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- In this video,
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we will have a quick overview
of the different sequences
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and how to render and edit them
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in the Video Sequence editor.
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The second scene or second
shot of our short animation
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is super simple.
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The camera is simply
moving in a linear fashion,
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using linear interpolation on the x-axis
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following our character
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until it disappear into a bush.
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The character itself is simply
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using it's run cycle
animation that is looping.
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And on top of this I have
layered simple locomotion action
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in the NLA editor that move
by 0.7 meters every 12 frames.
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And then choose an extrapolation filter
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set to linear extrapolation.
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(wind woosh effect)
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For the next shot,
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when our character
start climbing the tree,
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the root of the camera is
still moving left to right,
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but this time I have a bit of
easing in the camera motion,
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and then the camera stop.
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In the meantime,
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I'm using the Aim controller
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to create down to up motion.
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Particularly the camera
is following the squirrel
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and there is a slight easing
until the end of the shot
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that the camera looks a little more alive.
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Also the character is not full frame.
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He appear on a third of the camera
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and is facing the closed side of the shot
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so that we do feel like he's escaping.
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For the character motion it's as usual.
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I've combined this time,
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the climbing cycle with locomotion action
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using the NLA editor.
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For the locomotion animation
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I've only animated the
root bone of the character.
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Since his motion is not
as linear as before,
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meaning that it's likely
changing direction on each bounce
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but still as a constant speed,
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I've made sure that I
add linear interpolation
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between each frame switching
every handle to vector.
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And then on each contact
pose of the character
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I will slightly change its orientation
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and moving following the tree trunk.
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You can see that from a side view
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it might not look perfect,
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but it does work very well
from the camera angle.
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So that's perfectly fine.
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(wind woosh effect)
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On the next shot there is no camera motion
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so it's just about placing the camera.
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Again, our character is framed
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so that it follows a
third of the camera view.
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I am still using the
climbing cycle animation
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we have created,
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but this time you can see
there is no locomotion action.
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Instead, I'm using a path constraint
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on the root bone of our character.
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We will see how to create it
and use it in the next video.
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But particularly our character
is simply following a curve
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and we can animate the
speed at which the character
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is following this curve.
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While we should use a linear speed
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I slightly edited the
speed of the character
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using the Graph editor,
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inputting a bit of variation.
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so that it looks a little more dynamic
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from the camera angle.
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And that was it.
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(wind woosh effect)
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For the very last sequence
of our character animation
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the camera doesn't move
until our character
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settle in the shot.
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Then the root of the camera
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is slightly moving up and forward
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and I've animated the focal
length and the focus distance
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so that we are progressively
focusing onto the horizon.
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For the character animation.
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I've used one cycle of the run cycle
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combined with the locomotion,
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which is a simple forward
animation on 0.7 meter.
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And then I've used our idle animation.
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And I've cut the idle
animation on frame 68.
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What I did do on the very
final version of the trailer
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was to add a couple of additional
animation on the very end
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so that the character is still moving
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while it's getting out of focus.
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I haven't recorded the
the animation process
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because that will be redundant.
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And you will still have a lot
of animation content to watch
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in this course.
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But the process was exactly the same
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as when we have made our idle animation.
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So it's also time for you
to try to do it on your own.
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(wind woosh effect)
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As you are done with animation
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we need to render those shots.
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If you are using the provided file,
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I've already set up the render.
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You just need to go to Render
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and click Render animation
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or press Control + F12.
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As you do, Blender will
render the animation scene
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with the camera view.
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It will start from the start
frame till the end frame
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and using the resolution
set into the dimensions.
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We don't care about frame rate,
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unless we are exporting a
movie like an MPEG sequence.
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But I do advise you to render PNG files.
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If you run in movie file,
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there is big chances
it will be compressed.
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Plus, if Blender crashes before
the end of the rendering,
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you will have to re-render
the whole sequence.
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While if you are using image sequence,
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you will just have to re-render
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from the frame it has crashed.
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I've set up my render
output so that Blender
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will create the folder, "RENDERS",
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and the subfolder,
"SCENE-05", 4, 3, 2 or 1.
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And the image sequence
will be called, "Scene-05",
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in this case.
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And Blender will automatically
add a suffix number
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corresponding to the frame number.
