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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 00:00:06,406 --> 00:00:07,340 Hello, everyone. 3 00:00:07,340 --> 00:00:08,174 Havtza here. 4 00:00:08,508 --> 00:00:12,045 Last lesson, we learned about animation in perspective, 5 00:00:12,045 --> 00:00:15,715 which gave us a lot of freedom and a lot of options 6 00:00:15,715 --> 00:00:18,685 when wanting to make more cinematic animations. 7 00:00:18,685 --> 00:00:24,524 Because right now we can make animation in a 3D environment, kind of. 8 00:00:24,524 --> 00:00:28,361 And the next step to actually complete this effect 9 00:00:28,361 --> 00:00:32,899 is to be able to move the camera in the environment as well 10 00:00:32,899 --> 00:00:34,334 and match it to the movement 11 00:00:34,334 --> 00:00:36,403 that we're animating in perspective. 12 00:00:37,871 --> 00:00:40,340 A moving camera has a lot of uses. 13 00:00:40,340 --> 00:00:44,044 It can be a way to make a static shot more dynamic. 14 00:00:44,044 --> 00:00:46,980 It can create a certain atmosphere in the scene. 15 00:00:46,980 --> 00:00:50,283 It can reveal information, enhance emotion. 16 00:00:50,283 --> 00:00:51,484 And there are a lot of other 17 00:00:51,484 --> 00:00:53,887 creative ways you can use it as well. 18 00:00:55,321 --> 00:00:56,890 Today, I'll be teaching you 19 00:00:56,890 --> 00:00:59,025 how to make some basic camera moves 20 00:00:59,025 --> 00:01:02,162 and some tricks to creating the illusion of movement 21 00:01:02,162 --> 00:01:05,098 in a 3D space using 2D illustrations. 22 00:01:05,632 --> 00:01:06,966 I will be teaching you 23 00:01:06,966 --> 00:01:09,135 how to do this with the FlipaClip 24 00:01:09,135 --> 00:01:11,638 and Procreate animation softwares. 25 00:01:12,105 --> 00:01:17,310 But this is not something that is usually done in the industry 26 00:01:17,310 --> 00:01:20,080 because these softwares are not actually designed 27 00:01:20,080 --> 00:01:22,949 to have a moving camera in them. 28 00:01:22,949 --> 00:01:26,986 It's just tricks that I used to create my own animations. 29 00:01:26,986 --> 00:01:29,789 And this is where creating animation 30 00:01:29,789 --> 00:01:33,893 in a team becomes kind of difficult with this softwares. 31 00:01:33,893 --> 00:01:35,428 So from this point on, 32 00:01:35,428 --> 00:01:38,965 it's basically more for independent production. 33 00:01:38,965 --> 00:01:41,534 Of course, the same camera moves are relevant 34 00:01:41,534 --> 00:01:43,136 to other animation softwares, 35 00:01:43,136 --> 00:01:45,538 but you will probably have other features 36 00:01:45,538 --> 00:01:47,207 that will let you do them. 37 00:01:48,007 --> 00:01:51,311 But if you don't have an automatic camera movement feature 38 00:01:51,311 --> 00:01:52,745 in your animation software, 39 00:01:52,745 --> 00:01:54,447 this is the way to do it. 40 00:01:58,218 --> 00:02:01,387 In 2D animation, we are trying to sell the idea 41 00:02:01,387 --> 00:02:04,324 that the character is actually part of the environment 42 00:02:04,324 --> 00:02:06,292 while we're animating it, 43 00:02:06,292 --> 00:02:09,963 meaning that you want to make it seem like it moves inside it. 44 00:02:11,131 --> 00:02:14,000 We as animators don't actually have the time 45 00:02:14,000 --> 00:02:16,402 to animate every single detail in the background 46 00:02:16,402 --> 00:02:18,838 from sketch for every frame. 47 00:02:18,838 --> 00:02:21,908 And if we are aiming for a realistic art style, 48 00:02:21,908 --> 00:02:23,743 we might not even be possible 49 00:02:23,743 --> 00:02:26,179 to animate everything from the beginning, 50 00:02:26,179 --> 00:02:30,950 depending on the coloring and the brush texture that we're using. 51 00:02:31,417 --> 00:02:33,453 And because we can only work with 52 00:02:33,453 --> 00:02:36,055 2D illustrations for the background 53 00:02:36,055 --> 00:02:38,625 which are static and cannot change 54 00:02:39,025 --> 00:02:40,894 it might seem like we wouldn't 55 00:02:40,894 --> 00:02:45,698 be able to create a movement in 3D space with just that. 56 00:02:45,698 --> 00:02:50,103 And we might need to use a 3D CGI model of the environment 57 00:02:50,103 --> 00:02:51,971 and the moving camera. 58 00:02:51,971 --> 00:02:57,944 But, there's actually a bunch of tricks and smart compositing methods 59 00:02:57,944 --> 00:03:02,448 that we can use to create the illusion of movement in 3D space. 60 00:03:18,131 --> 00:03:23,102 I like to divide the camera movement into two different categories. 61 00:03:23,102 --> 00:03:26,272 The first is stationary lens changes, 62 00:03:26,272 --> 00:03:30,143 and the second is position changes in the environment. 63 00:03:30,143 --> 00:03:33,146 The stationary lens changes are common movements 64 00:03:33,146 --> 00:03:37,250 where the camera itself stays in the same place in the environment. 65 00:03:37,250 --> 00:03:38,885 And the only thing that changes 66 00:03:38,885 --> 00:03:42,455 is the direction to which the camera points to 67 00:03:42,455 --> 00:03:45,124 and how zoomed in or out it is. 68 00:03:46,226 --> 00:03:48,628 In this type of shots, you will experience 69 00:03:48,628 --> 00:03:50,730 a lot of perspective changes. 70 00:03:50,730 --> 00:03:52,832 Because the perspective point will shift 71 00:03:52,832 --> 00:03:55,201 depending on the direction of the camera 72 00:03:55,201 --> 00:03:58,037 relative to the object that we're trying to film. 73 00:03:58,905 --> 00:04:00,139 In this category, 74 00:04:00,139 --> 00:04:03,042 you will find that the zoom in and zoom out 75 00:04:03,042 --> 00:04:05,111 and the panning camera movement. 76 00:04:06,112 --> 00:04:07,614 The second category is 77 00:04:07,614 --> 00:04:10,984 where the camera itself moves in the environment. 78 00:04:10,984 --> 00:04:12,385 In this type of shots, 79 00:04:12,385 --> 00:04:14,821 you might experience perspective changes 80 00:04:14,821 --> 00:04:17,557 because the camera is free to look around. 81 00:04:17,557 --> 00:04:20,260 But you can also follow different subjects 82 00:04:20,260 --> 00:04:22,862 while keeping the same perspective. 83 00:04:22,862 --> 00:04:23,863 In this category, 84 00:04:23,863 --> 00:04:28,434 you will find the follow, shake, track in and track out 85 00:04:28,434 --> 00:04:32,005 and the spinning shots as well as tracking pan. 86 00:04:33,773 --> 00:04:36,175 Now, I haven't really addressed this yet, 87 00:04:36,175 --> 00:04:39,379 but in animation, we don't actually have a camera 88 00:04:39,379 --> 00:04:42,615 and an environment for it to move around in. 89 00:04:42,615 --> 00:04:46,819 So what I'm saying with this type of vocabulary is 90 00:04:46,819 --> 00:04:48,821 what we're actually trying to replicate 91 00:04:48,821 --> 00:04:51,324 in real life filming techniques. 