MotionVFX mO2 Tutorial - Creating an Intro From Start to Finish

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all right in this video we're going to create that 3d scene with the animations that you just saw at the beginning of this video the animation was made in Apple motion using a plug-in called mo2 from motion VFX though I'm no professional when it comes to animating I've been messing around with this stuff for about a year and a half mo - I've been messing around with it for about a month but it definitely has sparked my interest even more in animation from start to finish in this tutorial we will create a 3d scene and it's going to have some 3d text we're going to mess around with some Styles we're gonna use some models in our 3d scene and we're going to apply various materials we're going to be using the active camera and the perspective camera which allows us to position objects correctly I'm also going to show you how to animate a grid of numbers and we're gonna apply some illuminance to those numbers we're going to be duplicating some models and for quick adjustments we will be applying some references will also be key framing for cameras and we'll be adjusting their position and rotation as we jump from one camera to the next we're going to be using some audio in our animation as well and we can quickly adjust those keyframes of our cameras to match that of the audio and then we'll also look at some environment lighting as well as animating a sphere light so there's a lot to cover hopefully I can give you some pointers on my workflow if you will through the last month month and a half that I've been messing around with mo - so in Apple motion a blank project 30 frames per second for 10 seconds let's go ahead and load that up let's go ahead and add D generator for mo - so generators motion VFX mo - I'm going to hide the project pane gonna hide the timeline and I'm gonna make my key frames window just a hair smaller and I'm gonna fit the canvas to the window now to activate mo - where we get a little menu up here we can right-click and go to control or you could come down here and go to adjust item either way but now we have this menu across the top let's head over to the inspector and here's where we're going to be adding things objects and all that good stuff and then we'll be keyframing some stuff down here and let's go ahead and get started let's start with the 3d text so add 3d text I'm going to leave my default camera at this angle for right now so that we can see the changes that we're about to make to this text with the text selected come down to Styles and I'm just going to do carbon and chrome that immediately changes the way that text looks and I actually want to change it even more but styles are there for your convenience the Lighting's not the best right now because of the environment lighting but that's totally fine we'll come in here later and adjust some lights I have some ideas for this text that I want to go ahead and apply so we can edit the face we can click on that little circle there this is going to allow us to change the material and this will be for the face of the mo2 so for materials let's go to basic surfaces and I'm going to use basic surface one that definitely changed the way the front the face of this text looks now we can adjust the texture mapping we can use maybe cubic that might look pretty good I find that a lot of times texture mapping for cubic works pretty good for getting my material to look the way I want it to look or to be quite honest with you UV look just fine as well so a big deal it's up to you the bevel I want to change my bevel I want to make my bevel another way we can change this material here with that selected I can go to this little circle and I want to apply chrome and that's going to be underneath the metal so now we can see our bevels different with the text selected scrolling down below styles I'm going to actually set the bevel shape to bevel and that changes it just a little bit and we can actually see the environment getting reflected in that chrome bevel right there I'm also going to change the body itself for its material I'm going to do another basic surface and I'll do basic surface four click on OK on that and if I rotate around in my active camera let's just get a better view of that body right here and let's see what happens if we change this to cubic for the mapping so that does change it but I like UV here as well so now that we have that done I'm going to go to default camera underneath basic with the default camera selected I'm going to reset everything and this positions the camera right in the middle of the environment taking my position Z and slide it on out now we can get a better view of our text straight ahead now let's start to work on our stage that back piece that you saw and it's actually a cylinder and we're going to apply a perforated metal too to that so let's go add model primitives cylinder I don't want the cylinder to be this tall so we can come down here and adjust the height maybe somewhere around point one very thin let's take the cylinder and let's rotate it on its x-axis so that we see the top of the cylinder facing towards us and I'm actually going to set that to 90 degrees now we can adjust the scale but I'm going to actually adjust the radius and I'm going to set that to 2 now I'm going to select my text and I'm going to use the 3d gizmo to somewhat center up this text in this circle maybe a little bit to the left as well we can