Creating & Controlling Cameras in After Effects

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[MUSIC] >>ALAN: Now that we know how to convert  our layers into 3D layers in After Effects,   let's talk about cameras. Now cameras inside of  After Effects aren't physical real cameras but   they act just like it. Virtual cameras in After  Effects are amazing, and, it could just be my own   bias as a video producer by trade that I love  having this kind of access, but the ability to   control and keyframe a virtual camera through your  composition making your 3D layers come to life,   is a wonderfully fun thing to do. So in this  tutorial, I'm going to teach you how to make   a camera and then how to control that camera to  make your 3D layers come to life. To teach you   about cameras in After Effects, I've given you a  .PSD file of a hillside scene that I designed. Go   ahead and download that now and let's import that  into After Effects as a Composition. To do that,   I'm going to double-click in my "Project"  panel, find my .PSD and then click "Import." Again, it's going to ask you what  kind of import kind you want,   so let's change this to "Composition"  not "Footage." "Composition." Hit "OK." This gives us a folder of all of our layers in the  .PSD and it gives us our composition. Go ahead and   double-click the hillside composition and let's  open that in our timeline. So here's the scene:   a bunch of different 2D layers, all  listed out here in the timeline panel.   What I want to do is, I want to  turn each of these into a 3D layer,   distribute them throughout z-space, and then  create a camera to kind of fly through this   hillside scene. To start, let's go ahead and turn  everything but the sky into a 3D layer. To do this   quickly for multiple layers, you can click and  drag your mouse through multiple check boxes.   Now, visually nothing changed. But  if I come down to my "View" pulldown,   change this to "2 Views - Horizontal," I can now  start to distribute these layers in z-space. I'm   going to zoom out here to give me some more room.  Now, I want my front hill to be at the very front,   so I'm going to drag this forward a bit and  then I'll grab my y-axis and drag it up.   I'm going to keep my "Hill Light," which is this  one here -- I'm going to keep this where it's at,   kind of dead center in the composition. I'm going  to take my "Hill Left" and "Hill Dark Right"   and I'm going to push these back. Don't panic  if it starts to go behind different things   because, again, because it's  3D we can easily start to   change the layer order in z-space.  I'm going to push these back a bit   good and I'm going to take my "Mountain Left"  and "Mountains Right" and push these back even   further. Now you'll notice an issue here: the  boundaries of our layers - since we're pushing   them back in z-space and the layers get smaller  - we start to see the boundaries of our layer.   And this is an issue because we don't want to see  the boundaries of our layers. And this is where   we can start to scale things up to compensate  for this. So for my "Hill Dark" right and left,   I'm going to select both, hit "S" on the  keyboard -- I'm going to scale these up.   Now, I'm scaling, I'm not moving them closer. So  they're just getting bigger, thereby keeping their   look the same. I kind of like my "Mountain Left"  and "Mountain Right" the size they are but I am   going to distribute them a little differently. I'm  going to grab my x-axis here and move the left one   over and grab my y-axis and move it up a  little bit -- and that looks pretty good.   So now I have some dimensionality to my image but,  by-in-large, it looks the same. Now, before I go   any further, I want to animate the sun in this  scene. So I'm going to click on my sun layer,   I'm going to push it way back, even behind these  mountains. I like the size of it here but if you   wanted to make it a little bigger you could easily  scale it up. Now, I want to make this sun kind of   rotate in the sky, as if it were like a time lapse  of the sun rising. So I'm gonna grab my Pan Behind   tool - my anchor point tool - and select the  "Sun" layer. And then I'm gonna grab the anchor   point and I'm gonna drag it down here. This will  allow it to rotate. If I get out my Rotation,   I can grab my z-rotation -- you can see now the  sun will rotate in the sky around that anchor   point. So at zero seconds, I'm going to start  the z-rotation at, like, negative 26. Start a   keyframe, come over to the -- I don't know -- 3  second mark and make this do its full rotation. That's a little fast. I'll drag this  last keyframe out to the 5 second mark. Good! Now, I want to introduce you to  cameras. Let's go and go up to "Layer," "New,"   and come down to "Camera." Now, this Camera  Settings dialog box will look fairly daunting,   especially if you're not really familiar with  what camera terms mean; things like focal length,   area of view, zoom, and depth of field --  those would kind of be foreign terms to you.   I'm not really concerned with these right now  though. I want us to create a basic two-node   camera - that's opposed to a one node camera -  and I'll explain the difference once we create   this. So I want to create a two-node camera.  