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Hello, everyone.
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Havtza here.
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Last lesson, we learned about animation in perspective,
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which gave us a lot of freedom and a lot of options
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when wanting to make more cinematic animations.
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Because right now we can make animation in a 3D environment, kind of.
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And the next step to actually complete this effect
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is to be able to move the camera in the environment as well
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and match it to the movement
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that we're animating in perspective.
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A moving camera has a lot of uses.
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It can be a way to make a static shot more dynamic.
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It can create a certain atmosphere in the scene.
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It can reveal information, enhance emotion.
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And there are a lot of other
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creative ways you can use it as well.
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Today, I'll be teaching you
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how to make some basic camera moves
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and some tricks to creating the illusion of movement
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in a 3D space using 2D illustrations.
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I will be teaching you
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how to do this with the FlipaClip
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and Procreate animation softwares.
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But this is not something that is usually done in the industry
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because these softwares are not actually designed
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to have a moving camera in them.
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It's just tricks that I used to create my own animations.
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And this is where creating animation
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in a team becomes kind of difficult with this softwares.
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So from this point on,
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it's basically more for independent production.
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Of course, the same camera moves are relevant
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to other animation softwares,
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but you will probably have other features
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that will let you do them.
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But if you don't have an automatic camera movement feature
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in your animation software,
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this is the way to do it.
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In 2D animation, we are trying to sell the idea
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that the character is actually part of the environment
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while we're animating it,
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meaning that you want to make it seem like it moves inside it.
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We as animators don't actually have the time
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to animate every single detail in the background
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from sketch for every frame.
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And if we are aiming for a realistic art style,
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we might not even be possible
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to animate everything from the beginning,
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depending on the coloring and the brush texture that we're using.
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And because we can only work with
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2D illustrations for the background
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which are static and cannot change
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it might seem like we wouldn't
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be able to create a movement in 3D space with just that.
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And we might need to use a 3D CGI model of the environment
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and the moving camera.
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But, there's actually a bunch of tricks and smart compositing methods
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that we can use to create the illusion of movement in 3D space.
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I like to divide the camera movement into two different categories.
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The first is stationary lens changes,
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and the second is position changes in the environment.
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The stationary lens changes are common movements
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where the camera itself stays in the same place in the environment.
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And the only thing that changes
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is the direction to which the camera points to
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and how zoomed in or out it is.
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In this type of shots, you will experience
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a lot of perspective changes.
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Because the perspective point will shift
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depending on the direction of the camera
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relative to the object that we're trying to film.
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In this category,
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you will find that the zoom in and zoom out
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and the panning camera movement.
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The second category is
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where the camera itself moves in the environment.
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In this type of shots,
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you might experience perspective changes
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because the camera is free to look around.
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But you can also follow different subjects
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while keeping the same perspective.
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In this category,
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you will find the follow, shake, track in and track out
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and the spinning shots as well as tracking pan.
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Now, I haven't really addressed this yet,
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but in animation, we don't actually have a camera
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and an environment for it to move around in.
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So what I'm saying with this type of vocabulary is
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what we're actually trying to replicate
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in real life filming techniques.
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But we actually have even less restrictions
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than what you find with real cameras
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because we can switch focal points and distance from the camera
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without actually changing the type of camera
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that we working on, as we would have to do in real life
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in different types of shots.
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The only thing we need to be concerned about
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is how we're drawing the background in which distance
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and how we're going to move it.
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Because we don't actually have a camera
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to move around in animation,
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what we are going to move is the background itself.
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And by dividing the background into different parts
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and moving them in relation to each other,
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we can create the illusion of depth
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and add our characters into the environment.
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FlipaClip does not have an automatic camera feature.
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You will have to move the background frame by frame
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using the straight ahead method,
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so the number of frames has to be final
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and the character movement complete
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before we are actually tackle the camera movement.
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If you have your own software
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that allows you to add camera movement using keyframes
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such as video editing apps
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or more professional animation softwares,
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it might be easier to create camera movements,
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but unless you have a software
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that allows you to move the camera independently in every layer,
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there are moves that you might not be able to replicate
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using the features that is built in your software.
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We need to understand how each move works
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in order to recreate it.
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So even if you do have an automatic feature,
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it might be a good idea to stick around
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and see how it is actually done.
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And if you don't have an automatic feature,
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this method can be replicated in any type of software
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and you can even do it on paper.
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As I said before,
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to create a camera movement in animation,
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we physically move the background
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to the opposite direction of where we want the camera to move.
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If you want the camera to move right,
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you move your background left.
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And if you want your camera to move up,
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you move the background down, etc.
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To actually move the background,
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you need to select your image and enlarge it
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so it's bigger than your frame in canvas.
