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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 00:00:00,980 --> 00:00:02,440 In this lesson, we'll learn how 1 00:00:02,440 --> 00:00:04,280 to animate the Google logo and 2 00:00:04,350 --> 00:00:06,520 analyze techniques and methods to improve 3 00:00:06,590 --> 00:00:09,080 animation. In the previous lesson, we 4 00:00:09,080 --> 00:00:11,240 learned the basics of easings let's 5 00:00:11,240 --> 00:00:13,520 complicate the task now jumping and 6 00:00:13,520 --> 00:00:15,760 following objects. This technique is 7 00:00:15,760 --> 00:00:17,120 often used to reveal a logo. 8 00:00:18,080 --> 00:00:19,700 It all seems simple at first 9 00:00:19,700 --> 00:00:22,020 glance, but problems begin when it 10 00:00:22,020 --> 00:00:24,260 comes to practice. Beginners can even 11 00:00:24,260 --> 00:00:25,980 miss noticing the issues due to 12 00:00:25,980 --> 00:00:28,020 lack of experience, as you might 13 00:00:28,020 --> 00:00:29,500 have noticed. The problem is that 14 00:00:29,500 --> 00:00:31,220 the objects freeze in the air 15 00:00:31,370 --> 00:00:33,540 wrongly and move simultaneously, 16 00:00:34,000 --> 00:00:35,140 but the ladder is not that 17 00:00:35,140 --> 00:00:37,140 important at the moment. Let's analyze 18 00:00:37,140 --> 00:00:38,740 how to correctly animate to jump 19 00:00:38,880 --> 00:00:40,180 on the example of the letter 20 00:00:40,330 --> 00:00:42,660 from the Google logo. Before starting 21 00:00:42,660 --> 00:00:44,340 to work on animation, you must 22 00:00:44,340 --> 00:00:46,140 define the area where the letters 23 00:00:46,200 --> 00:00:47,500 and parts of a logo will 24 00:00:47,500 --> 00:00:49,380 be revealed. It is better. If 25 00:00:49,380 --> 00:00:50,460 all the elements of a logo 26 00:00:50,600 --> 00:00:52,260 are revealed in a small compact 27 00:00:52,290 --> 00:00:53,660 area in the center of a 28 00:00:53,660 --> 00:00:55,780 composition. This way the viewer will 29 00:00:55,780 --> 00:00:57,380 stay focused and the elements will 30 00:00:57,380 --> 00:00:58,860 not be trimmed along the edge 31 00:00:58,860 --> 00:01:00,300 of the frame while appearing, 32 00:01:01,030 --> 00:01:03,380 think through the general timing easing 33 00:01:03,560 --> 00:01:05,019 and the order in which elements 34 00:01:05,019 --> 00:01:06,700 will be appearing in this case, 35 00:01:06,700 --> 00:01:08,020 parts of the logo will be 36 00:01:08,020 --> 00:01:09,620 revealed one by one. And the 37 00:01:09,620 --> 00:01:11,460 entire reveal animation will take about 38 00:01:11,460 --> 00:01:13,940 three seconds. The main movement in 39 00:01:13,940 --> 00:01:15,260 it will be the flying out 40 00:01:15,360 --> 00:01:16,860 and following of the logo parts. 41 00:01:19,230 --> 00:01:21,490 So flying out or jumping objects 42 00:01:21,910 --> 00:01:23,210 in real life. When you throw 43 00:01:23,330 --> 00:01:24,970 a ball or any other object 44 00:01:25,070 --> 00:01:27,090 up, notice how it freezes at 45 00:01:27,090 --> 00:01:28,450 some point for a mere second 46 00:01:28,510 --> 00:01:30,970 before falling you'll need to recreate 47 00:01:30,970 --> 00:01:33,170 the same thing in animation. As 48 00:01:33,210 --> 00:01:34,450 a result, it will look natural. 49 00:01:35,060 --> 00:01:36,570 There should be an impulse in 50 00:01:36,570 --> 00:01:38,530 the beginning. Then the object freezes 51 00:01:38,590 --> 00:01:40,570 at some peak point and falls 52 00:01:40,570 --> 00:01:41,690 down with acceleration 53 00:01:43,510 --> 00:01:45,410 in attachments. For this lesson, you 54 00:01:45,410 --> 00:01:47,710 can find a project open the 55 00:01:47,710 --> 00:01:49,110 composition and you'll see a logo 56 00:01:49,470 --> 00:01:50,350 prepared to be animated. 