92 00:04:52,125 --> 00:04:54,961 But we actually have even less restrictions 93 00:04:54,961 --> 00:04:57,630 than what you find with real cameras 94 00:04:57,630 --> 00:05:02,335 because we can switch focal points and distance from the camera 95 00:05:02,335 --> 00:05:04,904 without actually changing the type of camera 96 00:05:04,904 --> 00:05:08,541 that we working on, as we would have to do in real life 97 00:05:08,541 --> 00:05:11,277 in different types of shots. 98 00:05:11,277 --> 00:05:13,680 The only thing we need to be concerned about 99 00:05:13,680 --> 00:05:17,450 is how we're drawing the background in which distance 100 00:05:17,450 --> 00:05:20,019 and how we're going to move it. 101 00:05:20,019 --> 00:05:22,255 Because we don't actually have a camera 102 00:05:22,255 --> 00:05:24,324 to move around in animation, 103 00:05:24,324 --> 00:05:27,660 what we are going to move is the background itself. 104 00:05:27,660 --> 00:05:30,563 And by dividing the background into different parts 105 00:05:30,563 --> 00:05:33,032 and moving them in relation to each other, 106 00:05:33,032 --> 00:05:35,368 we can create the illusion of depth 107 00:05:35,368 --> 00:05:38,671 and add our characters into the environment. 108 00:05:43,810 --> 00:05:47,580 FlipaClip does not have an automatic camera feature. 109 00:05:47,580 --> 00:05:50,583 You will have to move the background frame by frame 110 00:05:50,583 --> 00:05:52,652 using the straight ahead method, 111 00:05:52,652 --> 00:05:55,421 so the number of frames has to be final 112 00:05:55,421 --> 00:05:57,557 and the character movement complete 113 00:05:57,557 --> 00:06:00,760 before we are actually tackle the camera movement. 114 00:06:02,395 --> 00:06:04,230 If you have your own software 115 00:06:04,230 --> 00:06:07,367 that allows you to add camera movement using keyframes 116 00:06:07,367 --> 00:06:09,869 such as video editing apps 117 00:06:09,869 --> 00:06:13,339 or more professional animation softwares, 118 00:06:13,339 --> 00:06:16,376 it might be easier to create camera movements, 119 00:06:16,376 --> 00:06:17,910 but unless you have a software 120 00:06:17,910 --> 00:06:22,115 that allows you to move the camera independently in every layer, 121 00:06:22,115 --> 00:06:24,751 there are moves that you might not be able to replicate 122 00:06:24,751 --> 00:06:28,354 using the features that is built in your software. 123 00:06:28,988 --> 00:06:31,691 We need to understand how each move works 124 00:06:31,691 --> 00:06:33,726 in order to recreate it. 125 00:06:33,726 --> 00:06:36,496 So even if you do have an automatic feature, 126 00:06:36,496 --> 00:06:38,765 it might be a good idea to stick around 127 00:06:38,765 --> 00:06:42,602 and see how it is actually done. 128 00:06:42,602 --> 00:06:45,104 And if you don't have an automatic feature, 129 00:06:45,104 --> 00:06:49,008 this method can be replicated in any type of software 130 00:06:49,008 --> 00:06:51,411 and you can even do it on paper. 131 00:06:53,513 --> 00:06:54,714 As I said before, 132 00:06:54,714 --> 00:06:56,983 to create a camera movement in animation, 133 00:06:56,983 --> 00:06:58,918 we physically move the background 134 00:06:58,918 --> 00:07:02,688 to the opposite direction of where we want the camera to move. 135 00:07:03,456 --> 00:07:05,291 If you want the camera to move right, 136 00:07:05,291 --> 00:07:06,692 you move your background left. 137 00:07:06,692 --> 00:07:08,561 And if you want your camera to move up, 138 00:07:08,561 --> 00:07:11,397 you move the background down, etc. 139 00:07:11,397 --> 00:07:13,099 To actually move the background, 140 00:07:13,099 --> 00:07:15,735 you need to select your image and enlarge it 141 00:07:15,735 --> 00:07:18,704 so it's bigger than your frame in canvas. 142 00:07:19,338 --> 00:07:22,375 By copying and pasting the selection between frames 143 00:07:22,375 --> 00:07:24,710 without releasing the selection, 144 00:07:24,710 --> 00:07:27,780 You can continuously change the position of the background 145 00:07:27,780 --> 00:07:29,649 without changing its size 146 00:07:29,649 --> 00:07:33,119 which allows you to create pretty smooth movements. 147 00:07:34,387 --> 00:07:38,057 So let's see how to move the backgrounds in different patterns 148 00:07:38,057 --> 00:07:41,294 can allow us to make different camera movements. 149 00:07:43,196 --> 00:07:46,265 Starting with the follow camera movement, 150 00:07:46,265 --> 00:07:49,902 this is one of the most common movement that you will see. 151 00:07:50,536 --> 00:07:54,006 It's something that follows the character actions 152 00:07:54,006 --> 00:07:55,808 and keeps them in frame 153 00:07:55,808 --> 00:07:58,711 which can give more energy to the movement. 154 00:07:58,711 --> 00:08:01,514 I'll just enhance it generally. 155 00:08:01,848 --> 00:08:04,851 To make it, you have to make the background move 156 00:08:04,851 --> 00:08:07,820 in the opposite direction from the action itself. 157 00:08:08,421 --> 00:08:13,025 So first we need to analyze the trajectory of the character movement 158 00:08:13,025 --> 00:08:17,630 and then mirror it to the other direction for the camera to follow. 159 00:08:18,464 --> 00:08:20,299 To plan the background trajectory, 160 00:08:20,299 --> 00:08:22,602 we need to choose an anchor point. 161 00:08:23,035 --> 00:08:25,304 The background has many details in it, 162 00:08:25,304 --> 00:08:28,407 but they all keep the same distance from each other. 163 00:08:28,407 --> 00:08:31,377 So by choosing an anchor point and moving it correctly 164 00:08:31,377 --> 00:08:33,479 according to the planned trajectory, 165 00:08:33,479 --> 00:08:36,115 your entire background will move correctly. 166 00:08:36,682 --> 00:08:40,052 In this example, I drew the background directly in FlipaClip 167 00:08:40,052 --> 00:08:43,289 so you can see the detail in the onion frame feature, 168 00:08:43,289 --> 00:08:45,525 but when using actual finished background, 169 00:08:45,525 --> 00:08:49,061 it will be one drawing imported as an image. 170 00:08:49,061 --> 00:08:52,832 So you wouldn't be able to see the individual details in it. 171 00:08:54,534 --> 00:08:55,601 Because of this, 172 00:08:55,601 --> 00:08:59,805 it's better to use the actual selection center dot as the anchor, 173 00:08:59,805 --> 00:09:03,309 and plan the trajectory from its location. 174 00:09:03,876 --> 00:09:05,344 With each new trajectory, 175 00:09:05,344 --> 00:09:10,416 starting from the anchor point and position in the last trajectory. 