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(wind woosh effect)
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Since I generally use After
Effects to create my sequences
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and work on my compositing,
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I won't do an in-depth video
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about the Video Sequence
editor in Blender,
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but they will give you the foundation
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that will allow you to
use it without problem.
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So let's convert both
our 3D view and timeline
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to the Video Sequence editor.
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It's pretty straightforward.
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We have different tracks
and pressing Shift + A
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I can add different items.
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It can be text, sound, whatever.
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Let's choose image sequence,
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browse our render folder,
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and press A
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to select all the PNG file
of the first sequence.
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And press, Add image sequence.
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Blender has automatically
added all our image
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as a sequence on the first track.
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If I want to extend the
end of the animation
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to a further frame,
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I just need to position the play head
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and press Control + End
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as we do in the timeline.
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The image sequence is read
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at the speed of our general frame rate.
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To be able to preview
our animated sequence
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we can switch to Sequence Preview.
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It will display our sequence
track so we can collapse them
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and also the current
frames that is being read.
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If I press the Space
bar to preview my video,
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we can see that the frame
rate is not very good,
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but this is because Blender is
currently caching the video,
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meaning that is kind pre-calculating it.
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The cached sequence is
shown into a brighter red
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beneath the tracks.
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Once the images are cached
if we play it again,
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it will play real time.
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So what I will quickly do now
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is repeat the process and
import the five image sequences
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I have created for this shot.
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Since there is no blending
between sequence one and two,
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I can left click and drag
sequence two on the first track.
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I can do the same with sequence three,
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moving it on the first track,
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but I will need to cut it a bit
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because there are some repeating frame
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between the previous
sequence and the current one.
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To cut it I simply need
to place the play head
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wherever I want to cut and press K.
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Then I will scrub through the timeline
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to watch out for any repetition
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and remove any content
from the selected strip
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by cutting it and then
pressing X to delete it.
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Now I'd like to blend the
next sequence onto the other,
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creating a fading.
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The first important thing is
to find out the right timing
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between the moment our character
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is getting out of the frame
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and when he's getting back into the frame.
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Here I feel that the
time we wait is too long
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before we see the
character back into frame.
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So I will remove a part of the sequence.
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Then I will move it on
top above the other,
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so that we have overlapping sequences.
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Pressing the N key
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I will be able to open
the Properties panel.
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And in this Strip tab,
in the Adjust panel,
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I have an Opacity option.
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I will click on the little dot
icon near the opacity level,
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and it will automatically
insert the key frames.
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It means that on this frame
our strip will be fully opaque.
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I can scrub back to the
beginning of the strip
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and then set the opacity to zero
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and click this icon to
insert a new key frame.
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And we've just animated
the opacity of the strip,
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creating a natural fade.
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From there, I can select
our last sequence strip.
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Left click and drag, or press G,
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to move it just after
the current sequence.
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From there,
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I advise you to cache the
animation and double check it
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to see if it looks natural.
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To cache the animation just play it once.
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The final touch will be to boost a bit
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the contrast of our shots.
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So we press Shift + A and
add an adjustment layer.
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I will move it on top of everything
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and then I will left click
and drag onto one of the side
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to extend it till the end of the movie.
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Just think of it as an empty strip.
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But whatever adjustment
modifier I will add on top of it
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will be applied to any strip
beneath this adjustment layer.
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So if I go to the Modifier tab,
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I can add a new modifier
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and I will choose the Curve modifier.
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If I now left click on the
top right corner of the curve
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and move this value up,
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this will make the bright
color of our picture
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even brighter.
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So just push it ever so slightly.
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And I will then click somewhere
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in the bottom left corner of the curve
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and just drag it down a little bit
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so that the darker tone
will be a little darker.
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So in the end,
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we have kind of boosted a bit
the contrast of our picture.
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If you click back and
forth onto the eye icon,
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you can see your picture
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with and without this curve modifier.
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From there, you can add
another modifier if you want.
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For example, a tone
mapping or a color balance,
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and change a bit the colors of your shot.
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To make it warmer, for example.
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I won't go any further on this topic
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because I'm not a
specialist of compositing.
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Just experiment a bit with those modifier
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and see how they behave.
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From there to render your movie,
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simply choose a file path and output.
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Then I advise you to
select a movie file format
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like ffmpeg.
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I generally choose mp4
and then switch to h264
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and use a loss-less quality.
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Then go into the Sequence editor,
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View, Sequence Render Animation.
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Wait, and enjoy your movie.
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