fine-tune that later if needed now I'm going to switch my camera over to perspective I'm going to zoom out a little bit and want to rotate and what we can see right here is that this text is actually kind of inside this cylinder I'm going to take my text make sure I have the text selected take the 3d gizmo and slide this up just a little bit I'm gonna rotate my perspective camera and I pretty much just want that text sitting on this side of the stage if you will that looks pretty good let's go back to the active camera let's go to the cylinder and let's supply material so I'm going to come down here apply material and it's metal and we want perforated metal to now this is a prime example of when Kubik is going to look better in my opinion so texture mapping for this material cubic and notice that it didn't change anything well if I come back up here and make sure I have that thing selected come back down here to materials for the texture mapping let's set it to cubic and it did change it now there's actually very small holes there let's go to mapping settings and let's change the tile size of the X and the y to 3 and what you'll notice is the holes are quite a bit bigger this will allow some light to come in from the back of the stage and it really helped that mo to pop towards the end of our animation and before we start to work on the wall I'm actually going to come back to perspective and I'm gonna make this stage here a little bit thinner so I'm going to select it and that cylinder coming down to its height I'm going to make it even shorter and I have a reason for this and I'll show you that in a minute so I got it set to 0.05 now and I'm just going to select off of that so that I can still see that that text is somewhat sitting on the stage so maybe somewhere around there let me rotate my perspective camera and the text is not coming through so that's better switching back to active now let's work on the wall around this stage but before I do that I'm going to come to this cylinder and I'm going to call that the perforated metal and now let's add a new model primitive and the shape I'm looking for is a tube and the tube is a lot like a cylinder except it has a hole going through the center of it so adding that to let's make this a little bit shorter maybe 0.5 let's rotate it 90 degrees and now we can see our hole let's set the outer radius to 2 and then the inner radius we can adjust this to make it a lot bigger as well and really what I want here is a thin wall so I'm gonna set this somewhere close to 2 like 1.98 if that's too thin you can make it thicker 1.95 maybe and we can come back and adjust that later if needed switching over to perspective we can see that the stage is kind of showing through just a little bit to fix that we can either adjust the perforated metal or can adjust a tube the radius of one or the other I'm going to come to that perforated metal and I'm gonna take its radius and make it 1.99 and what that's going to do is this want to hide this that you see bleeding through the wall so pressing enter on that now we can't see that stage bleeding through the wall maybe just a hair smaller for 1.98 and now with the tube I want to get and call that the wall I want to take the 3d gizmo and I'm going to slide this up to where the stage and the wall are kind of flush with each other something like that now we'll come here in a moment and add two Tauruses to the front and the back of the wall to clean up the looks there but for now let's take this tube wall unless apply material and the material I'm going to use here it's going to be a technical and it's an electronic board now this does not look like an electronic board to me and this is where the texture mapping setting it to cubic will make this look a lot better switching back to active that looks good the next thing I'd like to do is working on the numbers that were rotating around on this wall and a quick way to do that we can duplicate this tube wall I'm going to right click on it click duplicate and I want to change this to tube code 1 I want to change the material of 2 code 1 and I'm going to set that material to a grid and I want grid 11 clicking ok on that let's switch back to perspective to get a better view and now we have these numbers that's what the grid 11 is doing and the numbers look good here because I did copy that wall and we had the texture mapping set to cubic but I want these numbers to be a little bit bigger so I want to set the tile size to 2 for each of these so I changed the tile size X and the y now the numbers are showing on the outside and if we switch back to the active camera they also are showing on the inside as well I'm just going to take this active camera slide it on over zoom on in and want to rotate it so we can see those numbers now I'm okay with the numbers being on the inside and the outside of the wall but we need to test the rotation and see if these numbers are going to get cut off but before I do that for this tube code one I'm going to come down to illuminance and I'm going to bump that iluminates up maybe to one so now the numbers are brighter coming back up to the scene settings for two code one with that selected I want to add a keyframe and I actually want to rotate this thing on its z-axis watch what happens when we rotate on the z-axis it is rotating the numbers but what you may notice is that the numbers are kind of getting cut off and to fix that let's make the outer radius just a little bit bigger like two point zero one perhaps