176 00:09:11,684 --> 00:09:14,820 When using the selection point for your background, 177 00:09:14,820 --> 00:09:16,022 you need to be careful 178 00:09:16,022 --> 00:09:20,493 not to change its position on the selected photo 179 00:09:20,493 --> 00:09:23,396 since the selection itself will move differently 180 00:09:23,396 --> 00:09:25,965 if you move this point. 181 00:09:27,466 --> 00:09:29,101 Once you have enough practice 182 00:09:29,101 --> 00:09:32,638 and develop good memory for positions of different things 183 00:09:32,638 --> 00:09:34,106 on your screen, 184 00:09:34,106 --> 00:09:35,942 you can go back to using points 185 00:09:35,942 --> 00:09:38,511 in the background itself with your anchor. 186 00:09:38,511 --> 00:09:41,714 This will allow you to have more complicated movements 187 00:09:41,714 --> 00:09:45,284 because you will be mostly without 188 00:09:45,284 --> 00:09:47,787 actually, planning the trajectories each time 189 00:09:47,787 --> 00:09:51,257 and just putting the background in the correct position 190 00:09:51,257 --> 00:09:53,225 in relation to your character. 191 00:09:53,225 --> 00:09:55,962 This is how I myself do the animation. 192 00:09:55,962 --> 00:09:59,966 I basically just remember the position of the details on the screen 193 00:09:59,966 --> 00:10:03,869 and move them relative to the character between frames, 194 00:10:03,869 --> 00:10:06,138 but this does take a lot of practice 195 00:10:06,138 --> 00:10:08,975 so start with an anchor point. 196 00:10:10,376 --> 00:10:14,413 Okay, so now that we have the trajectory of the character planned, 197 00:10:14,413 --> 00:10:17,883 we just copy and paste the background between the frames 198 00:10:17,883 --> 00:10:19,652 while changing its position. 199 00:10:20,152 --> 00:10:22,755 Remember to not release the selection tool 200 00:10:22,755 --> 00:10:24,256 when copying and pasting, 201 00:10:24,256 --> 00:10:26,859 otherwise you will only copy the cropped part 202 00:10:26,859 --> 00:10:28,761 that is showing on the screen 203 00:10:28,761 --> 00:10:31,364 and you will have to start from the beginning again 204 00:10:31,364 --> 00:10:34,233 because you wouldn't have the entire background. 205 00:10:37,269 --> 00:10:39,271 As we've seen in the last video, 206 00:10:39,271 --> 00:10:43,275 the closer an object is to the camera, the faster it moves 207 00:10:43,275 --> 00:10:47,013 and the bigger the spacing is going to be between each frame. 208 00:10:48,381 --> 00:10:51,617 Because usually the background is going to be further away 209 00:10:51,617 --> 00:10:54,053 from the camera than the character, 210 00:10:54,053 --> 00:10:57,123 we're going to animated more slowly. 211 00:10:57,523 --> 00:10:59,558 By animating it more slowly, 212 00:10:59,558 --> 00:11:02,862 I don't mean creating a delay in the actual timing 213 00:11:02,862 --> 00:11:06,132 because the frame has to match the character movement. 214 00:11:06,932 --> 00:11:08,401 To animated more slowly, 215 00:11:08,401 --> 00:11:12,138 We're just going to make the entire trajectory smaller. 216 00:11:12,138 --> 00:11:14,507 And because the spacing will be smaller, 217 00:11:14,507 --> 00:11:16,175 it will seem like the background 218 00:11:16,175 --> 00:11:18,811 is moving more slowly than the character. 219 00:11:18,811 --> 00:11:20,446 This will also make sure 220 00:11:20,446 --> 00:11:22,915 that your back movement will not distract 221 00:11:22,915 --> 00:11:25,251 from your character movement itself. 222 00:11:26,252 --> 00:11:30,389 A very nice thing about using this animation method 223 00:11:30,389 --> 00:11:33,693 is that you have complete control on the camera movement. 224 00:11:33,993 --> 00:11:38,564 So you can actually plan your trajectory with ease in and ease out, 225 00:11:38,564 --> 00:11:43,936 which are completely dependent on your character animation 226 00:11:43,936 --> 00:11:47,740 and can match it perfectly with both curves and timing. 227 00:11:48,874 --> 00:11:51,477 You can also play around with your trajectory 228 00:11:51,477 --> 00:11:55,181 to make some interesting effects with your camera. 229 00:11:55,181 --> 00:11:56,549 For example, 230 00:11:56,549 --> 00:12:01,687 by making it move more quickly or slowly than your character animation 231 00:12:01,687 --> 00:12:05,191 or actively changing the spacing and timing of the trajectory 232 00:12:05,191 --> 00:12:08,928 to create different drag and delay effects with the camera, 233 00:12:08,928 --> 00:12:14,266 you can create more illusions of force and speed 234 00:12:14,266 --> 00:12:16,836 with your character animation. 235 00:12:16,836 --> 00:12:19,472 I myself use this technique quite a lot. 236 00:12:19,739 --> 00:12:23,943 Because by making the camera 'lag' behind your character action, 237 00:12:23,943 --> 00:12:28,247 you can create the impression that the movement is much quicker, 238 00:12:28,247 --> 00:12:30,750 even too quick for the camera to follow. 239 00:12:30,750 --> 00:12:32,752 And if you want to show force, 240 00:12:32,752 --> 00:12:38,023 you can add camera shakes and delays with your camera movement 241 00:12:38,023 --> 00:12:42,094 to show that the action is much quicker and stronger 242 00:12:42,094 --> 00:12:44,029 than the camera can handle. 243 00:12:48,167 --> 00:12:50,603 To create the camera shake effect, 244 00:12:50,603 --> 00:12:54,874 you basically use the same technique as your track follow. 245 00:12:55,241 --> 00:12:58,077 But instead of making your camera move 246 00:12:58,077 --> 00:13:03,916 in relation to your character action with opposing trajectories, 247 00:13:03,916 --> 00:13:06,886 you're just going to move everything in your layers 248 00:13:06,886 --> 00:13:09,421 in the exact same random trajectory. 249 00:13:09,722 --> 00:13:11,891 Because what we'll try to replicate 250 00:13:11,891 --> 00:13:17,429 is the entire environment moving, which means that both the camera, the character 251 00:13:17,429 --> 00:13:19,532 and everything else around it 252 00:13:19,532 --> 00:13:22,134 are going to be moving in the same way. 253 00:13:24,870 --> 00:13:29,108 You need to try and make the trajectory as exact as possible 254 00:13:29,108 --> 00:13:31,310 between every layer that you have. 255 00:13:31,744 --> 00:13:35,581 Otherwise, you might create some inconsistencies 256 00:13:35,581 --> 00:13:39,852 and it will seem like your character, or parts of it, are sliding around. 257 00:13:41,053 --> 00:13:45,391 Luckily, camera shakes usually have a lot of movement to them, 258 00:13:45,391 --> 00:13:47,726 so if you're making small mistakes, 259 00:13:47,726 --> 00:13:50,229 they wouldn't be very noticeable. 