We can keep it called "Camera 1" and to make   sure that my camera is the same as yours  let's come up to the preset here and let's   set this to 50 millimeters. A 50 millimeter  lens is a very standard lens and so by choosing   50 millimeters we create a fairly neutral  camera. For those of you that do know cameras,   the fact that we can change the sensor size,  we can change the focal length, we can change   the angle of view, we can change the zoom, we can  even allow depth of field -- the fact that we have   these properties available to us in our virtual  cameras in After Effects really truly gives   us a virtual camera with all the settings that  we've come to know and love on our real cameras.   So a two-node 50 millimeter camera called "Camera  1." Keep everything else the same and hit "OK."   Now, this creates our virtual camera, it creates  it as a layer down here - I'm going to drag this   to the very top - called "Camera 1," and we  can see now the physical camera inside of our   top view. If I zoom in here and navigate to this  little rectangle, this is the actual camera - this   little rectangle here. And this large triangle  off of it is the field of view. Now, it's called   the two-node camera because we have the camera as  one node, and then we have this point of interest,   which is node number two. A one-node camera is  just a camera with a field of view - no point of   interest. One-node cameras are much more difficult  to control, although they do have their place.   But to start, focus on learning a two-node camera  first. Now I want to point out that cameras don't   have any type of mode, track matte, or switches.  So we can't make a camera 3D - cameras inherently   are 3D. And we want to make sure that all of  our layers that we want our camera to impact are   turned into 3D layers. So our sky is not turned  into a 3D layer, which is fine because I don't   want the sky to have any sort of z-space. The  sky just needs to exist when you move your   camera. When you're driving, the sky never gets  closer to you; it always remains at infinity. So   by keeping the sky a regular 2D layer, it  won't be impacted by our camera controls.   Also, if I select my camera, I have most of the  keyframeable properties that I know and love:   position and rotation. Now I can't scale a camera  and I can't change the transparency of a camera,   but I can move it and rotate it. Now, I  also have the actual physical camera here   inside of my composition panel. If I get out my  Selection tool, I can physically grab one of these   axes - or the physical pink box if I were to zoom  in here - and I can start to move this around.   When I start to move this around, notice  several things: I know your eyes are drawn   to the Active Camera to the right, but look  at my point of interest in my top view here.   It's stationary. So you can see how the camera  is always locked on that point of interest.   That's why two-node cameras are handy. Now,  go ahead and look over at the active view.   Notice what we did here - we're starting  to actually see z-space. We can see our   layers distributed across that space and we  can move our camera around and notice that,   but, that's not all too different from our Orbit  Around tool that we learned in the previous   tutorial. I'm going to go ahead and hit control  z to return my camera to its starting point   now I want this camera to slowly push in, which  means we're going to animate it through z-space.   To do this, I'm going to hit "P" on my keyboard  and I'm going to start my keyframe stopwatch   for Position at 0 seconds. I'm then going to  drag my playhead forward to the 5 second mark   and I'm going to push my camera through z-space  - and I could do that either with my z-axis down   here, or I could grab the physical z-axis in my  composition panel. I'm more of a visual learner,   I like grabbing the actual axis handle. I'm  going to push this through. Now because we   gave our layers depth, there should be a kind  of parallax effect happening here, meaning,   as it's pushing, the more distant mountains  are advancing slower than the front hill. Notice that if I push too far, it will literally  go through layers and that's not really what we   want to do. It's kinda like in those old video  games, if you kinda pushed through a wall you'd   see it, like, the back end of a mountain -- it  would look all weird. We don't want to do that.   So if we need to, we want to move the camera.  Now, this is where camera movement can get a   little tricky. We have our motion path here and  we can actually add splines and curves to this   camera path by grabbing these handles. And  this means, now, the camera is going to move   uniquely -- it's going to follow that curved path,  which I kinda like - it kinda snakes around. And   notice how our sun is doing its thing back there.  That's why we animated it first. You can always   animate after you've added a camera but it can be  a little weird because your point of view changes.   So I always like animating when  it's flat. Now, by moving straight   I'm hitting this kind of large green hump right  here. I want the camera to avoid that, which means   I need my camera, then, at its last keyframe, to  move over on the x-axis - to move to the side.   