that's gonna be on the outside we'll see that when we switch back to perspective and the inner radius let's make it a little bit shorter maybe 1.93 that's gonna bring that text in just a little bit and again just watch this text over here as I change these numbers if I change that to one point nine five that's pushing the text back closer to the wall I'm gonna bring it in just a little bit one point nine three when I press enter watch this text here so notice it did slide in and now if we adjust our rotation it's probably not going to get cut off and that looks good right there so let's keyframe this starting at zero degrees and at one frame I'm going to add a keyframe for rotation Z I'm gonna scroll over to the end of the entire thing at 300 frames and I'm going to set this to maybe 45 and for this keyframe I want to set the interpolation to linear scroll back to the beginning and let's play it and see how it looks making sure nothing's getting cut off and don't worry about this text fading in and out here we will fix that in a moment I'm going to switch over to perspective and make sure that text looks good as well and nothing's getting cut off there so that looks just fine so switching back to the active camera what I want to do with tube code one I want to duplicate this and I'm going to call this tube code two and what I want to do with tube code two it's keyframed as well since I did duplicate that tube code one I'm just going to come to the end and I'm going to set its rotation to negative 45 so these numbers will rotate in opposite directions and now if we play this we have numbers going in opposite directions now suppose I want to come in here and change some colors we're going to apply some references here I'm going to select the material for two code one I want to come down to its illuminance and I'm going to change this color to something that's definitely different like a red so we have a red and a white but it didn't change both of them so what we can do to be able to quickly edit multiple things at one time if we want them to be the same I want to take this red material and I'm just going to drag it over top of this white and I'm going to apply a reference what that immediately did was change all of our colors to red and now we can come in here and change just one of these textures coming back to the illuminance and if I set this to a blue everything's changing to a blue not only that if I come up here and select the other one tube code too I can still go edit it and it's going to change both of them at the same time I'm going to switch that illuminance back to white I'm going to play that checking out the perspective that looks good as well now the next thing we want to focus on is putting a piece right here on the corner to flush that and the same thing up here at the top of the wall I mentioned I was going to use a Taurus but I'll tell you what I want to use another two so when I add model primitives and get the two want to make this tube a lot shorter let's start with point one the outer radius I'm going to set to something a little bit bigger than two maybe two point one the inner radius I'm gonna try 1.95 gonna rotate this 90 degrees and that actually looks pretty good where it is let's check out the active camera to see what the inside looks like and we don't see it coming through here so I definitely need to make a few adjustments to get this to look the way I want to I'm gonna go to my inner radius and I'm going to try 1.9 we can see it is coming through now let's try 1.85 not bad the numbers are hiding pretty good too I might need to move the Z position a little bit to get rid of these white lines so z position let's just try 0.01 and that's hiding those pretty good and those numbers are okay yeah sure it's touching a little bit but I'm okay with that let me switch back to perspective and I'm okay with that as well checking out the back not bad let's apply material to this so for the tube I'm going to add a white material for right now basic surface a set the texture mapping to cubic all right now I'm going to duplicate this and so I don't get them confused I'm gonna call one of them to back the other one tube front and for the tube front I'm going to slide it up with the 3d gizmo somewhere around there let's check out the active camera I'm okay with that now let's attach a reference so we're applying a reference and we can now change the material of one and it should change both of them so I want to set this basic surface and I'm going to do basic surface seven if you couldn't tell I'm a fan of darker colors okay on that back the perspective looks good now let's take all of this stuff and since this is making up our entire 3d scene I'm just going to click on the top one tube code two or whatever it may be on yours and I'm going to hold shift and click the bottom one I'm going to right click and I'm going to all this I'm going to call this stage that just cleans up our scene content a little bit better and Before we jump into cameras let's talk about a little bit of lighting and first of all I'm going to go to my scene settings I'm going to go to the environment and what a keyframe the horizontal offset I want you to notice how some things especially the bevels those chrome bevels if I start changing the horizontal offset you can see and even on the stage that it's definitely changing the way this looks so I want to keyframe this but I'm also going to change my environment as well go to CG go to soft and let me try this in