Add transcription for: Motion Design School-7.wav
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transcriptions/Motion Design School-7_transcription.json
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{
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"text": " Hello everyone, this is Motion Zen School, in this video we will explain how to make such an animation. In fact, everything is very simple. After you have finished illustrating a separate layer, you will get such a set. The right machine is broken into parts, the left machine is analogically disassembled or simply in a separate layer, the banner with text and the rest of the background. We have brought it to a separate precompost for more convenient navigation by layers. So, let's start with the car on the right. Tie all the parts and make the body's body's body up and down. We are doing this position. To avoid putting a lot of keys, we will use Expression Loupout in the background. But this is not enough for us. Let's do some horizontal pumping. To do this, we will take the position on the sliders layer. We are going to press and stretch the wheels. To do this, we will find a group of wheels inside the player's shape. We will set the shape from the point of view of each figure in the middle of the bottom. And now we need a scale parameter. We take it as follows. And so the car is going. Now let's shade. To get the same effect as in the example, we applied this sequence of effects. The first is blurring the fast blur. Then we add a pixelization to it using Effect Noise. And with the parameter TryStyle we lower the frequency of noise. Let's move on to the second car. We attach all layers to the body. And now let's leave only the body and background visible. We will do the car's journey with the help of only the scale. To do this, set the anchor point in this way. and we will animate the scale with two keys. There will be 0, and here we will increase the scale so that the car will go beyond the frame. Great. And now, if we play animation, we will see that the movement is as if uneven. It is associated with an optical illusion, which we talked about in the lesson about the animated cycle. To fix this, we can manually adjust the speed graph, and we can use the function exponential scale. To do this, select these keys, press the right mouse button and select this option. This function creates a huge number of keys. If we lose, we will see that the movement became more uniform. Now we can just remove the extra keys and cut the layers layer when the scale of the car is less than 1%. The car passes pretty quickly, so the animation of the wheels and the body can be changed here. To the shadows, we apply such a sequence of effects. The first is the blurring of the fast blur, then the noise to create a pixelization, and now the tint to paint the shadows in the colors we need. time for the animation of the banner. Of course, the banner can be divided into three parts. The banner itself, text and light rays of text on top. We have broken it on these three layers. We bring the layer with text and take it first. To do this, open the content of the layer and add the 3-in-pass modifier. We take it in this way. But it looks a little boring. Let's switch the display mode to individual. The game is better, but still a little bit not. Let's use this trimpass to all letters separately and then just set them up with each other. Great, that's what we need. Now we attach everything to the banner and take it in the same way as the car. We remove the extra keys, move the animation to the side so that it is visible. I think we can slow down the animation a little. Let's pull the keys to the keypad and push the other layers. Done. The other banners are animating in the same way. I'm going to double the bath several times to make it not look too boring. All that we have to do is add noise to the background. This is done with the help of such a sequence of effects. Well, that's all. The rest of the elements are animated completely analogically. And now it will not be any work for you to animate them yourself. Good luck and see you in the next lesson!",
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{
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"text": " Hello everyone, this is Motion Zen School, in this video we will explain how to make such an animation. In fact, everything is very simple. After you have finished illustrating a separate layer, you will get such a set. The right machine is broken into parts, the left machine is analogically disassembled or simply in a separate layer, the banner with text and the rest of the background. We have brought it to a separate precompost for more convenient navigation by layers. So, let's start with the car on the right. Tie all the parts and make the body's body's body up and down. We are doing this position. To avoid putting a lot of keys, we will use Expression Loupout in the background. But this is not enough for us. Let's do some horizontal pumping. To do this, we will take the position on the sliders layer. We are going to press and stretch the wheels. To do this, we will find a group of wheels inside the player's shape. We will set the shape from the point of view of each figure in the middle of the bottom. And now we need a scale parameter. We take it as follows. And so the car is going. Now let's shade. To get the same effect as in the example, we applied this sequence of effects. The first is blurring the fast blur. Then we add a pixelization to it using Effect Noise. And with the parameter TryStyle we lower the frequency of noise. Let's move on to the second car. We attach all layers to the body. And now let's leave only the body and background visible. We will do the car's journey with the help of only the scale. To do this, set the anchor point in this way. and we will animate the scale with two keys. There will be 0, and here we will increase the scale so that the car will go beyond the frame. Great. And now, if we play animation, we will see that the movement is as if uneven. It is associated with an optical illusion, which we talked about in the lesson about the animated cycle. To fix this, we can manually adjust the speed graph, and we can use the function exponential scale. To do this, select these keys, press the right mouse button and select this option. This function creates a huge number of keys. If we lose, we will see that the movement became more uniform. Now we can just remove the extra keys and cut the layers layer when the scale of the car is less than 1%. The car passes pretty quickly, so the animation of the wheels and the body can be changed here. To the shadows, we apply such a sequence of effects. The first is the blurring of the fast blur, then the noise to create a pixelization, and now the tint to paint the shadows in the colors we need. time for the animation of the banner. Of course, the banner can be divided into three parts. The banner itself, text and light rays of text on top. We have broken it on these three layers. We bring the layer with text and take it first. To do this, open the content of the layer and add the 3-in-pass modifier. We take it in this way. But it looks a little boring. Let's switch the display mode to individual. The game is better, but still a little bit not. Let's use this trimpass to all letters separately and then just set them up with each other. Great, that's what we need. Now we attach everything to the banner and take it in the same way as the car. We remove the extra keys, move the animation to the side so that it is visible. I think we can slow down the animation a little. Let's pull the keys to the keypad and push the other layers. Done. The other banners are animating in the same way. I'm going to double the bath several times to make it not look too boring. All that we have to do is add noise to the background. This is done with the help of such a sequence of effects. Well, that's all. The rest of the elements are animated completely analogically. And now it will not be any work for you to animate them yourself. Good luck and see you in the next lesson!"
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}
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]
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}
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