Lumion 11 - New Animated Phasing In-Depth Tutorial

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[Music] hi i'm chris from seawalt and design and i'm here to talk about my favorite new feature of lumion 11 the animated phasing effect now i've done a video covering all of looming 11's new features and briefly touched on this one but i want to make a video dedicated to this effect in all of the capabilities it has and really showcase some excellent examples i've been able to put together so if you follow my content before you know that i'm you know i focus a lot of construction sequence animations i just recently put out a video talking about how to tell a construction story and why to do 40 sequence animations that was before i knew this effect existed at all i am super excited it's a dream come true this type of effect it's not perfect it completely changes the game and lumion's capability and dedication to construction but that is not all they had in mind so in this tutorial we're going to talk about the user interface of this effect but it's actually really simple we're going to go through how simple this is how to make complex things happen in it and we're going to go through some example scenes i've put together so with that we'll jump into the effect okay so here we are in another basic lumion scene we got a beautiful circle of trees right here and a couple other interesting objects we're going to experiment with and learn how to use this animated phasing effect and a couple things we can get into the basics with so right off the bat animated phasing effect is only going to be in the movie mode for obvious reasons you don't want to see it in stills or 360. just going to click a quick 10 second clip right here and here we need to add the effect it's found on the effects and right now it's in in lumion 11 it's in the featured if but in case you're watching in the future and this will be on 12 or lumion 33 or something this is where it will actually reside in the animation tab right here just kidding this ui is going to be completely different in lumion33 okay so this opens the animated facing user interface so we have this top bar here let's just control the animation types and select our objects and then down here we have these awesome interactive time bars that we can add and adjust as we please and we can rename them and anything we adjust in here will affect it visually down there it's really quite an awesome system i'm very happy with how they've built this out there's even more tabs more pages you can add as many as you want let's start at the top notice we have layers available to switch on and off that's huge maybe not right now in this scene i'm telling you that's really awesome that they have that available and this top part is just to name that bar we'll see this this is the first phasing effect straight forward you're going to need to organize these things if you have really complex long animation so notice that we have this another bar here that says object 0. this is where we're going to assign objects to this bar so click on this edit key and now notice ours our interface has changed again we have our familiar different families of objects here for convenience you know we have trees going on and i do have some people in the distance you know straightforward this can be a fully populated scene we need to be able to navigate specific parts notice that the layers are up here too again really nice so a couple things we can do we can just go ahead and start selecting them this way or we can just do a big bounding box they're not selected yet some are and some aren't then you click and now they're all selected or click again they are deselected or say we select these but we want to get rid of these now you can see we have 11 objects selected now 20. um we're going to talk about this stagger center in a second and it's also a staggering order selection but for right now we have 20 objects selected notice that they've turned off because our timeline is at the very bottom and as we play it whatever default settings are animating them in right now what you're seeing is pop-in we're going to go over all these styles in a moment but at first let's look at the fact that we have a start and an end so we are starting with nothing and breaking our objects in we can also set this to no effect and have our objects go out [Music] or both pop in pop out whatever your needs are we have some flexibility right here for right now i'm going to just keep it on the start animation so this start time is just controlling where we move this in here so if we adjust this in here we're going to have that time line affected and right now there is this auto click this auto tab right here for conforming to our sequence link but we can uncheck that and make it however seconds many seconds we want for whatever reason but for right now we're gonna make it conform to whatever we set this as if i go and change this to 15 seconds go back into here auto is set to fifth but depending on the length of your your animation if you have a weird number some of these ticks aren't going to make a lot of sense we're going by threes right now so if i needed something to be four and a half three four five uh it doesn't really work so that's when this comes in handy of understanding where exactly you want to have it in say i need to be at 4.8 seconds there you go 4.8 that's what this is for or you can just visually move it here the duration notice that there's a dark section of this blue bar and a light section that dark section represents the duration pretty straightforward duration fast animation long duration slow animation [Music] got it our uh ease in is the way animates and so right now it's linear it just basically zero to 100 in a lot straight line whereas e zane's gonna have kind of that more poppy type thing if you do infographics this is little pops blips it's that kind of thing controlling that style but you can kind of go in between two now this is one of the most important ones here it's the stacker right now they're all coming in at once so if we want to make it so only one at a time comes up we turn the stacker all the way up now we're popping one at a time now this order is important it kind of looks random but i'll tell you what's controlling it it's controlling it if we go back into edit mode is this stagger center this little point right here imagine it's like an earthquake or an expanding sphere as it expands out whatever it touches is going to animate first but because it's kind of the center of these objects it kind of just hits them all at different random points if i were to move it to this side right here it's going to expand out hit this guy then this one this one this one this one all the way across let's take a look here we're seeing that exact effect or it starts from this side it's just kind of coming across [Music] i can go in now move it to the bottom here same idea so that's pretty cool lumion gives