taking advantage 215 00:12:00,553 --> 00:12:02,655 of the medium of animation 216 00:12:02,655 --> 00:12:07,860 and creating something that is otherworldly in your regular environment. 217 00:12:08,527 --> 00:12:11,497 This is often seen with magic effects, 218 00:12:11,497 --> 00:12:13,399 but this also means that the effect 219 00:12:13,399 --> 00:12:17,203 would not seem like it's part of the environment or the regular world. 220 00:12:17,570 --> 00:12:22,208 So you need to use this type of change in style wisely, 221 00:12:22,208 --> 00:12:25,010 depending on the setting of your project. 222 00:12:26,078 --> 00:12:27,613 It can still be an issue 223 00:12:27,613 --> 00:12:31,650 when trying to animate effects in actual environment 224 00:12:31,650 --> 00:12:35,688 where you seem like you're taking advantage 225 00:12:35,688 --> 00:12:38,824 or they might break the audience's engagement. 226 00:13:25,971 --> 00:13:28,340 The best way to design your effect 227 00:13:28,340 --> 00:13:31,277 is actually to match it to the background. 228 00:13:31,477 --> 00:13:33,612 So first you need to understand 229 00:13:33,612 --> 00:13:37,316 the shape language and art style of the background 230 00:13:37,316 --> 00:13:39,552 and then match your effect to it. 231 00:13:40,286 --> 00:13:42,454 So if your background is composed 232 00:13:42,454 --> 00:13:45,624 of a lot of very realistically drawn details, 233 00:13:45,624 --> 00:13:49,261 making your effect more realistic is a better choice. 234 00:13:49,595 --> 00:13:53,432 While if your account is composed of very simple shapes 235 00:13:53,432 --> 00:13:55,601 or a very flat composition, 236 00:13:55,601 --> 00:13:59,939 it might be better to make your effect more shape based 237 00:13:59,939 --> 00:14:01,807 and make it more stylized. 238 00:14:03,676 --> 00:14:08,113 Extremely stylized effects in an otherwise realistic environment 239 00:14:08,113 --> 00:14:09,782 is still acceptable, 240 00:14:09,782 --> 00:14:14,687 but you do need to understand the implications and risk to it, 241 00:14:14,687 --> 00:14:18,757 as well as make sure that it still looks pretty in the frame 242 00:14:18,757 --> 00:14:20,426 and not too distracting. 243 00:14:21,260 --> 00:14:24,230 Once you have the shape design or visual effect, 244 00:14:24,230 --> 00:14:27,900 you need to think about which pattern will make it look best. 245 00:14:28,467 --> 00:14:33,372 So if you know that your design is more of a pulse-like animation, 246 00:14:33,372 --> 00:14:37,877 it's better to use something like a blob or a randomized wave pattern. 247 00:14:38,244 --> 00:14:42,848 But if you have something that is more long and calm, 248 00:14:42,848 --> 00:14:45,751 it might be better to use the S wave pattern. 249 00:14:46,485 --> 00:14:48,120 You can see this more clearly 250 00:14:48,120 --> 00:14:53,325 when you're trying to animate water, energy, wind 251 00:14:53,325 --> 00:14:56,262 or any other type of rhythmic animation. 252 00:14:57,196 --> 00:15:00,065 The duration of the effect on the screen 253 00:15:00,065 --> 00:15:02,635 is also important when deciding 254 00:15:02,635 --> 00:15:05,671 which wave pattern and shape design you use 255 00:15:05,671 --> 00:15:08,107 because if your effect is constant, 256 00:15:08,107 --> 00:15:11,176 you want something that can be made into a loop 257 00:15:11,176 --> 00:15:15,447 but if you're only showing the effects for a one time use, 258 00:15:15,447 --> 00:15:19,118 or if the effect itself is more like a pulse, 259 00:15:19,118 --> 00:15:22,121 you want something that can start and fade. 260 00:15:22,454 --> 00:15:26,625 So for repeating animation, you can use either wave, 261 00:15:26,625 --> 00:15:29,094 but for something that works like a pulse, 262 00:15:29,094 --> 00:15:32,131 using the blob specifically is more useful 263 00:15:32,131 --> 00:15:36,135 because you have a very clear start and ending point for your effect. 264 00:16:47,239 --> 00:16:51,176 After you decide on your shape, design and wave pattern 265 00:16:51,176 --> 00:16:53,679 that you're going to use for your effect, 266 00:16:53,679 --> 00:16:57,616 it's important to know what timing you're going to give it. 267 00:16:58,150 --> 00:17:01,220 Now, even if your animation is a loop 268 00:17:01,220 --> 00:17:03,889 or if you're trying for a single pulse, 269 00:17:03,889 --> 00:17:05,190 you still need to know 270 00:17:05,190 --> 00:17:08,127 if you want it to move slowly, quickly, 271 00:17:08,127 --> 00:17:13,632 accelerate, decelerate or create any other type of complex trajectory. 