260 00:14:03,576 --> 00:14:07,980 The track in and out movement is meant to replicate the effect 261 00:14:07,980 --> 00:14:11,517 of your character and camera moving in the environment 262 00:14:11,517 --> 00:14:14,019 while keeping the same distance between them. 263 00:14:14,520 --> 00:14:17,690 This means that from the camera point of view, 264 00:14:17,690 --> 00:14:20,459 the character size is not going to change. 265 00:14:20,459 --> 00:14:23,629 So any type of movement that they're going to perform 266 00:14:23,629 --> 00:14:26,565 is going to stay at the same distance. 267 00:14:26,565 --> 00:14:30,302 The only thing that is going to change size in the shot 268 00:14:30,302 --> 00:14:32,738 is going to be the background itself. 269 00:14:33,939 --> 00:14:37,209 And the effect of the camera movement is created 270 00:14:37,209 --> 00:14:40,279 by changing the relative size of the background 271 00:14:40,279 --> 00:14:42,448 in relation to the character. 272 00:14:43,415 --> 00:14:45,851 To create the track in effect, 273 00:14:45,851 --> 00:14:47,653 you need to enlarge the image 274 00:14:47,653 --> 00:14:50,623 and make it seem like the camera is getting closer 275 00:14:50,623 --> 00:14:52,892 to each object in the environment. 276 00:14:54,159 --> 00:14:55,561 To create the track out, 277 00:14:55,561 --> 00:14:59,732 you just need to shrink it to make it look like it's getting further away. 278 00:15:01,000 --> 00:15:04,203 So, to keep the change in size consistent 279 00:15:04,203 --> 00:15:06,538 this time, we will choose an anchor point 280 00:15:06,538 --> 00:15:09,008 in the details of the background itself. 281 00:15:09,842 --> 00:15:11,710 Because we are not going to move 282 00:15:11,710 --> 00:15:14,446 the middle point in the selection itself 283 00:15:14,446 --> 00:15:16,916 and actually want it to stay constant 284 00:15:16,916 --> 00:15:19,551 in order to keep the change correct. 285 00:15:20,286 --> 00:15:24,556 Once we have an anchor point in the background detail themselves, 286 00:15:24,556 --> 00:15:29,395 we're going to shrink it or enlarge it by using the grid feature. 287 00:15:30,262 --> 00:15:33,799 Just match the size of the grid to the amount of change 288 00:15:33,799 --> 00:15:36,802 that you want to create with your camera movement. 289 00:15:37,202 --> 00:15:42,708 The larger the grid, the easier it's going to be to animate faster movement 290 00:15:42,708 --> 00:15:44,009 and the smaller it is, 291 00:15:44,009 --> 00:15:47,246 the easier it's going to be to animate slower movements. 292 00:15:48,247 --> 00:15:52,718 You want to have a good view of your entire background at once, 293 00:15:52,718 --> 00:15:56,088 so try and match your grid size 294 00:15:56,088 --> 00:16:00,693 instead of making it very small and then being unable to see 295 00:16:00,693 --> 00:16:03,395 where exactly your anchor point is. 296 00:16:05,030 --> 00:16:09,802 And while you're matching your anchor point to the grid itself, 297 00:16:09,802 --> 00:16:14,573 match it only to either the horizontal or vertical lines 298 00:16:14,573 --> 00:16:17,543 and don't try and put it in a corner 299 00:16:17,543 --> 00:16:21,814 because this is going to create inconsistent change in size. 300 00:16:23,415 --> 00:16:25,651 Another important thing to remember 301 00:16:25,651 --> 00:16:28,887 when creating a track in or track out chart 302 00:16:28,887 --> 00:16:32,758 is that your initial background needs to be big enough 303 00:16:32,758 --> 00:16:35,260 for the movement that you have in mind. 304 00:16:37,863 --> 00:16:40,199 If your background is too small, 305 00:16:40,199 --> 00:16:44,470 you wouldn't be able to enlarge it enough for the track in and out 306 00:16:44,470 --> 00:16:47,272 without compromising its quality. 307 00:16:48,340 --> 00:16:51,143 So it's better to draw a very big background 308 00:16:51,143 --> 00:16:53,746 and then move it around a little bit, 309 00:16:53,746 --> 00:16:55,414 then draw a smaller background 310 00:16:55,414 --> 00:16:58,617 and then not be able to actually move it. 311 00:17:01,053 --> 00:17:03,989 The same technique for the track in and out 312 00:17:03,989 --> 00:17:06,825 is used for the zoom in and out. 313 00:17:06,825 --> 00:17:08,060 The only thing is 314 00:17:08,060 --> 00:17:12,498 that you need to change your character size in relation to the background 315 00:17:12,965 --> 00:17:16,068 instead of keeping it at the same size. 316 00:17:17,302 --> 00:17:20,272 This is pretty much similar to the shake effect 317 00:17:20,272 --> 00:17:21,507 because we need to keep 318 00:17:21,507 --> 00:17:23,942 the same trajectory as the background. 319 00:17:24,943 --> 00:17:26,879 And to do this correctly, 320 00:17:26,879 --> 00:17:31,550 I recommend simply making the animation at the same size 321 00:17:31,550 --> 00:17:34,086 and then slowly shrinking or enlarging it 322 00:17:34,086 --> 00:17:36,655 at the same rate as we did with the background. 323 00:17:38,857 --> 00:17:43,228 You can also create variation by enlarging your character 324 00:17:43,228 --> 00:17:45,898 in a different rate than your background 325 00:17:45,898 --> 00:17:49,268 and thus basically showing it moving in 3D space 326 00:17:49,268 --> 00:17:52,271 with your camera moving in 3D space as well, 327 00:17:52,271 --> 00:17:54,907 but not exactly tracking the character. 328 00:17:55,808 --> 00:17:58,944 The next type of movement is the tracking pan. 329 00:17:59,645 --> 00:18:02,881 The camera keeps constant distance from the character 330 00:18:02,881 --> 00:18:04,583 while it's moving to the side. 331 00:18:05,951 --> 00:18:09,188 This is similar to the track in and out moves 332 00:18:09,188 --> 00:18:11,390 because the character itself will stay 333 00:18:11,390 --> 00:18:13,692 at the same position on the screen. 334 00:18:13,692 --> 00:18:14,793 But unlike it, 335 00:18:14,793 --> 00:18:18,263 we need to create a special background to make it work. 336 00:18:20,132 --> 00:18:24,203 A size tracking shot is going to cover more distance 337 00:18:24,203 --> 00:18:27,206 than what is actually seen in a single frame. 338 00:18:28,340 --> 00:18:30,409 We don't have the time to animate 339 00:18:30,409 --> 00:18:32,811 each detail between each frame, 340 00:18:32,811 --> 00:18:34,513 and it will be extremely hard 341 00:18:34,513 --> 00:18:37,850 to keep the correct distance of each detail 342 00:18:37,850 --> 00:18:39,751 because we're moving them to the side. 343 00:18:40,786 --> 00:18:44,022 And of course, similarly to regular backgrounds, 344 00:18:44,022 --> 00:18:46,859 if you have too many details or textures, 345 00:18:46,859 --> 00:18:49,094 it might not even be possible 346 00:18:49,094 --> 00:18:51,930 to animate them correctly for each frame. 