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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.