Add transcription for: Motion Design School-10.wav
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transcriptions/Motion Design School-10_transcription.json
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"text": " Hello everyone, with you Motion Design School. In this lesson we will repeat the animation of the unicorn. In the project, we open the composition of unicorns. To build the trip, put the markers of the contact phase. Full cycle will be 20 frames, so we put 3 markers of the contact phase, first to the zero frame, second to the tenth and third to the twentieth frame. On 5 and 15 frames, put the markers of the phase of the flight. Pacing phase. Put the keys in the 0 frame on the legs of the unit, the parameter pass. Go to the 20th frame and copy it only the created keys with the help of the script. We return to the 10th frame and change the position of the endings. We will set all the keys and make them toggle so that the animation does not interfere with the flight phase. We set the position of the lap for this phase. This will be the middle position of the end between the contact phases. the We set the graphics so that the contact phases of the end that is on the ground are slow. It will look like this. Then we will make the animation of the body, but before that we will make the tie of the layers. We tie the tail and head to the body. We tie the ears and neck to the head. Open the position parameter on the body layer and put the keys on the contact phases. We move to the 5th frame, raise the body a little higher. Copy the 10th frame key and set graphics using the script. We will set the keys on the Pacing Phase and move the frame forward. We will make a small offset. Then we animate the head. We open the Rotation Slay Head parameter and we need to make sure that the anchor point is in the right place. Great! We set the keys on the Rotation Phase, After that, turn your head down a little bit, about 7 degrees and apply it to 9 degrees. Now let's set the run a little bit. Maybe we will have to make additional keys to the animation to look like it is necessary, but we will try to get out of this. The base is ready. Next, we will continue with the remaining elements. Let's start with the tail. Let's do it with the compos, because in the future we will load the texture there. And the same thing for the mane. Of course, if you do not add the original texture, you can not do it with the compos. Add the band effect to the tail. Let's animate the rotation. When the body goes up, we turn the tail down to 10 degrees. We animate the band to strengthen the rotation. We will move the keys to the fuzze passing forward. After we set all the keys and move them to the frame back and make offset parameter band by adding one more key to save the cycle. For the mane we use the mesh warp effect, set the grid and animate the distortion mesh parameter and rotation-sloy. When the body moves up, the mane should move in the opposite direction. Next, copy the keys using the script and make offset. We open the layer in which the ears are located and animate the rotation of each shape. But first we make sure that the anchor point is in the right place. We put the keys in the zero frame, go to the fifth frame and turn the ears a little back. Next, copy the keys and apply the easing and do offsetting. Animation of the eye. Before starting the animation of the eye, lengthen the composition so that the organs do not repeat too often. Duplicate the keys on the parameters Pass and Distortion Mesh. And on the parameter Reposition Irritation, we add loop out. For the eyes, we animate the parameter pass to save the thickness of the stroke. We put the keys in the zero frame, in the next frame we change the eye shape, then we duplicate the keys from the closed eyes in the next frame, so that there is a small pause, and in the fourth frame we put the original keys. We change f9 and do the same animation for the second eye. We will animate the element of the heart on the body layer, by the parameters position and rotation. We will use EasyEase, add loop out and offset. Let's make the glues in the form of a star. We will use the tool Start tool, draw a star and rename it to rotation and scale. Next, duplicate the layer and offset a little. Add the texture. Open the composite with a grid and move it to the original texture and chase it. And the same for the tail. Add the original texture for the head. We cut it in transparent, cut it with a excess mask and tie it to the head layer. Next, we will make texture at the end of the unicorn. We duplicate the layer Lex, remove the keys, and tie to the original layer. and apply the fill, scatter and setmate effects. In the setmate effect, select the original layer, paint it in dark pink and set the effect's greenness with scatter. Cut off the excess mask and make the same for the other end. We will do the same with the body texture. the Add shadow. Choose Pen Tool, draw a stroke and animate it with passing or on a phase of the walk. Change F9 and double the keys to the end of the composition. We have got such a light walk of the unicorn. And this is the end of the rock. Bye everyone!",