line studio lighting click on OK on that and now that's definitely changing things as well so that's some environment lighting and I'm definitely going to keyframe this but before I do that then go back to my stage and I need to get that camera out of there so dragging that on out close on my stage taking the default camera and I'm going to reset the parameters again and I'm going to drag out on that Z so that I can see my entire stage maybe this text could be moved down a little bit maybe my eyes are playing tricks on me but just a little bit more Center let's head back into the environment unless keyframe the horizontal offset it doesn't really matter where we start just kind of get whatever look you want maybe a little bit brighter so somewhere in here who knows keyframe it slide to the end and you can move this however you want I'm going to set the interpolation to linear and let's play this so my fps is at 18 it's going to look a little bit different but we do get some change in the light not much and the reason why is because I'm starting at 159 and I'm only going to a hundred and forty nine so let's change that to maybe 100 to have a more of a rotation in that environment so there is some change there inside of my scene settings I'm going to go to the background and I'm going to set the radial gradient to a darker color now let's move on to cameras and I have this default camera here and I'm going to switch over to perspective and we can see our camera sitting over here with that camera we can adjust its position obviously and we can I even do rotations but if I rotate it on the X right now it's rotating about its anchor point you can adjust the anchor point down here but I don't even mess with it I can find by using a null I'm able to achieve most of the camera animations that I want so again looking at the rotation here and then we had the rotation Y but what I find myself wanting sometimes is I want this camera to not rotate about this anchor point but maybe somewhere in the center of my environment I'm gonna reset this parameter then I want to drag the camera back out and I'm gonna add a null when I call this null Noah one and I'm going to call this camera camera 1 now what I do is I throw this camera into a null and I used the null for the rotation most of the time and I use the camera for the position most of the time so I have my camera selected I can still position the camera however I want but for no notice this now if I rotate along the X notice what the camera is doing it's not rotating about this point it's rotating about the null since the cameras sitting inside the null and if we rotate the null this is going to let the camera continue looking at wherever the center of the null is and in this case the position of the null is in the center of the environment switching over to active camera and if we rotate the null you can see that it's still looking at the same spot every time and that is the center of the null with that in mind let's go ahead and put this camera where we want to start our animation at so using the position with the camera selected I'm going to come on in real close I'm going to use the null rotation you could use the cameras rotation here but I'm going to use the null and I'm going to rotate about its y-axis I'm gonna keep my X at 0 right now and then what we're going to do is position the camera further down here closer to these numbers and to edge of that M so I'm gonna move the camera to the left I'm gonna bring the Z even closer and it's okay if the Z becomes negative because as we start keyframing and animating this we're gonna realize that we can just move this camera back and we can have a nice rotation going with the combination of no rotation camera position so maybe somewhere around there is where we want to start our animation so what we're gonna do is we're going to keyframe the positions of the camera even if I don't have a position applied you can always go back and tweak this to your liking I'm also going to come to my Noah 1 and keyframe the rotations so again remember I'm gonna be keyframing the rotations in the null and the positions of the camera I'm going to go ahead about 60 frames and I'm going to start changing the position so maybe gonna slide this back and notice it looks like we're going inside of it um but we can take this Z and back off of it a little bit we can slide to the right a little bit more if we want and if you want to tweak the rotation just a little bit maybe something like that with all of these things that have happened I mean we can even do a little bit of rotation here if you'd like mess around with your Z if you want you can come to camera 1 you can adjust the Y position totally custom look what I want to do to all these keyframes so right now I got my camera I got the positions keyframes and I'm going to set the interpolation for all of these to linear I think a linear interpolation for these movements gives a nice camera animation or transition I'm going to do the same thing for the null the rotations that we've keyframed interpolation to linear and let's play this now obviously when we render this it's going to be even smoother now before I go any further with the camera I think we need to go ahead and put our audio in here so that I can keyframe it to the audio waveforms to help sell this animation even more so file import as audio I have my audio imported I'm going to view the audio waveform and I'm just going to go to my layers and I'm gonna hide mo2 for a second