272 00:17:14,299 --> 00:17:15,467 For this trajectory, 273 00:17:15,467 --> 00:17:19,004 we're going to use the same effects as we've done before 274 00:17:19,004 --> 00:17:23,342 with the same acceleration patterns of ease in and ease out 275 00:17:23,342 --> 00:17:26,311 as well as trying and make the entire effect 276 00:17:26,311 --> 00:17:30,949 follow a single point with the center of mass method, 277 00:17:30,949 --> 00:17:34,153 even though the effect itself might not have a mass. 278 00:17:34,820 --> 00:17:37,823 You can still break it down into simple parts 279 00:17:37,823 --> 00:17:39,758 depending on how much movement 280 00:17:39,758 --> 00:17:42,394 you want to have in each individual one of them. 281 00:17:42,995 --> 00:17:47,733 You also need to match the type of wave patterns 282 00:17:47,733 --> 00:17:50,702 along the entirety of the effect 283 00:17:50,702 --> 00:17:53,505 so if you have something that is quite big on the screen, 284 00:17:53,505 --> 00:17:58,577 such as the animating water or any other liquid in the environment, 285 00:17:58,577 --> 00:18:01,747 or having a very big fire or wind 286 00:18:01,747 --> 00:18:03,649 which affects the entire screen, 287 00:18:03,649 --> 00:18:06,952 you want to divide each individual part in the effect 288 00:18:06,952 --> 00:18:11,090 into its own small animation, which follows its own trajectory. 289 00:18:19,932 --> 00:18:24,970 This will give more variation and more interest to the overall effect. 290 00:18:54,833 --> 00:18:57,803 But what you also need to consider 291 00:18:57,803 --> 00:19:02,908 is that the amount of detail affects the timing of your animation, 292 00:19:02,908 --> 00:19:05,077 because if you want your effects 293 00:19:05,077 --> 00:19:08,013 to be clearly seen and understood by the audience, 294 00:19:08,013 --> 00:19:10,115 the more details you're going to give it, 295 00:19:10,115 --> 00:19:13,218 the more frames you want to use to show it. 296 00:19:13,652 --> 00:19:16,221 This, of course, clashes with the idea 297 00:19:16,221 --> 00:19:19,324 of using the timing to show the energy 298 00:19:19,324 --> 00:19:22,094 and the overall movement of the effect. 299 00:19:22,528 --> 00:19:25,631 But because you have more details, 300 00:19:25,631 --> 00:19:28,167 it actually might work better 301 00:19:28,167 --> 00:19:32,938 to slow down and elongate the timing on certain parts of the effects 302 00:19:32,938 --> 00:19:35,007 that you want to give emphasis to. 303 00:19:35,340 --> 00:19:37,843 Otherwise, you might not be able 304 00:19:37,843 --> 00:19:40,045 to actually see the effects correctly. 305 00:19:40,879 --> 00:19:44,283 So here, unlike where we're animating objects 306 00:19:44,283 --> 00:19:45,551 which are more rigid, 307 00:19:45,551 --> 00:19:48,587 we might want to stretch reality a little bit 308 00:19:48,587 --> 00:19:52,858 just to give emphasis and a more aesthetically pleasing look to the animation. 309 00:20:36,301 --> 00:20:37,536 Here you can see that 310 00:20:37,536 --> 00:20:40,539 if I want to sell the effect of the water drop 311 00:20:40,539 --> 00:20:42,274 having more details, 312 00:20:42,274 --> 00:20:45,744 I need to lengthen the entire effect a little bit 313 00:20:45,744 --> 00:20:47,913 just to give us more time 314 00:20:47,913 --> 00:20:51,583 to actually properly animate each part of the effect. 315 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 317 00:20:57,789 --> 00:21:02,628 because you don't need to absorb quite as many details. 318 00:21:04,596 --> 00:21:08,267 The inherent properties of the materials that you're animating 319 00:21:08,267 --> 00:21:11,236 are also important for deciding the timing. 320 00:21:11,770 --> 00:21:15,540 If you want to show a certain characteristics clearly, 321 00:21:15,540 --> 00:21:19,311 you need to give enough time for the audience to see it 322 00:21:19,311 --> 00:21:23,348 when adding animation of effects with a lot of details. 323 00:21:24,316 --> 00:21:25,550 So for example, 324 00:21:25,550 --> 00:21:29,855 if you want to show something that is more powerful 325 00:21:29,855 --> 00:21:33,091 or something that has elasticity, 326 00:21:33,091 --> 00:21:35,093 you might want to add a delay 327 00:21:35,093 --> 00:21:39,164 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 329 00:21:44,136 --> 00:21:45,370 just to make sure 330 00:21:45,370 --> 00:21:50,275 that the idea of the effect itself is communicated effectively. 331 00:21:58,750 --> 00:22:01,186 When it comes to animating your effect, 332 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 340 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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