57 00:01:52,360 --> 00:01:54,030 Let's animate the way the letter 58 00:01:54,230 --> 00:01:56,030 G flies out. We will need 59 00:01:56,030 --> 00:01:58,070 three key frames for this let's 60 00:01:58,070 --> 00:02:00,390 move backwards. Set the final position. 61 00:02:00,410 --> 00:02:02,190 Key frame on the 24th frame 62 00:02:02,290 --> 00:02:03,790 in order not to waste time 63 00:02:03,790 --> 00:02:05,510 searching for it later. This is 64 00:02:05,510 --> 00:02:07,070 often an issue for beginners. 65 00:02:09,470 --> 00:02:11,360 Then move 12 frames back on 66 00:02:11,360 --> 00:02:13,080 the timeline and create the peak 67 00:02:13,080 --> 00:02:15,480 point. It is crucial without it. 68 00:02:15,580 --> 00:02:16,840 You will be unable to control 69 00:02:16,840 --> 00:02:18,960 the object. Freezing. The third key 70 00:02:18,960 --> 00:02:20,720 frame defines from where the object 71 00:02:20,720 --> 00:02:23,150 will start flying out, press F 72 00:02:23,150 --> 00:02:25,430 nine and check the result. Currently 73 00:02:25,530 --> 00:02:27,510 it hardly resembles the final result. 74 00:02:29,520 --> 00:02:30,790 Let's adjust the graphs 75 00:02:31,650 --> 00:02:33,070 enable graph editor. 76 00:02:34,280 --> 00:02:35,860 The flying out should be impulsive 77 00:02:36,090 --> 00:02:38,060 with a slow down. The situation 78 00:02:38,060 --> 00:02:39,900 with the falling is opposite. It 79 00:02:39,900 --> 00:02:41,540 needs to be smooth with an 80 00:02:41,540 --> 00:02:43,780 acceleration to configure the way the 81 00:02:43,780 --> 00:02:45,420 object will freeze. You need to 82 00:02:45,420 --> 00:02:46,700 adjust the height of the midpoint, 83 00:02:47,040 --> 00:02:48,580 but first you need to combine 84 00:02:48,580 --> 00:02:50,500 incoming and outgoing velocity, 85 00:02:51,240 --> 00:02:52,860 double click on the point and 86 00:02:52,860 --> 00:02:53,980 check this field here. 87 00:02:55,070 --> 00:02:57,310 That's it. Now using the height 88 00:02:57,330 --> 00:02:58,590 of the ski frame, you can 89 00:02:58,590 --> 00:03:00,480 adjust how the object freezes in 90 00:03:00,480 --> 00:03:01,200 the speed field 91 00:03:03,050 --> 00:03:04,430 or do it manually in the 92 00:03:04,430 --> 00:03:04,630 graph. 93 00:03:08,100 --> 00:03:09,640 In addition to graphs, the weight 94 00:03:09,900 --> 00:03:12,160 and character of objects are influenced 95 00:03:12,180 --> 00:03:13,880 by the distance between key frames 96 00:03:13,880 --> 00:03:15,320 and the length of the animation. 97 00:03:15,740 --> 00:03:17,360 It is clear that more active 98 00:03:17,360 --> 00:03:19,400 movements will end faster. In my 99 00:03:19,400 --> 00:03:21,080 case, the distance between the key 100 00:03:21,200 --> 00:03:23,200 frames is the same and the 101 00:03:23,200 --> 00:03:25,200 animation lasts 24 frames. 102 00:03:25,860 --> 00:03:27,760 The composition runs at 30 frames 103 00:03:27,760 --> 00:03:30,200 per second. This is 104 00:03:30,200 --> 00:03:32,480 the best speed flying out. Shouldn't 105 00:03:32,480 --> 00:03:33,880 be too slow or too fast 106 00:03:33,900 --> 00:03:35,900 in this case. So it is 107 00:03:35,900 --> 00:03:37,860 usually like that. The case is 108 00:03:37,860 --> 00:03:39,100 when the task is to make 109 00:03:39,100 --> 00:03:40,780 the flying out in slow motion, 110 00:03:41,000 --> 00:03:42,900 or when an object should behave. 