New Modifier in DaVinci Resolve 17 Anim Curves

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so now that i had some time to actually play around with davinci resolve 17 and get some time with the new modifier that was added into fusion i can now kind of go over it a bit uh show you some of the cool things i was able to create with it and maybe give you a better understanding of how it works so without further ado let's jump into it explore a wide selection of pre-made creative tools for davinci resolve like titles transitions slideshows and infographs like bar charts and callouts and much much more link in the description for more information all right so i ended up making this little diagram here to kind of represent it now obviously this is all completely made in fusion um and the big thing to take away here is obviously the time across the top this isn't one meaning all the way over here one ends up like being right in here if i click um let's actually see where that is right here so 120 is where one would be you know where the end of the path is but what you were actually looking at here is up here there is a value the current input value so that is the value in which we're putting into the system and these are all of the different results we get with this modifier they're all taking the same value but they're all uh interpolating or they all have a different uh profile when it comes to easing added onto them so if you don't know how to get into the modifier i'm simply just going to open up something here that just has some values and it doesn't matter what value you pick but you can always pick any value that you can add an animation so any time that you see a keyframe that is a variable that you can add some type of modifier on top of it and any modifier will well i don't say any but most modifiers you can manipulate anything if it's in 3d space any of the 3d nodes any of the particle nodes any nodes uh you can do so i'm just going to show on this random bitmap soft edge it doesn't really matter i just want to show you how to get into it so any of them you just right click go into modifiers and you have all your different modifiers and we're just going to go into the animation curve and we'll open this up and by default it's going to be on transition this is if you're going to be making a transition for like the edit page something that is going to be editable uh easiest way to put it is when you put something on the edit page it's going to be making a fusion comp and that fusion comp is going to have different parameters based on where it's put into the project and this is this the transition is going to be looking at what that modifier or that excuse me what that transition or that fusion comp length is duration's the same thing but it's uh when you make a fusion comp it's going to pull the duration and what that means is let's say you have a a fusion comp that is 2 000 um frames long it's going to at one side it's going to be a zero at the other side it's going to be a one and throughout the whole thing it's going to go from zero to one over the you know however many frames the fusion comp is that's what's going to get and then we have custom custom we can put an input on here and we can make it anything we want and the cool thing with this is now we can add on additional modifiers that go into the input of this and further on i will explain this because i actually use it in another comp that i'll show you here in a second but you can manually add in different stuff in here right and then we have the curve linear meaning just zero to one it's just the straight shot straight line that goes from zero to one you can also open up easing and that's where all of these different ones are in here here is an idea here uh using the bounce we can see that the red one it bounces a couple times and all these different ones you can see the different results based on the input so that's this input here and remember like i was saying if we switch it over to transition or whatever it's going to make one end of it zero and then the end of it to be a one so we can see over that time as this is plotted we can see what would happen with that value maybe i should have made a a global value showing here uh what's happening but that's pretty much it they're all being input the same value but we're getting different results this makes it very easy to add in easing on different values that we input into this when we come down to scaling this is going to be the scaling on the input so if we have a scaling of two that means we're going to double whatever you know the input is if we have a scaling of one it's just going to be you know one one to one if we have a scaling of two whatever is up here it's going to be doubled right so the scale is going to be doubled if we have a 50 in the input it's going to be 100 and so on offset is going to be a offset that is outside of these two here before i tell you also i want to explain each of these two so we uh the clip low and clip high if we would set this to something really high or really low that would go outside of the range of zero to one um this is going to clip zero to one uh the offset is going to be a value that is going to be added on top of whatever the outcome is on scaling so if we get a scaling that goes to 2 and we put a 0.5 in here it's going to be 2.5 if we just leave it at scaling uh as one and let's say we clip it but we want to change the scale so that it's increased more it'll only go to one but then the offset will then get added after that so whatever we put our offset it isn't going to be hindered by our clip low and clip high timing scale it's going to be the same exact thing um like we had up here for the duration uh if we do the duration uh we're gonna have a zero to one if we change the scaling to point five halfway through the clip it's going to then stop uh or it's going to get to one right and then the rest of the clip it's going to just keep continuously uh you know be done from there because we're shrinking the duration right or we can make the duration longer and then offset is going to be an offset of whatever it is so maybe we want to start sooner or maybe we want to start later that's going to be the offset uh mirror is going to um play our whatever our input is right it's going to play our input with our curve and everything else added to it but then after it's done playing our input it's going to play in reverse to then have everything go back down to zero invert it's going to change the curve so like how we have all this go up if i was to change invert it would all go the other way it would start high and then go low and bounce low so that's how that would work so yeah that's pretty much this we can see our output zero to one obviously some of these go above one right if we did the clipping i think it would then clip here uh we can actually take a look and and see how that is so if we come into here that's our one that goes up so let's just stop this i'm gonna clear the cache and we'll come back to the beginning here i gotta turn or reset our trails and then i'm just going to come in and then do a high clip right because we're gonna clip the high so let's see what happens here that this this is this uh teal so we go up and then we clip because remember before it was going up and then we're coming down and then so anytime we get up to the one it's going to then clip so that's the difference there with the high clip there so let me just turn that off and we'll go back and i'll show you the other way all right so now if we play this it's going to go all the way up and it doesn't get that clip and comes back down so that's how that plays out all right so i made that whole whole thing so i can kind of explain to you how this works let's jump over to the next project that i had set up here so this one is i don't know if we if i i think i went over this uh with the or i didn't so i went over linear right just as a straight shot so let's just do this quick um linear super basic it's just going to be a straight line right from zero to one zero to one just a