and I'm gonna come in here and add markers in this audio waveform where I want my keyframes to occur so I have my three markers here and we're going to keyframe our cameras to switch at these markers and hopefully that will be in a good sync with the audio so showing mo to and hiding the project pane again gonna make this a little bit bigger so we can see some keyframes down here and now notice what I need to do here is I need to come to this first marker this is where I want this first camera to actually stop animating and notice my keyframes are over here so what I'm going to do actually is I'm gonna come here and I'm gonna key frame these again and you can see that those keyframes are getting added that was for the no rotation and I'm gonna repeat this process for the camera position now I'm gonna come and delete those old keyframes and I'm just going to make sure I have my interpolation set to linear yet again repeating this for the null let's delete the old keyframes interpolation set to linear now we're ready to make our jump to the next camera and to do this I'm actually going to keyframe the camera from the beginning it's going to be visible and then right here is where we want to switch to camera two so I need to make camera one not visible now this is going to switch to the perspective view if you don't have any more cameras in your scene but the minute we come in here and add another camera this camera here I'm going to move it out of this null group and I'm gonna call this camera two I'm going to add another note I'm gonna call this null no - let's throw the camera - into the No - I'm gonna minimize Noah one for right now and let's focus on positioning camera two on the right side focusing over here on the side where we have the two in mo - so I'm gonna reset the parameters for camera to back it on out and we'll worry about the visibility right here in a moment but let's go ahead and get it positioned where we want so bringing it much closer using the null from our rotation making sure we're facing this side now using the camera I'm going to position this over to the right bring it even closer probably not that far an increase in my Z just get it wherever you wanted to start right there looks good to me and let's go ahead and key frame so for null I'm going to keyframe the rotations maybe we want to add a little bit more of some other types of rotations as well key framing those and then I'm going to come to a camera the position keyframe and those sliding over to where I want this camera to finish off right there at that marker how do we want this camera to finish well I'm going to want to slide back towards the O and mo to probably zoom out a little bit or back off of the stage some with my Z take my Knoll let's adjust the rotation to give it a little more flare and maybe I don't want to come back as far so I'm gonna take my position and actually uh push it over to the right soon and maybe make it a little bit closer so camera two we got some positions keyframed I'm going to go to interpolation and apply the linear piece and do the same thing for the null and now we're gonna have this jump automatically happen here's camera one we jump to camera two and you can come in here and tweak these rotations and positions to your liking but here's why automatically jump to camera two if we come back to camera one we have camera one set to be visible in this spot of the project but then when we hit here camera one is no longer visible the order in which your cameras are over here in the scene content if the cameras not visible which is what we have going on in here for camera one it's going to jump to the next camera that is visible so we want to keep these in order camera one camera two and now let's focus on camera three but before I do that I need to set camera two when a keyframe camera two here I want camera two to not be visible but I'm going to come back here to the beginning keyframe the very beginning for camera two to be visible but you won't see it until camera one becomes not visible right there again it's all about the order in which you have your cameras so we're going to play through camera to camera two camera two and then when we hit this spot right here this is where we want camera two to go away so I'm gonna keep frame that and now let's add a new camera and a new null thorough camera three into no three with camera three reset parameters let's zoom oh now and with the null I'm gonna take this no and I'm going to rotate it in the negative direction so we're above the mo2 stage and now I said most of the time I leave the nulls for rotation and the camera for the positions but I'm going to come in here and also do some rotation on the camera itself if I rotate on the z about 180 put a keyframe that when a keyframe the z-position and actually I wanted to be quite a bit farther out gonna come to the null I'm going to keyframe that rotation and I'm going to fast forward ahead to my next transition and what I want to happen here is I want this to go back to pretty much zero and you may be thinking oh it's upside down but remember for camera three we had some rotation going on as well so I'm gonna twist this around like that pretty much back to 360 or I could have done 0 depending on which way you want to rotate clockwise or counterclockwise and when you combine these two together watch this here's camera 3 so a spinning that's a nice smooth transition but I forgot one thing camera 3 I also want to make this thing get closer to