111 00:03:43,440 --> 00:03:45,060 As if in zero gravity may 112 00:03:45,060 --> 00:03:46,900 be exceptions. It all depends on 113 00:03:46,900 --> 00:03:49,220 your task and imagination, but 114 00:03:49,280 --> 00:03:50,900 try to create animation, taking the 115 00:03:50,900 --> 00:03:52,660 laws of physics into account and 116 00:03:52,940 --> 00:03:54,540 maintaining the overall pace for all 117 00:03:54,540 --> 00:03:56,900 elements. You can experiment with how 118 00:03:56,900 --> 00:03:58,860 objects freeze, but everything should be 119 00:03:58,860 --> 00:04:01,020 in harmony. In these examples, 120 00:04:01,130 --> 00:04:03,180 objects are flying out. Following the 121 00:04:03,180 --> 00:04:03,820 same principle, 122 00:04:06,530 --> 00:04:08,750 all objects usually move following arc 123 00:04:08,750 --> 00:04:10,910 shaped trajectories. This is one of 124 00:04:10,910 --> 00:04:13,110 the animation principles. We already 125 00:04:13,110 --> 00:04:14,990 talked about it in the previous 126 00:04:14,990 --> 00:04:17,200 lesson. Now we will figure out 127 00:04:17,200 --> 00:04:18,480 how to use it in practice. 128 00:04:19,279 --> 00:04:20,390 Let's get back to the Google 129 00:04:20,420 --> 00:04:22,430 logo, pay attention to how it 130 00:04:22,430 --> 00:04:24,710 is revealed. All letters. Accept the 131 00:04:24,710 --> 00:04:26,710 first one, fly out and follow 132 00:04:26,890 --> 00:04:28,990 arc shaped trajectories. First, 133 00:04:29,080 --> 00:04:30,230 let's take a look at how 134 00:04:30,230 --> 00:04:31,910 the letters G and L are 135 00:04:31,910 --> 00:04:34,270 revealed. We will return to the 136 00:04:34,270 --> 00:04:35,870 rest later as they are created 137 00:04:35,930 --> 00:04:38,390 in a different way. The lowercase 138 00:04:38,390 --> 00:04:40,870 letters G and L let's animate 139 00:04:41,110 --> 00:04:42,470 position the same way as we 140 00:04:42,470 --> 00:04:43,510 have done for the first letter 141 00:04:43,690 --> 00:04:45,870 and set the animation graphs. We 142 00:04:45,870 --> 00:04:47,870 will also add the flight trajectory 143 00:04:48,050 --> 00:04:49,910 by adjusting the points in space 144 00:04:49,970 --> 00:04:51,960 to form an arc. It is 145 00:04:51,960 --> 00:04:53,280 not necessary to make it an 146 00:04:53,330 --> 00:04:55,680 ideal. Semi-circle it all depends 147 00:04:55,680 --> 00:04:56,520 on the situation. 148 00:04:57,980 --> 00:04:59,570 Let's adjust the animation graphs. 149 00:05:00,440 --> 00:05:01,860 As you remember, the object should 150 00:05:01,860 --> 00:05:03,100 freeze at the peak point. 151 00:05:18,730 --> 00:05:20,960 Great. Now let's animate the letter 152 00:05:21,160 --> 00:05:22,880 L and create a trajectory for 153 00:05:22,880 --> 00:05:25,260 it. This animation will 154 00:05:25,260 --> 00:05:27,580 consist of four key frames of 155 00:05:27,580 --> 00:05:29,420 which three will be the animation 156 00:05:29,420 --> 00:05:31,660 of the object flying out and 157 00:05:31,660 --> 00:05:33,700 additional one for the object sliding 158 00:05:33,700 --> 00:05:34,660 to the final position. 159 00:05:37,240 --> 00:05:39,470 Let's set the trajectory, right? Click 160 00:05:39,490 --> 00:05:40,990 on the selected key frames and 161 00:05:40,990 --> 00:05:42,950 select the key frame. Interpolation 162 00:05:43,020 --> 00:05:45,070 parameter apply linear 163 00:05:45,350 --> 00:05:47,510 interpolation applied. Beier 164 00:05:47,580 --> 00:05:49,850 only to the peak point to 165 00:05:49,850 --> 00:05:51,690 do this select pen tool and 166 00:05:51,690 --> 00:05:53,330 holding down alt click on the 167 00:05:53,330 --> 00:05:53,810 right point. 