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 Creating Animation Sequences Across Nodes in Batch

Creating Animation Sequences Across Nodes in Batch

Linking Animation to Several Branches
 
                
               
             
             
            
            Synchronizing Animations
          
       
       
       
       
      The possibilities
         of what you can animate in the Universal Channel Editor are extensive.
         All nodes and clips that you arrange in the Batch process tree are
         represented in the Universal Channel Editor—except the
         Keyer and
            Modular Keyer, and any node that does not use the Channel
         Editor. You can, therefore, link channel animations from one node
         to another to create complex animated effects with precision timing.
      
      The following procedure
         illustrates how to adjust the timing of RGB gamma channels in a
         Colour Corrector node and the position of 3D text layers in Action so
         they are in sync. The idea is to create 3D text layers that fly
         toward the camera. As each 3D text layer leaves the scene, a colour
         correction animation creates a flare. The flares must be in sync
         with both the incoming and outgoing 3D text layers.
      
      You can apply this technique
         in similar instances where you want dramatic changes in channel
         values to occur together.
      
      To adjust the timing of RGB gamma channels
         with the position of 3D text layers:
      
      
         - In Batch, set up the schematic with clips,
            a Colour Correct node, and a an Action node, as illustrated
            in the following example.
            The image feeding into
               the Colour Correct node should have high luma values.
             
- Click the Action node.
            The Action menu appears.
             
- In Action, add three text layers
            containing the following words:
            
         
- For each 3D text string, select a font,
            such as Discreet, and set the Size to 800.
            For full details on creating
               3D text strings, see 
                        Creating 3D Text.
             
- Set the Action setup to 90 frames.
- Go to frame 1, and set the scaling position
            to 0 to make the first text layer invisible at the first frame.
         
- Go to frame 30 and set scaling position
            to 100.
         
- Adjust the z position until the 3D text
            flies past the camera.
         
- Add three extra layers.
- Adjust the transparency and animate motion
            blur for those layers.
         
- Copy the Axis node from the first Geom
            Axis node and use it for the other two text layers.
         
- Rename the Axis nodes and Geom nodes
            for easy recognition in the Universal Channel Editor.
            An example of what the Action schematic
               might look like is illustrated as follows.
             
- Set the Channel Editor to Tracks view.
- In Tracks view, offset the axis of each
            3D text object as follows:
            
               - “at” starts at frame
                  30.
               
- “7 p.m.” starts at
                  frame 60.
               
- “Tonight” stays where
                  it is as it starts at frame 1.
               
 
- Click Play to preview your result.
            At frame 1, “Tonight” is
               scaled at 0 so the text begins to appear at frame 4 or 5, where
               it flies into the scene and past the camera. At frame 30, the word “at” appears
               and flies into the scene and past the camera. At frame 60, the words “7
               p.m” appears and flies past the camera.
             You now have a setup
               that you can use for the colour correction animation. You want to
               time the colour correction as each text layer goes past the camera.
             
- In the Universal Channel Editor, open
            the cc folder and then select the red gamma channel.
         
- Set the red gamma channel with the following
            values at the frames indicated:
            
               - Frame 25 = 1
- Frame 29 = 10
- Frame 30 = 1
- Frame 55 = 1
- Frame 59 = 10
- Frame 60 = 1
- Frame 85 = 1
- Frame 89 = 10
- Frame 90 = 1
 The gamma changes occur
               at the same time (30, 60, 90) as the 3D text strings change in the
               scene.
             
- For the first and second gamma keyframes,
            set the interpolation to Constant prior to the start of the colour
            correction animation.
         
- Copy the red gamma channel data to the
            green and blue channels using Copy and Link. See the procedure for 
                     Linking Animation to Several Branches.
         
- Adjust the 3D text position keyframes
            in the Channel Editor so they are in sync with the gamma keyframes.
            The following example
               illustrates keyframes that are synced up with the gamma channel
               at frame 30.
             TipTo refine the view
                  in the Channel Editor, you can use the Filter controls to display
                  only the channels that are currently animated. See  Showing and Hiding Channels.
                
 
- Play the result.
            Every time the text flies
               past the camera, the background should flare to almost white. This
               all depends on the luma of your background image.