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"text": " Hello everyone, with you Motion Design School. In this lesson we will repeat the animation of the unicorn. In the project, we open the composition of unicorns. To build the trip, put the markers of the contact phase. Full cycle will be 20 frames, so we put 3 markers of the contact phase, first to the zero frame, second to the tenth and third to the twentieth frame. On 5 and 15 frames, put the markers of the phase of the flight. Pacing phase. Put the keys in the 0 frame on the legs of the unit, the parameter pass. Go to the 20th frame and copy it only the created keys with the help of the script. We return to the 10th frame and change the position of the endings. We will set all the keys and make them toggle so that the animation does not interfere with the flight phase. We set the position of the lap for this phase. This will be the middle position of the end between the contact phases. the We set the graphics so that the contact phases of the end that is on the ground are slow. It will look like this. Then we will make the animation of the body, but before that we will make the tie of the layers. We tie the tail and head to the body. We tie the ears and neck to the head. Open the position parameter on the body layer and put the keys on the contact phases. We move to the 5th frame, raise the body a little higher. Copy the 10th frame key and set graphics using the script. We will set the keys on the Pacing Phase and move the frame forward. We will make a small offset. Then we animate the head. We open the Rotation Slay Head parameter and we need to make sure that the anchor point is in the right place. Great! We set the keys on the Rotation Phase, After that, turn your head down a little bit, about 7 degrees and apply it to 9 degrees. Now let's set the run a little bit. Maybe we will have to make additional keys to the animation to look like it is necessary, but we will try to get out of this. The base is ready. Next, we will continue with the remaining elements. Let's start with the tail. Let's do it with the compos, because in the future we will load the texture there. And the same thing for the mane. Of course, if you do not add the original texture, you can not do it with the compos. Add the band effect to the tail. Let's animate the rotation. When the body goes up, we turn the tail down to 10 degrees. We animate the band to strengthen the rotation. We will move the keys to the fuzze passing forward. After we set all the keys and move them to the frame back and make offset parameter band by adding one more key to save the cycle. For the mane we use the mesh warp effect, set the grid and animate the distortion mesh parameter and rotation-sloy. When the body moves up, the mane should move in the opposite direction. Next, copy the keys using the script and make offset. We open the layer in which the ears are located and animate the rotation of each shape. But first we make sure that the anchor point is in the right place. We put the keys in the zero frame, go to the fifth frame and turn the ears a little back. Next, copy the keys and apply the easing and do offsetting. Animation of the eye. Before starting the animation of the eye, lengthen the composition so that the organs do not repeat too often. Duplicate the keys on the parameters Pass and Distortion Mesh. And on the parameter Reposition Irritation, we add loop out. For the eyes, we animate the parameter pass to save the thickness of the stroke. We put the keys in the zero frame, in the next frame we change the eye shape, then we duplicate the keys from the closed eyes in the next frame, so that there is a small pause, and in the fourth frame we put the original keys. We change f9 and do the same animation for the second eye. We will animate the element of the heart on the body layer, by the parameters position and rotation. We will use EasyEase, add loop out and offset. Let's make the glues in the form of a star. We will use the tool Start tool, draw a star and rename it to rotation and scale. Next, duplicate the layer and offset a little. Add the texture. Open the composite with a grid and move it to the original texture and chase it. And the same for the tail. Add the original texture for the head. We cut it in transparent, cut it with a excess mask and tie it to the head layer. Next, we will make texture at the end of the unicorn. We duplicate the layer Lex, remove the keys, and tie to the original layer. and apply the fill, scatter and setmate effects. In the setmate effect, select the original layer, paint it in dark pink and set the effect's greenness with scatter. Cut off the excess mask and make the same for the other end. We will do the same with the body texture. the Add shadow. Choose Pen Tool, draw a stroke and animate it with passing or on a phase of the walk. Change F9 and double the keys to the end of the composition. We have got such a light walk of the unicorn. And this is the end of the rock. Bye everyone!"
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