168 00:06:06,180 --> 00:06:07,530 Let's make an arc and set 169 00:06:07,560 --> 00:06:10,010 animation graphs. The graph of 170 00:06:10,010 --> 00:06:11,490 flying out will be the same. 171 00:06:11,910 --> 00:06:13,410 We however need to make a 172 00:06:13,530 --> 00:06:15,410 seamless transition to sliding. When it 173 00:06:15,420 --> 00:06:17,850 lands, creating the impression of uniform 174 00:06:18,090 --> 00:06:20,010 movement and speed to achieve it, 175 00:06:20,010 --> 00:06:21,010 you need to set up such 176 00:06:21,050 --> 00:06:21,370 a graph. 177 00:06:30,890 --> 00:06:33,080 Let's finalize the animation and add 178 00:06:33,440 --> 00:06:35,560 rotation for the object. When it 179 00:06:35,560 --> 00:06:37,200 jumps in the letter will be 180 00:06:37,400 --> 00:06:39,850 parallel to the X axis before 181 00:06:39,850 --> 00:06:41,410 it reaches the peak point. It 182 00:06:41,440 --> 00:06:43,810 rotates one time when it lands, 183 00:06:43,810 --> 00:06:45,370 it reaches its final position. 184 00:06:46,330 --> 00:06:47,360 Let's set the graphs. 185 00:06:48,700 --> 00:06:50,320 We will rotate it smoothly when 186 00:06:50,320 --> 00:06:50,920 it freezes, 187 00:06:55,490 --> 00:06:57,040 raise this point a little to 188 00:06:57,040 --> 00:06:58,120 make the graph smoother. 189 00:07:01,340 --> 00:07:02,970 Great. Let's see what we got. 190 00:07:06,650 --> 00:07:08,230 We have covered the principle on 191 00:07:08,230 --> 00:07:10,710 relatively simple examples, but 192 00:07:10,710 --> 00:07:12,470 it applies to more complex objects 193 00:07:12,470 --> 00:07:14,490 as well. Multi-component 194 00:07:14,600 --> 00:07:16,890 figures characters, and any other 195 00:07:16,890 --> 00:07:18,970 objects will look natural and harmonious 196 00:07:19,390 --> 00:07:21,370 moving in arc shape trajectories, 197 00:07:22,590 --> 00:07:24,210 unless these are some kind of 198 00:07:24,210 --> 00:07:26,650 mechanical or very fast movements. 199 00:07:26,830 --> 00:07:28,170 As I mentioned in the previous 200 00:07:28,170 --> 00:07:30,400 lesson, objects 201 00:07:30,410 --> 00:07:32,680 stretching is also quite often used 202 00:07:32,700 --> 00:07:34,960 in animation, but we will 203 00:07:34,990 --> 00:07:36,920 talk not about the squash and 204 00:07:36,920 --> 00:07:39,160 stretch principle in animation, 205 00:07:39,300 --> 00:07:40,640 but about the effect of a 206 00:07:40,640 --> 00:07:43,000 stretch object and cover several 207 00:07:43,070 --> 00:07:45,160 ways to create it in order 208 00:07:45,340 --> 00:07:46,920 not to get confused. Take a 209 00:07:47,040 --> 00:07:49,280 look at these examples, the squash 210 00:07:49,340 --> 00:07:51,640 and stretch principle. It is used 211 00:07:51,640 --> 00:07:52,800 to convey the weight and the 212 00:07:52,890 --> 00:07:55,200 elasticity of the shape of animated 213 00:07:55,230 --> 00:07:57,690 objects to create realistic 214 00:07:57,690 --> 00:07:59,930 animation. It is important to 215 00:08:00,130 --> 00:08:01,370 maintain the volume of an object. 