347 00:18:53,065 --> 00:18:55,968 So in order to make a tracking shot, 348 00:18:55,968 --> 00:18:59,738 what we actually do is create a very long background 349 00:18:59,738 --> 00:19:03,976 and slowly move into the side to create the illusion of movement. 350 00:19:05,344 --> 00:19:07,913 Basically, you're just going to draw 351 00:19:07,913 --> 00:19:11,650 a whole bunch of different frames in the environment 352 00:19:11,650 --> 00:19:15,721 in the correct proportions of your canvas, 353 00:19:15,721 --> 00:19:18,323 and then just put them side by side 354 00:19:18,323 --> 00:19:20,159 and connect them in a way 355 00:19:20,159 --> 00:19:25,097 that lets you have one continuous background with the correct perspective. 356 00:19:39,144 --> 00:19:42,347 This is good for pretty flat backgrounds 357 00:19:42,347 --> 00:19:45,984 because we don't need to create a different perspective 358 00:19:45,984 --> 00:19:47,920 for each part of the screen. 359 00:19:49,688 --> 00:19:51,557 But as you can see, 360 00:19:51,557 --> 00:19:55,260 just by having one long background and moving it to the side, 361 00:19:55,260 --> 00:19:58,597 we can't create a 3D-looking movement 362 00:19:58,597 --> 00:20:03,535 because the perspective at the edges does not change 363 00:20:03,535 --> 00:20:07,839 and you can't really see the depth in the details in your background. 364 00:20:09,174 --> 00:20:11,243 This also relates to the fact 365 00:20:11,243 --> 00:20:15,180 that the farther the object is from the camera, the slower it moves 366 00:20:15,180 --> 00:20:17,816 and the closer it is, the quicker it moves. 367 00:20:18,250 --> 00:20:23,956 This is also true in the big distances that you see in your background. 368 00:20:23,956 --> 00:20:27,726 And if each part of it is moving at the same speed, 369 00:20:27,726 --> 00:20:30,562 it doesn't look like it has depth to it. 370 00:20:32,231 --> 00:20:35,434 To make the background look like it has some depth, 371 00:20:35,434 --> 00:20:38,870 we use something called the Parallax Effect. 372 00:20:39,504 --> 00:20:43,775 I kind of mentioned it at the second background creation lesson. 373 00:20:44,042 --> 00:20:45,544 For this camera movement, 374 00:20:45,544 --> 00:20:49,781 you're going to need to separate your background into different layers, 375 00:20:49,781 --> 00:20:51,750 depending on distance. 376 00:20:52,851 --> 00:20:56,221 So we have the foreground, midground and background 377 00:20:56,221 --> 00:20:57,923 as well as some overlays. 378 00:20:58,557 --> 00:21:01,093 And by moving each layer 379 00:21:01,093 --> 00:21:04,963 at a different speed in relation to each other 380 00:21:04,963 --> 00:21:09,101 and the distance that we estimated them to have from the camera, 381 00:21:09,101 --> 00:21:11,403 we can create the parallax effect 382 00:21:11,403 --> 00:21:13,739 which gives us the illusion of depth. 383 00:21:24,416 --> 00:21:28,153 You need to move them in relation to each other and the camera. 384 00:21:28,153 --> 00:21:30,155 So if you know the two layers 385 00:21:30,155 --> 00:21:33,592 are theoretically closer to each other than the camera, 386 00:21:33,592 --> 00:21:38,430 you will need to make the speeds more close to each other 387 00:21:38,430 --> 00:21:42,434 than any other type of details that you have in your background. 388 00:21:44,536 --> 00:21:45,304 For this, 389 00:21:45,304 --> 00:21:50,676 I recommend having both layers present on screen at the same time. 390 00:21:50,976 --> 00:21:53,011 This can be quite confusing 391 00:21:53,011 --> 00:21:56,648 if you have a lot of onion skin layers, 392 00:21:56,648 --> 00:21:59,818 or the if you have a lot of details in your frame. 393 00:22:00,152 --> 00:22:02,688 But I find that it's worth it 394 00:22:02,688 --> 00:22:06,658 in order to have a realistic looking camera movement 395 00:22:06,658 --> 00:22:10,762 with the relation of speed between each layer on your background. 396 00:22:11,430 --> 00:22:14,499 Also, I recommend using multiple frames 397 00:22:14,499 --> 00:22:16,401 in your onion skin feature. 398 00:22:17,536 --> 00:22:19,538 This will help you make sure 399 00:22:19,538 --> 00:22:23,508 that your layers are going in a constant trajectory 400 00:22:23,508 --> 00:22:25,811 and are not jittering too much. 401 00:22:26,578 --> 00:22:28,480 You can also use less frames 402 00:22:28,480 --> 00:22:32,584 if the amount of detail in your background is confusing 403 00:22:32,584 --> 00:22:36,254 and might be even too much to actually see clearly. 404 00:22:37,089 --> 00:22:38,190 But in that case, 405 00:22:38,190 --> 00:22:40,359 it might be better to actually play 406 00:22:40,359 --> 00:22:43,261 with the onion skin settings themselves 407 00:22:43,261 --> 00:22:47,132 and try and make something that is easier for you to see 408 00:22:47,132 --> 00:22:49,167 instead of just turning them off. 409 00:22:50,869 --> 00:22:53,505 Now, to create the track effect, 410 00:22:53,505 --> 00:22:57,642 we are going to move each layer at the same direction, 411 00:22:57,642 --> 00:22:59,244 but at different speeds. 412 00:22:59,911 --> 00:23:03,882 Or even sometimes almost not moving them at all 413 00:23:03,882 --> 00:23:06,051 if they're far enough from the camera. 414 00:23:06,752 --> 00:23:09,488 But we can also use a similar technique 415 00:23:09,488 --> 00:23:11,990 to create the camera spin effect. 416 00:23:13,625 --> 00:23:14,860 But in this case, 417 00:23:14,860 --> 00:23:18,063 instead of moving each layer at the same direction, 418 00:23:18,063 --> 00:23:20,532 we will going to move the layer 419 00:23:20,532 --> 00:23:26,505 behind and in front of the character in opposite directions 420 00:23:26,505 --> 00:23:30,842 with the layer closer to the camera moving faster than the layer 421 00:23:30,842 --> 00:23:32,377 which is further away. 422 00:23:32,778 --> 00:23:37,115 And by matching the character animation to this camera spin, 423 00:23:37,115 --> 00:23:41,787 we create the illusion of your camera actually being in 3D space 424 00:23:41,787 --> 00:23:44,756 even with only using 2D illustration. 425 00:23:49,327 --> 00:23:53,231 The next type of pan that we can make with 2D animation 426 00:23:53,231 --> 00:23:55,033 is the perspective pan. 427 00:23:55,434 --> 00:23:58,904 For this, we will again need a special background, 428 00:23:58,904 --> 00:24:02,574 but this one is actually even more difficult to do. 429 00:24:09,381 --> 00:24:11,450 Similarly to the tracking shot, 430 00:24:11,450 --> 00:24:16,254 we don't have time or ability to animate the changes to perspective 431 00:24:16,254 --> 00:24:17,756 between each frame. 