So I'm gonna take this and drag it to the left  a little bit but I can start to see the the   bottom of the layer boundary of my mountains  and I don't like that either. To fix this,   I could do one of two things: I can move the  whole camera down a little bit on the y-axis,   or, I could move my actual mountain layer  and readjust. Either work. It really just   depends on how attached you are to the current  layout that you see in your active camera view.   We have to be careful though - and this  is something that's hard about two-node   cameras - when I moved that last keyframe and  I moved the x-value over, it kind of starts the   camera off in a weird position at the starting  keyframe even though I never changed the data   here. Cameras are notoriously wiggly. If you start  to adjust one thing, it changes it somewhere else.   And this is something that null objects are  going to fix in the next tutorial. But for now,   we want to make sure, then, that we compensate  and we drag the camera to a good starting point.   If you need to, you can adjust the Rotation  a little bit: the x-axis rotates up and down,   the y-axis rotates side-to-side like a pan, and  the z-axis is going to make you do a barrel roll. >>PEPPY: Do a barrel roll! >>ALAN: So I'm gonna adjust my pan, and  move the y-rotation over a little bit   and move all my layers over just a  hair -- and now that's realigned.   So now, when I come back to my position... ...I can start to see that mountain boundary,   so I am indeed going to grab  it and actually bring it down. So that looks pretty cool. And that's the  basics of cameras. Cameras allow us to move   through - using keyframes - a 3D space. And all  we're doing is we're traversing z-space. If I   change my "Top" view here to be "Right," we can  actually see, then, the camera traversing through   the space and we can see the layers  that it's hitting as it's going. Now, if you ever wanted to change the settings  of a camera, you can click on the camera in the   Timeline panel and come up to "Layer" and then  select "Camera Settings." And then our Camera   Settings dialog box pops up and you can change  anything about this. Now, we're not going to,   but just know that you can. If I hit  "Cancel" and come down to my actual   camera and then toggle the layer down twice,  we start to see a "Camera Options" toggle down   which also gives us most of the settings in our  dialog box but as keyframeable options. So I can,   indeed, turn on "Depth of Field."  If I do this, I can start to change   the focus distance. And notice how the camera,  inside of my right view -- we start to see the   focus distance changing. So by decreasing this, I  can change the focal plane of the camera's lens.   And then I can change the actual aperture.  Now unlike most cameras, where the aperture   is measured in f-stops, ours is measured now  in pixels. The smaller this is, the sharper   things are. The larger this is, the more blurry  things become. So now, as the camera's moving... ...layers will come in and out of focus  as it moves. And I can keyframe my focal   distance - effectively racking focus as I go.  So here is my "Front Hill" -- I can keyframe my   focus distance here -- and I could rack  focus over the course of 5 frames to... ...my "Mountain Back" and now, the lens literally  racks focus over the course of five frames. Depth of field goes a long way in making  your 3D animations inside of After Effects   feel more cinematic because cameras have depth  of field! As your camera gets closer to things,   you have to change the focal distance of the lens,  otherwise things will go in and out of focus.   And so adding depth of field and playing with  these different settings - the aperture, the   blur level, even the shape of the iris - these are  all things that can make your cameras more robust.   Now we're not going to be delving into the depths  of the camera settings in this class. Those you   that know cameras, these settings might be a bit  more comfortable to change. Those you that don't,   feel free to play with these and develop a  cool look. We won't be using things like depth   of field in this class, but if this is the only  tutorial you watch with cameras in After Effects,   I want you to be aware of these settings. I'm  going to go ahead and turn off my depth of field,   toggle up my camera, and now, I have a nice   moving scene through z-space, adding a  lot of depth to my previously 2D layers. [MUSIC]
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Channel: itsalantime
Views: 28,527
Rating: 4.9680638 out of 5
Keywords: tutorial, tutorials, adobe, learn, how, beginners, new, good, creative, motion, graphics, exporting, after, effect, design, how to, effects, make, create, cc, 2020, editing, edit, class, video, starting, interface, understanding, export, photoshop, psd, files, animate, animating, working, using, layers, 3D, workflow, basic, movement, camera, cameras, moving
Id: m-AYGBMN-Rc
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Length: 16min 31sec (991 seconds)
Published: Fri Nov 20 2020
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