us a little control right here and making a kind of pretty sequence pop in and the stagger doesn't have to be of course zero to one we can have it somewhere in the middle so multiple are coming at once or we have it's like close to the top so like one or two are coming in at once depending on how many objects you have all right so next phase of stagger effect is understanding staggered order of selection so what if we want to have a randomized just completely randomized way of animating things in we don't want to go in a wave across or have some sort of weird even if we put it in the middle like we saw there it's still not exactly random the way to kind of get a pretty decent random effect is to go ahead and just reselect it with this box stagger order selection make sure that's checked on and now we're getting kind of a more randomized thing maybe there is some pattern going on but it is close as random as we can get now what if we needed to have a exact sequence which is something i have to have in my type of construction animations i need to show the the pillars coming into this exact moment the different sequence of slabs or or footings that is where we go in we need to deselect everything of course make this good make sure this is on and just click one at a time and whatever in this precise order and you know what i may i will definitely be using this on over a hundred objects at a time in some of my animations but i am just so glad that i have that control and let's watch it go now actually i have invert on so that was the order i selected it we can have a little bit a couple at a time we have kind of a wave and the other thing is let's do one more let's just do like every other there we go so we have been given a lot of leeway in control over these type of of sequences coming in and i think that is super awesome so we've seen the power of a lot of these effects um now let's look at the different stylings that lumion has provided with us so we've been looking at this pop-in and pretty straightforward pop-in is basically the object is sitting there at a scale of zero and just scaling up to its normal amount next we have skydrop notice that we do get two more um settings in here so let's just go ahead and watch it in so they're coming in from the sky in that order we selected the move distance is how far away it starts from we can make it so it barely travels any distance to have a smoother animation or from if we go from further it's going to come in faster and then we can make it so it's invisible or not when it starts [Music] there might be some cool reason to do this but for now it's just cool we have the option you can see the shadows up there now if we go back to the styles and go to ground rise this is just the counterpart the evil nemesis of skydrop it's the polar opposite has the same settings in here you can make it so they are poking poking out of the ground before [Music] and then implode is pretty cool it's gonna i have them so they are not invisible before start so they just kind of come in from the outside or they just appear from the outside and the move distance same deal how far away it comes from and then all of these effects have their counterpart in here so pop in has pop out sky rise ground drop and explode the opposite of implode they're going to have similar sliders so again embedded in this one little group or phasing animation is these objects say i wanted to add the people over here into a new one i could go in and grab them like this [Music] now we have two different effects going on we control when they come in you're starting to see the power this can do separating multiple parts of the building into these controlled layers it's very cool and it's very easy to edit later which has been one of the harder things working in these advanced animations and trying to edit things later so you can keep adding and then i'll create more pages i have yet to fill them all i don't know how many i'll go to but it's seemingly infinite maybe i shouldn't say that you do have a copy and paste animation if you want to just have a you know copy and paste exact settings and timings into other layers so they kind of have a you know they can go together and be very similar in timing one more thing i want to point out too which is super cool notice how these trees are all sequenced now precisely in our animated phasing effect and they're in this circle and they're at this scale we can actually go into here and tweak several properties of these things and even move them watch this though it retains what you set up in build mode so you can essentially program the whole thing and completely move every single part and lumion will still keep all the attachments and all the sequencing intact it's not overriding their scale their master scale or anything so that's really cool too advanced tip [Music] okay so while we're in this scene let's go ahead and showcase a couple little examples of what we can do with some of these other groups i have set up on here so up on the mountains here i just set up little dominoes they're imported objects that i just did a mass placement along a line and they're just roughly following the terrain to get a kind of cool effect and i went ahead and sequenced them all to just disappear as they go with the animated phasing effect following the same idea i just clicked them one at a time and followed that sequence i made a little camera path very simple um this is a start no effect and end ground drop i thought it worked just fine for this example so there's the settings here it's setting to stagger easing out the durations all kind of set up in here and you can see that they're imported objects selected in that specific precise order another kind of fun one i did is i have all these cars set up here i just kind of did some fun selections and different patterns and different orders okay so moving on to another fun example project this is my first project with the animated phasing effect and i really had a lot of fun with it i think it's a great example of a real world use case for this effect utilizing what we learned in the basics let's take a look at this animation here this is actually an animation for a company that makes bamboo panels called centric it's really cool the story behind this is how simple these homes can be to build and they're sustainable they're made of grass and different reeds that grow and bamboo which grow abundantly and quick so that's a big part of their pitch that's a big part of their story so explaining and demonstrating how simple this could be in a fun diagrammatic way was the perfect example for the animated phasing effect couldn't have come in a more perfect time otherwise i would have animated all these either through layers or advanced move so then we have a couple layers popping on and off and show the thing completed so let's go ahead and go back and take a look at this effect and how i built it notice this is a project of multiple layers as