432 00:24:22,093 --> 00:24:25,764 But this doesn't mean that we can't have perspective changes 433 00:24:25,764 --> 00:24:27,766 with 2D illustrations. 434 00:24:28,767 --> 00:24:29,568 Basically, 435 00:24:29,568 --> 00:24:33,572 you can break down the perspective shift in your frames 436 00:24:33,572 --> 00:24:35,707 for each part of your shot. 437 00:24:36,508 --> 00:24:40,512 And then you just need to take each different point of view 438 00:24:40,512 --> 00:24:43,715 and connect them into a single long background. 439 00:24:45,217 --> 00:24:46,485 You need to make sure 440 00:24:46,485 --> 00:24:50,789 that the perspectives are not clashing with each other 441 00:24:50,789 --> 00:24:54,459 so that you don't have a frame in the middle of your movement 442 00:24:54,459 --> 00:24:57,162 which has incorrect perspective in it. 443 00:24:58,330 --> 00:24:58,763 There are 444 00:24:58,763 --> 00:25:03,468 basically two methods that you can use to create the perspective pan. 445 00:25:04,903 --> 00:25:10,375 The first is actually sketching your background in the animation itself, 446 00:25:10,375 --> 00:25:15,013 so you know for sure that the perspective matches your character. 447 00:25:16,348 --> 00:25:17,682 Of course, if you are a beginner, 448 00:25:17,682 --> 00:25:22,754 you can basically just add simple cubes in the correct perspective 449 00:25:22,754 --> 00:25:25,457 and maybe add a little bit of grid. 450 00:25:26,157 --> 00:25:30,428 But since here, we don't have one single perspective, 451 00:25:30,428 --> 00:25:32,597 you don't need to make your grid correct 452 00:25:32,597 --> 00:25:35,300 and the only thing that is important is 453 00:25:35,300 --> 00:25:40,438 that your connections between each type of perspectives 454 00:25:40,438 --> 00:25:46,511 are going to be good enough to pass when adding your character 455 00:25:46,511 --> 00:25:49,948 as the movement itself is going to be pretty quick 456 00:25:49,948 --> 00:25:51,650 with this type of technique. 457 00:25:53,051 --> 00:25:57,122 Then, after you have your rough sketches of the background 458 00:25:57,122 --> 00:25:59,424 within the animation itself, 459 00:25:59,424 --> 00:26:04,029 you just take them and copy them to your illustration 460 00:26:04,029 --> 00:26:06,498 and background creation software 461 00:26:06,498 --> 00:26:10,302 and just add them together into a singular background 462 00:26:10,302 --> 00:26:14,139 and make sure that the connection between them are smooth. 463 00:26:15,240 --> 00:26:17,609 Once you have your rough layout 464 00:26:17,609 --> 00:26:21,713 and placement of everything in your own background, 465 00:26:21,713 --> 00:26:27,152 you can now start adding perspective points into some areas 466 00:26:27,152 --> 00:26:32,457 that need more construction and try and make your grid correct. 467 00:26:33,525 --> 00:26:37,629 But this stage is actually not necessary 468 00:26:37,629 --> 00:26:41,766 and can make your entire drawing a little bit worse. 469 00:26:41,766 --> 00:26:45,737 Because what is important is not that each individual frame 470 00:26:45,737 --> 00:26:50,875 is going to be 100% correct perspective, 471 00:26:50,875 --> 00:26:53,011 but that the entire impression 472 00:26:53,011 --> 00:26:56,748 that is given to the camera movement looks good. 473 00:27:19,671 --> 00:27:24,476 With this technique, you can't really add perspective points 474 00:27:24,476 --> 00:27:28,880 since we're changing the perspective all the time. 475 00:27:28,880 --> 00:27:31,549 In this case, you just need to make sure 476 00:27:31,549 --> 00:27:34,085 that each one of your perspective 477 00:27:34,085 --> 00:27:37,022 works together well with each other. 478 00:27:37,022 --> 00:27:39,057 So you need to plan your elements 479 00:27:39,057 --> 00:27:42,661 in a way that allows you to switch between them 480 00:27:42,661 --> 00:27:44,829 without it looking too jarring 481 00:27:44,829 --> 00:27:49,200 or with making too many incorrect perspective connections. 482 00:28:03,415 --> 00:28:06,685 But you can even use this technique to create changes 483 00:28:06,685 --> 00:28:08,486 with your horizon line 484 00:28:08,486 --> 00:28:11,556 which basically lets you change the type of shots 485 00:28:11,556 --> 00:28:13,291 that you're working with. 486 00:28:13,291 --> 00:28:14,325 This usually means 487 00:28:14,325 --> 00:28:17,662 that you're going to make your background a lot longer, 488 00:28:17,662 --> 00:28:20,899 or that you have to make each part of your background 489 00:28:20,899 --> 00:28:22,300 a lot more deformed. 490 00:28:22,901 --> 00:28:26,938 This can be seen quite a lot in old cartoons, 491 00:28:26,938 --> 00:28:31,142 but they don't let you have very realistic background. 492 00:28:31,142 --> 00:28:33,912 So it's better to just make the entire background longer 493 00:28:33,912 --> 00:28:36,915 and then just add more details 494 00:28:36,915 --> 00:28:39,084 to the collections of perspectives. 495 00:28:40,452 --> 00:28:45,256 For this, the second method can be quite useful. 496 00:28:45,256 --> 00:28:46,791 Because what you're going to do 497 00:28:46,791 --> 00:28:49,494 is take your base perspectives, 498 00:28:49,494 --> 00:28:53,131 add them to a single long stripe, 499 00:28:53,131 --> 00:28:56,701 and then use a smaller cutout 500 00:28:56,701 --> 00:28:59,838 in the size of your actual canvas 501 00:28:59,838 --> 00:29:04,008 and slowly fill it in between each different perspective. 502 00:29:14,385 --> 00:29:16,020 This way, you know that 503 00:29:16,020 --> 00:29:18,323 whatever every frame you're looking at 504 00:29:18,323 --> 00:29:20,158 is going to have a perspective 505 00:29:20,158 --> 00:29:21,860 which looks good enough. 506 00:29:22,894 --> 00:29:25,797 This is why I think it is important 507 00:29:25,797 --> 00:29:28,533 to be able to create lots of perspectives 508 00:29:28,533 --> 00:29:31,603 which look correct without the use of a grid. 509 00:29:31,603 --> 00:29:36,074 As we've discussed in the background creation lessons. 510 00:29:44,215 --> 00:29:47,519 You wouldn't be able to have such an effect 511 00:29:47,519 --> 00:29:50,388 without using incorrect perspective. 512 00:29:50,688 --> 00:29:54,559 But you still want to make it seem like it is correct 513 00:29:54,559 --> 00:29:56,795 and at least make it passable 514 00:29:56,795 --> 00:29:59,197 when the camera is moving quickly. 515 00:30:00,365 --> 00:30:02,500 You do need to be careful though, 516 00:30:02,500 --> 00:30:07,739 because some details do need to have their own perspective point. 517 00:30:08,173 --> 00:30:10,642 And you need to make sure to keep in mind 518 00:30:10,642 --> 00:30:14,312 the relative sizes of the objects in your scene. 