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By copying and pasting the selection between frames
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without releasing the selection,
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You can continuously change the position of the background
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without changing its size
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which allows you to create pretty smooth movements.
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So let's see how to move the backgrounds in different patterns
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can allow us to make different camera movements.
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Starting with the follow camera movement,
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this is one of the most common movement that you will see.
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It's something that follows the character actions
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and keeps them in frame
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which can give more energy to the movement.
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I'll just enhance it generally.
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To make it, you have to make the background move
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in the opposite direction from the action itself.
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So first we need to analyze the trajectory of the character movement
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and then mirror it to the other direction for the camera to follow.
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To plan the background trajectory,
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we need to choose an anchor point.
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The background has many details in it,
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but they all keep the same distance from each other.
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So by choosing an anchor point and moving it correctly
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according to the planned trajectory,
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your entire background will move correctly.
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In this example, I drew the background directly in FlipaClip
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so you can see the detail in the onion frame feature,
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but when using actual finished background,
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it will be one drawing imported as an image.
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So you wouldn't be able to see the individual details in it.
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Because of this,
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it's better to use the actual selection center dot as the anchor,
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and plan the trajectory from its location.
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With each new trajectory,
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starting from the anchor point and position in the last trajectory.
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When using the selection point for your background,
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you need to be careful
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not to change its position on the selected photo
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since the selection itself will move differently
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if you move this point.
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Once you have enough practice
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and develop good memory for positions of different things
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on your screen,
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you can go back to using points
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in the background itself with your anchor.
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This will allow you to have more complicated movements
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because you will be mostly without
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actually, planning the trajectories each time
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and just putting the background in the correct position
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in relation to your character.
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This is how I myself do the animation.
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I basically just remember the position of the details on the screen
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and move them relative to the character between frames,
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but this does take a lot of practice
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so start with an anchor point.
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Okay, so now that we have the trajectory of the character planned,
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we just copy and paste the background between the frames
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while changing its position.
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Remember to not release the selection tool
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when copying and pasting,
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otherwise you will only copy the cropped part
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that is showing on the screen
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and you will have to start from the beginning again
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because you wouldn't have the entire background.
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As we've seen in the last video,
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the closer an object is to the camera, the faster it moves
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and the bigger the spacing is going to be between each frame.
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Because usually the background is going to be further away
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from the camera than the character,
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we're going to animated more slowly.
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By animating it more slowly,
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I don't mean creating a delay in the actual timing
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because the frame has to match the character movement.
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To animated more slowly,
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We're just going to make the entire trajectory smaller.
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And because the spacing will be smaller,
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it will seem like the background
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is moving more slowly than the character.
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This will also make sure
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that your back movement will not distract
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from your character movement itself.
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A very nice thing about using this animation method
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is that you have complete control on the camera movement.
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So you can actually plan your trajectory with ease in and ease out,
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which are completely dependent on your character animation
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and can match it perfectly with both curves and timing.
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You can also play around with your trajectory
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to make some interesting effects with your camera.
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For example,
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by making it move more quickly or slowly than your character animation
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or actively changing the spacing and timing of the trajectory
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to create different drag and delay effects with the camera,
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you can create more illusions of force and speed
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with your character animation.
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I myself use this technique quite a lot.
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Because by making the camera 'lag' behind your character action,
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you can create the impression that the movement is much quicker,
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even too quick for the camera to follow.
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And if you want to show force,
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you can add camera shakes and delays with your camera movement
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to show that the action is much quicker and stronger
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than the camera can handle.
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To create the camera shake effect,
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you basically use the same technique as your track follow.
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But instead of making your camera move
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in relation to your character action with opposing trajectories,
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you're just going to move everything in your layers
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in the exact same random trajectory.
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Because what we'll try to replicate
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is the entire environment moving, which means that both the camera, the character
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and everything else around it
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are going to be moving in the same way.
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You need to try and make the trajectory as exact as possible
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between every layer that you have.
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Otherwise, you might create some inconsistencies
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and it will seem like your character, or parts of it, are sliding around.
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Luckily, camera shakes usually have a lot of movement to them,
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so if you're making small mistakes,
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they wouldn't be very noticeable.
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The track in and out movement is meant to replicate the effect
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of your character and camera moving in the environment
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while keeping the same distance between them.
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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
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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
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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.
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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
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00:14:47,653 --> 00:14:50,623
and make it seem like the camera is getting closer
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00:14:50,623 --> 00:14:52,892
to each object in the environment.
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00:14:54,159 --> 00:14:55,561
To create the track out,
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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
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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.
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00:15:09,842 --> 00:15:11,710
Because we are not going to move
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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,
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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
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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.
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00:15:48,247 --> 00:15:52,718
You want to have a good view of your entire background at once,
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00:15:52,718 --> 00:15:56,088
so try and match your grid size
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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,
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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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