straight line going all the way across right it's linear uh most people know that some i guess some don't so there is that uh but then we can also make our own custom curve so this is a completely custom curve it starts out looking looking like that and then we can come in here and we can make this however we want right we can make this however we want it to look and we can also uh highlight them hit f to get our little thing there but we can see that this is pretty custom right and so how this works is obviously for the input over here it's going to uh uh start and then it's going to end our input is always our start to end kind of like time start to end but where time really comes in is for these top two up here unless you switch it over to custom and then we can kind of set that right so here we're using a custom input so over here is 0 and then 120 is going to be where our 1 is going to be represented and so now but over the course of this we're going to be going up a little bit past 0.5 so probably 0.6 come down below come down again go up and then go up and we can always click on these and grab the handles and move this however we want so now let's see what this looks like when it gets plotted and so we can see now i'm just plotting um values here so you can get an idea but this can this can control anything we can control uh line thickness you can control character size you can control uh the positions of things you can control just about anything but i'm just kind of showing you because i feel like this is the easiest way to to show how this works so here we go we got our custom curve right exactly like we see in here is exactly how our custom curve goes in and to just show you that this is you know exactly what i'm saying is i'll bring it back we will reset and now we will do whatever this thing is right so exactly how i was explaining it is kind of what it's going to do here but yeah so it's pretty cool and then we can see up here is our value right so now i wanted to show you um uh one more thing so i'm going to come in here i'm going to turn this on come over to here and turn this on as well so then now turning this one on we can see like we're getting the same exact values but based on that custom curve we can do something completely different now because this is just an input we could do this input wherever we want it to right so finally i wanted to show you the couple of different ways that you would be able to implement this i was trying to think of a a bunch of like very simple simple ways to show how this works uh within the fusion page without having to make a a macro and going into the edit page and kind of explaining how it works but not actually being able to show it so it was kind of difficult to come up with an idea but i think showing this will kind of explain this probably the best way i can so i made a um i made this project that looks kind of like the audio meters and let's close this up a bit i'm just going to get rid of these two and i'm just going to show you just this so one of the things that i did is i went into each one of these and i added that modifier on and for the input because we these are all just values right and so we can get we can get values from other things we can put additional modifiers on it if they're editable or excuse me um we can add an animation onto something and add keyframes right so uh what i did is i just i'm pulling i'm just using uh an expression to pull a value from another uh tool so it's a custom tool one and it's just the number in one right and all that really is is it's just pulling a value from another tool so it could be any tool but it's just this tool here and i'm just pulling this first one number in one i'm just pulling this value so just pulling this value but one of the things that i did to this value so i don't have to add any is you just right click modifier and in this modifier i used a shake modifier and what that does is you say a range of numbers right so i want to go in between 15 or 0.15 to 0.866 just random numbers and then uh the next one up here this is just a smoothness scale so over a certain amount of frames um there can be so many uh adjustments right so it adds some smoothness in right so over seven frames there's adjustment over seven frames there's another adjustment and then uh those different uh amounts are then interpolated so then it looks kind of smooth right that's kind of with any keyframe that's what happens so without adding any keyframes on um i can play this and we're getting all sorts of different animations right so the the bars are moving all different but they're just pulling from this one tool that's just throwing random numbers in now i don't have to have uh that you know the shake on there i could stop the shake we could reset and then we could just turn this and then we could get all different sorts of values right and all i'm doing here is with all in all of these these are the new shape nodes but it doesn't matter what node it is like i said it's just a value right in all of these i'm just in the modifier they're all pulling from that same tool but they're just using different uh easing curve profiles right so they're all just slightly different as i go through these they're all just slightly different but then when i have the on this one value that it looks very different right it looks kind of cool so i could add keyframes onto here or what i could do is take all this copy it and a part of how pasting works in fusion is it'll take everything and when you paste it it'll be like its own little isolation obviously it can't use the same names so to put like an underscore one right and because i'm pasting everything the same all the parameters will change the same so i have this group and then i just have to put on a little transform so that it moves its position but then i can add on another group and then do it again add on another group and because i was using that modifier shake one of the cool things you can do is you can go in and you can change the seed and seed is just to get random values with a different starting point essentially is probably the easiest way to say it it's just random values but you're picking a different pile of random values right um to start to do it so then when we when we play this now now we got values moving all over the place but all i did is i just set up one i copied and pasted two and now i just changed the seed value and now we have stuff that's moving all over the place if you're curious on how we got the little lines here all i did is i have a black background i went into a tv which gives me scan lines reduce the scan line number um and this is you know if you're just curious on how i did that uh i then put it into a bitmap but i invert the bitmap right because so then i have the values that i can now pull so i get bigger chunks instead of little chunks because if i was to just take this straight in i would just get a bunch of like little lines so but i wanted big lines so then i pull in my my bars right these are my bars that are moving right that are coming out of the renderer and now i cut them with that little line from the scan line instead of making it the scan line i cut with the scan line and then i place all that into a a background with the mask and then i just added a little gradient and turn the gradient go up and down and then that's kind of how i got that uh but yeah that's pretty much it i'm super excited to see 2020 finally coming to an end here i'm hoping going into 2021 we get back to normal life we're not all locked down at our houses but uh yeah that's pretty much it stay safe guys it's kind of weird right now and with that being said thanks for watching i'll talk to you guys in the next one see ya you
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Channel: JayAreTV
Views: 9,534
Rating: undefined out of 5
Keywords: blackmagic, DaVinci Resolve, resolve, tutorial, how to, DaVinci Resolve 17, Fusion
Id: XvcLMsIn2_c
Channel Id: undefined
Length: 18min 28sec (1108 seconds)
Published: Tue Dec 22 2020
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