the mo2 so maybe somewhere in here let's highlight all of them make the interpolations to linear for both the camera and the null and here we go camera 2 over to camera 3 so now we have that twist that appears and it's getting closer to the letters mo 2 and now we are ready to jump to our last camera which we're just gonna zoom out from this to do that and when I add another camera make sure I have it in the correct order camera 4 and I'm not gonna put this one in an oil because all I want this camera to do is simply change its Z position kind of zoom out from this but before I do that I need to come back to camera 3 less keyframe the visibility from the beginning I definitely want camera 3 to be visible but again we won't see camera 3 until camera 1 is not visible then camera 2 has to be not visible and then we switch to camera 3 but then when we hit right here set it to not visible and now we are on camera 4 so here's camera 4 I'm going to reset its parameters we want to come out just a hair right about there to where we can see most of the mo two letters keyframe its position go to the end of the project and have this zooming way on out interpolation of the basic position set to linear and we have our cameras done so we've got camera ones visible camera ones visible then we have camera two right here then we have camera three and then when it becomes not visible we do the zoom out for camera four the last thing we need to add is a light so let's add a sphere light and in perspective view you can see we got cameras all over the place and they're moving all around coming in coming out and I'm going to take this light here and I'm gonna slide it behind the stage and with the light selected I do not want to render the shape so I'm going to uncheck that let's go back to active camera and we can see some of the light reflecting off the letters you can see that more when I uncheck this box I'm gonna bring it a little bit closer negative 0.5 maybe just to bring it a little bit closer to the stage but it's still not coming through the stage now if we did bring it through the stage that would change things as well as you can see so I'm putting it behind the stage negative point 3 doesn't look too bad either now if we move this up and down we get some reflection not much we definitely get it here on the ends and up here at the top as well but what I want to do with this is I want to animate this right when we hit to camera three right there I want this light to come on so to make this light come on I'm going to create a keyframe make it visible here then I want to scrub back to the beginning and make this light not visible so that definitely does change the way things look so no light no light no light no light and then boom it comes on right when we hit to camera three but I also want to keyframe the position so I'm going to go to perspective and when we cut this light on I actually want it to be down here and I'm going to keyframe this somewhere around negative two doesn't really matter you can tweak this to your liking as well so keyframing that and then as we come all the way to here this is where we switch over to camera four all right there that marker I want its position to go up to a positive to set this interpolation to linear if we go to the active camera here's what we got going on so we had this light coming through here and that looks pretty good the way it is and then when we hit right here to camera four as we're zooming out I want this light to again start to move back down and I'm going to take it all the way to the end and I'm going to tell this light to move back down to a negative two so that shot it from up here to down here and let me go change that to linear one more time so let's check it out this is camera three jump into camera four we don't get as much reflection there and we can go in there and we can change some of the effects we definitely see the light there but here at the end you know we don't get a lot we get a little bit on the mo too and then as we hit right here at the end you can see the bottom light up but you can mess around with the light you can adjust the intensity the light radius and all that stuff but for the most part that's the whole thing from start to finish the only other thing I would do here is go to my project pane for my project out of behavior basic motion fade in and out from there when I go to share it export movie make sure that you have the render quality set to best and that's pretty much it feel free to share a link to your video below and if you have any questions or comments leave that below as well if you'd like to see more tutorials feel free to head over to my website WWF math comm and you can make a request for an mo to tutorial really enjoy doing this this is my first one and that's it for this video I hope it helped
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Channel: Brandon Craft
Views: 9,903
Rating: undefined out of 5
Keywords: motionvfx, mo2, apple motion, motionvfx mo2, 3d animation, 3d animation tutorial, motion graphics, motion graphics tutorial, motion graphics animation, render, motion 5, fcpx tutorial, video production, final cut pro x, motion 5 3d text, mo2 motionvfx, mo2 tutorial, mo2 plugin, motionvfx tutorial, motionvfx transition, 3d animation software, 3d animation tutorial for beginners, apple motion 5 tutorial
Id: YGKnbNHEM_4
Channel Id: undefined
Length: 33min 58sec (2038 seconds)
Published: Fri Nov 16 2018
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