519 00:30:16,447 --> 00:30:17,415 So for this, 520 00:30:17,415 --> 00:30:20,585 I basically just recommend using both methods 521 00:30:20,585 --> 00:30:24,088 and connecting a whole bunch of backgrounds 522 00:30:24,088 --> 00:30:26,658 before you reach your final one 523 00:30:26,658 --> 00:30:29,460 and actually edit into animation. 524 00:30:30,995 --> 00:30:34,899 By combining different camera movement techniques 525 00:30:34,899 --> 00:30:38,036 and using them in a smart way 526 00:30:38,036 --> 00:30:41,573 with different elements and different layers, 527 00:30:41,573 --> 00:30:44,576 you can actually create the illusion of movement 528 00:30:44,576 --> 00:30:47,345 in 3D space quite well. 529 00:30:47,345 --> 00:30:51,516 And if you match the movements of your character and camera well, 530 00:30:51,516 --> 00:30:55,620 you can really make something that is very dynamic 531 00:30:55,620 --> 00:30:59,257 and can replicate a 3D environment quite well. 532 00:31:00,024 --> 00:31:04,195 I especially like to combine perspective and tracking pan 533 00:31:04,195 --> 00:31:06,331 with parallax effect 534 00:31:06,331 --> 00:31:11,536 to really create some dynamic and complicated movements. 535 00:31:17,242 --> 00:31:19,043 The final type of backgrounds 536 00:31:19,043 --> 00:31:21,913 that we can create in 2D animation 537 00:31:21,913 --> 00:31:23,748 is the background loop. 538 00:31:24,449 --> 00:31:26,951 We're going to use this type of background 539 00:31:26,951 --> 00:31:30,088 in cases where the movement is too long 540 00:31:30,088 --> 00:31:33,925 to create a tracking pan background for it 541 00:31:34,525 --> 00:31:37,929 when it's just too time-consuming to create 542 00:31:37,929 --> 00:31:40,064 a long enough background. 543 00:31:49,140 --> 00:31:51,442 We might also use background loops 544 00:31:51,442 --> 00:31:53,945 in cases where your camera movement 545 00:31:53,945 --> 00:31:56,447 requires the perspective to shift 546 00:31:56,447 --> 00:31:58,917 in different parts on the screen. 547 00:31:59,417 --> 00:32:02,754 This is especially common with animation 548 00:32:02,754 --> 00:32:05,056 where you have one perspective point 549 00:32:05,056 --> 00:32:07,125 in the middle of the frame. 550 00:32:15,266 --> 00:32:16,734 To create a loop, 551 00:32:16,734 --> 00:32:21,739 first, you need to figure out the perspective in your frame 552 00:32:21,739 --> 00:32:24,475 and how it is going to change 553 00:32:24,475 --> 00:32:26,644 depending on the movement. 554 00:32:28,279 --> 00:32:33,151 Here you can see that they actually built rough grid 555 00:32:33,151 --> 00:32:35,486 to figure out where everything needs 556 00:32:35,486 --> 00:32:37,855 to be on screen. 557 00:32:44,796 --> 00:32:46,731 Here, I want to make sure 558 00:32:46,731 --> 00:32:51,502 that the building that I'm trying to draw still looks correct 559 00:32:51,502 --> 00:32:53,538 at every single frame. 560 00:32:54,672 --> 00:32:57,875 You can make your own grid like I do here, 561 00:32:57,875 --> 00:33:01,679 but you can also import a grid from Procreate 562 00:33:01,679 --> 00:33:04,482 if you want to make something that is more exact. 563 00:33:04,916 --> 00:33:08,987 You just need to edit as an image from the photo feature 564 00:33:08,987 --> 00:33:11,122 and then use it as a reference. 565 00:33:17,195 --> 00:33:22,533 But since we're going to later polish the entire background in Procreate, 566 00:33:22,533 --> 00:33:25,603 I don't find it necessary most of the time 567 00:33:25,603 --> 00:33:29,007 and just having the rough background is going to be enough for you 568 00:33:29,007 --> 00:33:31,342 to figure out the camera movement. 569 00:33:41,085 --> 00:33:44,022 Once you have your base perspective frames, 570 00:33:44,022 --> 00:33:47,291 you just need to add the appropriate amount of in betweens 571 00:33:47,291 --> 00:33:50,595 to create a loop and the length that you want. 572 00:33:51,829 --> 00:33:53,264 This is quite obvious 573 00:33:53,264 --> 00:33:56,000 but the more frames you have in your loop, 574 00:33:56,000 --> 00:33:58,569 the longer and smoother it's going to be. 575 00:34:02,774 --> 00:34:04,342 You also need to remember 576 00:34:04,342 --> 00:34:09,547 that you will have to render and detail each frame in your loop 577 00:34:09,547 --> 00:34:12,016 according to background style. 578 00:34:12,016 --> 00:34:14,118 So you need to strike a good balance 579 00:34:14,118 --> 00:34:17,522 between the look of the loop and the amount of work 580 00:34:17,522 --> 00:34:19,424 that is going to take you. 581 00:34:47,618 --> 00:34:50,254 Adding different objects in your shot, 582 00:34:50,254 --> 00:34:53,724 some of which in loop and some of which are not 583 00:34:53,724 --> 00:34:56,928 is going to give more variation 584 00:34:56,928 --> 00:35:02,400 and more interesting look to the environment that you try to create. 585 00:35:02,800 --> 00:35:05,603 Because not all elements in your environment 586 00:35:05,603 --> 00:35:08,773 might require a looping animation. 587 00:35:08,773 --> 00:35:10,675 Some of them can be done 588 00:35:10,675 --> 00:35:14,145 by using the regular track or perspective change. 589 00:35:21,085 --> 00:35:24,322 Actually adding more static elements to the scene 590 00:35:24,322 --> 00:35:26,224 will make it seem more realistic 591 00:35:26,224 --> 00:35:29,594 and will give you the opportunity to lengthen the shot 592 00:35:29,594 --> 00:35:32,497 without it looking cheap and repetitive. 593 00:35:39,604 --> 00:35:40,771 You can see here 594 00:35:40,771 --> 00:35:44,775 that just by adding buildings in the background 595 00:35:44,775 --> 00:35:46,978 which move in different speed, 596 00:35:46,978 --> 00:35:51,115 I can create a better looking and more interesting shot. 597 00:35:55,620 --> 00:36:00,725 Not to mention that this helps me keep the work in check 598 00:36:00,725 --> 00:36:04,662 as I can just draw each building as its own separate element 599 00:36:04,662 --> 00:36:07,465 and move them independently later on, 600 00:36:07,465 --> 00:36:09,767 which is much easier than drawing 601 00:36:09,767 --> 00:36:12,803 each one of them from sketch each time, 602 00:36:12,803 --> 00:36:15,540 especially if I want to give them a lot of details 603 00:36:15,540 --> 00:36:17,475 and use texture brushes. 604 00:36:19,744 --> 00:36:22,246 When you're adding the different layers 605 00:36:22,246 --> 00:36:25,983 of static images into your scene, 606 00:36:25,983 --> 00:36:32,757 remember that in order to keep the perspective correct and interesting, 607 00:36:32,757 --> 00:36:35,826 you want to use the parallax effect again. 