216 00:08:02,190 --> 00:08:03,650 If you stretch a ball vertically 217 00:08:03,760 --> 00:08:05,610 than it should correspondingly squash 218 00:08:05,610 --> 00:08:06,370 horizontally, 219 00:08:08,980 --> 00:08:11,120 the stretching effect looks more expressive 220 00:08:11,260 --> 00:08:12,560 and is used to create a 221 00:08:12,560 --> 00:08:14,560 certain style of animation or convey 222 00:08:14,560 --> 00:08:16,950 the speed of an object. Let's 223 00:08:16,950 --> 00:08:18,590 analyze several ways to achieve this 224 00:08:18,590 --> 00:08:20,990 effect. The main thing is not 225 00:08:20,990 --> 00:08:23,070 to do it using scale in 226 00:08:23,070 --> 00:08:24,070 this case, the shape of an 227 00:08:24,070 --> 00:08:25,670 object and the thickness of its 228 00:08:25,670 --> 00:08:27,910 lines will distort. You should 229 00:08:28,230 --> 00:08:29,670 maintain the thickness of the lines 230 00:08:29,810 --> 00:08:31,470 and the shape to keep an 231 00:08:31,470 --> 00:08:33,590 object recognizable in animation. 232 00:08:34,720 --> 00:08:36,020 The first method is to stretch 233 00:08:36,130 --> 00:08:37,980 objects using the path parameter. 234 00:08:38,520 --> 00:08:40,220 We will continue animating the Google 235 00:08:40,250 --> 00:08:41,940 logo and make the letter fly 236 00:08:42,000 --> 00:08:44,380 out with stretching, select the 237 00:08:44,380 --> 00:08:45,940 letter with the capital letter G 238 00:08:46,680 --> 00:08:48,460 we already have the animation of 239 00:08:48,460 --> 00:08:50,540 it flying out. We have made 240 00:08:50,540 --> 00:08:51,940 it to get familiar with the 241 00:08:51,940 --> 00:08:53,740 principle and adjust the right easing. 242 00:08:54,440 --> 00:08:56,360 If you have more complex objects, 243 00:08:56,380 --> 00:08:57,800 it is better to animate all 244 00:08:57,800 --> 00:08:59,480 of them. Using simple figures to 245 00:08:59,480 --> 00:09:01,840 determine the timing easing and 246 00:09:01,840 --> 00:09:03,360 the order in which the elements 247 00:09:03,360 --> 00:09:05,570 will be revealed. And then 248 00:09:05,600 --> 00:09:07,570 following this example, you will be 249 00:09:07,570 --> 00:09:09,330 able to animate complex objects. 250 00:09:10,280 --> 00:09:11,430 Let's return to the logo, 251 00:09:12,180 --> 00:09:14,270 duplicate the letter. We will use 252 00:09:14,470 --> 00:09:16,790 it as a reference place, the 253 00:09:16,790 --> 00:09:18,310 duplicate letter, a little to the 254 00:09:18,310 --> 00:09:19,710 left and delete all the key 255 00:09:19,710 --> 00:09:20,910 frames for the first letter 256 00:09:22,030 --> 00:09:23,970 to stretch out this object correctly. 257 00:09:24,190 --> 00:09:25,170 You need to add a couple 258 00:09:25,170 --> 00:09:26,850 of points to the path parameter, 259 00:09:27,840 --> 00:09:29,020 add them where you want to 260 00:09:29,020 --> 00:09:31,230 stretch the object. Let me remind 261 00:09:31,230 --> 00:09:33,190 you that animation consists of the 262 00:09:33,190 --> 00:09:35,390 following stages. Flying out, 263 00:09:35,560 --> 00:09:37,870 stretching, freezing the 264 00:09:37,870 --> 00:09:40,270 object, squashes and falling down 265 00:09:40,360 --> 00:09:42,740 stretching. Create 266 00:09:42,920 --> 00:09:44,220 the first key frame on the 267 00:09:44,220 --> 00:09:46,340 24th frame to avoid searching for 268 00:09:46,340 --> 00:09:47,740 the final position of the path 269 00:09:47,740 --> 00:09:49,990 later. Switch it to the toggle 270 00:09:50,020 --> 00:09:52,030 hold mode with control out. Click, 271 00:09:53,220 --> 00:09:54,640 go to the very beginning of 272 00:09:54,640 --> 00:09:56,680 the timeline and move past to 273 00:09:56,680 --> 00:09:58,480 the moment when the letter starts flying. 17956

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