i mentioned before very happy that they have layers up here it's crucial let's go ahead and turn off all the furniture we'll turn on this base there's duplicates in here turn off the side turn off exterior finishes and turn on panels because this is all that's animated in here so you can see i have each of my little phasing groups in here labeled starting with the base simple ground rise then we got base rails and that is another ground rise popping in sequence and then we start getting to the panels i broke it up by room so section one tell grabbed all those guys room by room so i can control them i could make it so this one started before three if i wanted to that really messing with anything and i can butt up the ends and tails of these effects to line them up now notice we're starting to see things that aren't happening because we're on tab 2. so section 4 pops in and then we have a little top plate so just do a sky drop down and then a sequence sky drop down for the roofs pretty straightforward you might have caught something interesting in here though why is this one here and this one not here one of the few minor flaws or maybe it's a big flaw of the ui they built they put so much time into this but there's a little thing they've mixed up we cannot move these up or down so if we build this sequence out and then we and then the owner says hey actually we want to have a sequence of other things happening before all this other stuff it maybe wouldn't be such a big deal if we had a bunch of rows that went up to here but if we have to hide something in you know page six that's going over here it's really hard to align things we gotta rely on that start time ultimately i decided this one need to go later so it looks weird so that that's that's the effect that is a use case here and let's take a look at the fully rendered out version of that and what's happening here these are just layer on and off just a bunch of things happening with animations so how i created this is important too this is a crucial step we cannot just bring in a model that has all these panels and start animating them individually one of the biggest drawbacks of lumion right now with this type of effect is you have to bring in imported models one at a time i have had over 200 models in one of my projects yeah i have to sit there and import it each time and even the light ones it takes a second um hopefully it's something that they fix in the future they're moving in that direction uh of of catering to these type of animations look what they did for this effect but one hack that i found out that you certainly have to do in this case definitely you're not gonna import each piece of these panels is their own model if they're the same panel you import it once and then you just manually copy and paste that and fit it in there what i do is i bring in the source model which i think i have here structural line and i just copied and pasted each one of these pieces into place that way i didn't have to import more than one instance of these types of models the red one yellow one short red one blue you know on the base worked out fine for this type of model but that's definitely a big thing to think about when you're working with imported models the type of animations that i need to do are still very difficult to bring in in the first place but now they are so much easier to manage with this type of effect be able to quickly go back and make edits and just interactively change and tweak things and reassign things it's there's been major changes and it really has not been so bad i'm really happy for that so moving on in this same project this is where the architectural part can come in this is how architects can utilize this effect super easily in their existing projects to tell stories [Music] so in this model here i've gone in and populated the entire interior with lumion furniture we have so many objects in here we may have to bring in imported objects one at a time but we already have tons of things that are already loaded in lumion when you install it i'm sure you notice the download size those are all objects that are gonna have cool nodes so we can quickly speed place everything in here and have all sorts of fun nodes to play with and animate so in this case i want to do a cool shot where i have an empty room the panels have just come in and they've been finished and then we're populating it and making it a home and i do that for each one of the rooms so for this first example it's already done we come in looking out the window and all the furniture is just kind of flying in get that kind of look super easy all right so we're gonna do one right here another room fully populated i have the animated phasing effect in here all we need to do so i'm just going to go ahead and select them all all right and we're going to take this stagger center here i'm going to move it to this side because the camera is pulling back and they'll just populate the room as we go across just like that a couple button clicks and now we're looking at a room that's just popping up as we go i look forward to seeing some more lumion animations that take advantage of this i used to do this with 3ds max there's some scripts that would do similar things it is so nice to have it inside of lumion though that i i can't tell you how much simpler that makes everything go assign put on layers you're going if you you can go back into your old scene where you've populated lumion furniture you just grab them all and we can animate them in some cool ways that lumion already has pre-programmed a couple button clicks done so in conclusion with this effect it is there ready to go and when you have the opportunity i highly suggest you try it out i think the game has changed here specifically talking about construction lumion is worth looking at again this is a huge step in the right direction if you've left lumion because of limitations before if you're specifically in sequence animations i suggest looking back at it again it is a huge time saver and it is really well done it's not perfect but man it isn't good i'm so excited utilizing the animated phasing effects thanks for watching and let me hear your thoughts i'd love to respond to any comments that you guys leave alright until next time
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Channel: CWeltonDesign
Views: 20,504
Rating: undefined out of 5
Keywords: Lumion, SketchUp, CweltonDesign, Rendering, Animation, V-Ray, Unreal engine, Architecture, Nvidia, Autodesk, Substance, Adobe, Adobe Premiere, Chris Welton, After Effects, Architectural Visualization, McCarthy, Lumion 10, walkthough, details, in-depth, intermediate, advanced, unity, twinmotion, features, overview, free, tutorial, explained, lumion 11, animated, phasing, sequencing, 4d, construction, Lumion 11, new, sequence
Id: 4JhbATZSzdQ
Channel Id: undefined
Length: 24min 58sec (1498 seconds)
Published: Fri Apr 02 2021
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