608 00:36:37,361 --> 00:36:41,132 If you have multiple elements on your screen 609 00:36:41,132 --> 00:36:44,368 which can move without touching each other, 610 00:36:44,368 --> 00:36:47,772 it's a good idea to put them on the same layer 611 00:36:47,772 --> 00:36:51,108 in order to conceal the different layers 612 00:36:51,108 --> 00:36:52,910 since we have a limit. 613 00:36:55,413 --> 00:36:56,614 Just make sure 614 00:36:56,614 --> 00:36:58,883 you give them the right speed 615 00:36:58,883 --> 00:37:03,688 by changing the spacing of each individual object on the layer. 616 00:37:04,055 --> 00:37:08,926 You don't need to have a different layer for each individual object 617 00:37:08,926 --> 00:37:10,595 because the timing of it 618 00:37:10,595 --> 00:37:14,265 is not related to it being on a different layer. 619 00:37:16,667 --> 00:37:20,238 But if you have an overlapping object, 620 00:37:20,238 --> 00:37:23,507 then you're going to have to use another layer. 621 00:37:23,507 --> 00:37:28,746 Otherwise you will copy and paste it on top of the object below 622 00:37:28,746 --> 00:37:33,084 and if you make a mistake, you wouldn't be able to change it 623 00:37:33,084 --> 00:37:34,986 because it will affect the object 624 00:37:34,986 --> 00:37:37,455 that you've covered with your pasting. 625 00:37:40,091 --> 00:37:44,762 I also recommend giving your looping object a layer of its own 626 00:37:44,762 --> 00:37:47,965 to make it easier to spot and fix mistakes 627 00:37:47,965 --> 00:37:51,335 that you see in your individual frames. 628 00:37:52,737 --> 00:37:56,207 This way, you can just copy and paste the entire frame 629 00:37:56,207 --> 00:37:58,042 when you need to repeat it. 630 00:37:58,042 --> 00:38:01,746 Instead of selecting the correct part of it 631 00:38:01,746 --> 00:38:04,915 and replacing it in each individual frame, 632 00:38:04,915 --> 00:38:07,351 which will take considerably longer to do. 633 00:38:12,490 --> 00:38:16,227 Unlike the regular panned track parallax, 634 00:38:16,227 --> 00:38:20,798 which has a set placement for each object in the scene 635 00:38:20,798 --> 00:38:24,068 because of the way that we made the layers 636 00:38:24,068 --> 00:38:27,238 with a repeating loop and individual objects 637 00:38:27,238 --> 00:38:28,539 that you add to it, 638 00:38:29,073 --> 00:38:31,876 you can play around with the timing 639 00:38:31,876 --> 00:38:36,080 in which you introduce each individual object into the frame. 640 00:38:36,914 --> 00:38:41,018 You don't have to place all of them in the frame right from the start. 641 00:38:42,586 --> 00:38:43,688 By introducing 642 00:38:43,688 --> 00:38:48,192 different objects of different sizes and speeds into your frame, 643 00:38:48,192 --> 00:38:52,029 you can actually play around with the composition 644 00:38:52,029 --> 00:38:57,268 and fit it to give more interesting timing, pacing and energy to your scene 645 00:38:57,268 --> 00:39:01,105 as well as fit it to your character location on the screen, 646 00:39:01,105 --> 00:39:04,408 in a way that makes the entire composition better. 647 00:39:05,676 --> 00:39:09,447 The exercise in this lesson is to follow along 648 00:39:09,447 --> 00:39:13,818 and create your own variations of the examples that I've given here. 649 00:39:14,785 --> 00:39:18,189 You can either use your existing backgrounds 650 00:39:18,189 --> 00:39:22,226 and the existing animations if they allow it, 651 00:39:22,226 --> 00:39:26,630 or you can create your new backgrounds and animations 652 00:39:26,630 --> 00:39:28,232 as a sketch format. 653 00:39:30,034 --> 00:39:35,973 Try and include at least one perspective change background 654 00:39:35,973 --> 00:39:38,075 and one parallax background 655 00:39:38,075 --> 00:39:40,544 to test and practice your ability 656 00:39:40,544 --> 00:39:40,711 to test and practice your ability 657 00:39:40,711 --> 00:39:43,481 to create column movements to different shots. 658 00:39:43,914 --> 00:39:47,551 Again, if you're making new layouts and animations, 659 00:39:47,551 --> 00:39:51,055 make sure that your lines are as readable as possible. 660 00:39:52,156 --> 00:39:56,127 An additional exercise is just to make different variations 661 00:39:56,127 --> 00:39:58,529 of perspective change background 662 00:39:58,529 --> 00:40:01,265 using both techniques that I've shown you. 663 00:40:01,632 --> 00:40:05,669 You can either create a straightforward perspective change, 664 00:40:05,669 --> 00:40:08,939 which is just a one long stripe 665 00:40:08,939 --> 00:40:11,809 or you can combine multiple stripes together 666 00:40:11,809 --> 00:40:14,712 to create a more complicated camera movement. 667 00:40:15,246 --> 00:40:17,748 If you're an experienced animator, 668 00:40:17,748 --> 00:40:20,184 then actually try and create a background 669 00:40:20,184 --> 00:40:24,355 which fits the animation that we've made in the last exercise 670 00:40:24,355 --> 00:40:26,624 with the many perspective changes. 671 00:40:27,525 --> 00:40:28,192 To do this, 672 00:40:28,192 --> 00:40:32,363 you can either combine multiple background layouts together, 673 00:40:32,363 --> 00:40:36,267 or you can actually try and animate a background loop. 674 00:40:36,901 --> 00:40:38,602 Again, make sure that you keep 675 00:40:38,602 --> 00:40:42,640 your proportions, perspective and line quality consistent. 676 00:40:43,741 --> 00:40:48,479 Today, we cover how to create different camera moves in animation 677 00:40:48,479 --> 00:40:50,448 and the techniques that we are using 678 00:40:50,448 --> 00:40:54,185 to create the illusion of movement in 3D space 679 00:40:54,185 --> 00:40:56,620 using 2D Illustration. 680 00:40:56,620 --> 00:40:58,289 We specifically looked on 681 00:40:58,289 --> 00:41:01,025 how to plan our background layout 682 00:41:01,025 --> 00:41:03,894 and the trajectory of its movement 683 00:41:03,894 --> 00:41:05,563 using analog techniques 684 00:41:05,563 --> 00:41:08,966 which can be replicated in every software. 685 00:41:10,134 --> 00:41:13,003 And we've also seen some tips and techniques 686 00:41:13,003 --> 00:41:16,273 that I personally use when creating my animation 687 00:41:16,273 --> 00:41:18,642 using FlipaClip and Procreate. 688 00:41:19,643 --> 00:41:22,112 Next time we're going to learn on 689 00:41:22,112 --> 00:41:25,349 how to connect different shots together 690 00:41:25,349 --> 00:41:28,252 and create your scene and animation 691 00:41:28,252 --> 00:41:32,056 with the correct energy and a readable flow. 692 00:41:32,056 --> 00:41:33,157 Thank you for watching 693 00:41:33,157 --> 00:41:34,725 and see you next time. 694 00:41:34,725 --> 00:41:36,093 Bye. 57275

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