Newton3 Core Functions After Effects Tutorial

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[Music] today on After Effects test drive we're going to take the latest version of the plug-in Newton for a spin Newton now at version three is a 2d physics engine for After Effects available on a script comm which allows you to apply real-world physics to your objects in the animation if you're a motion designer working in After Effects chances are you're gonna find a use for this amazing tool it's a pretty deep program and there are a lot of parts to it so in this video we're going to cover just the poor functionality of Newton itself and highlight some of the new features that are in version 3 the second video in this series deals strictly with the joint system in Newton and we'll go over the two new joints that are available wheel joints and blob joints look at my channel for that video there's a lot to learn so let's get going ok so we're gonna start off with the basics of Newton here so I have a simple set up here of a bowling ball a balloon and some text and the first thing you should know about Newton is it will work only with three kinds of objects it'll work with mask shapes it'll work with shape layers and it'll work with text so that's what we've got here a bowling ball it's a shape layer and we've got the balloon that is really just a solid with a mask with mask shapes in there's actually 4 mask shapes you're making up the balloon and the little thing at the bottom there and of course just some regular text and at the bottom here we also have just another shape layer that's going to represent our floor so if I wanted to now enter into Newton it isn't under where you would normally expect it to be you would probably first look for it under effect it's not there it's not a script so it's not under our window menu it's under composition composition right at the here is Newton's three we start that up we get a dialog box here and the reason for this is it recognizes if there are multiple masks or shapes inside of a layer and it's asking us if we want to separate them out in this case I'm just gonna bypass this for now because I'll come back to this in a second so let's just hit skip for now so one of the first things you notice what Newton is it's a whole interface on its own and it's the Newton 3 interface is designed to look a lot more like the newer After Effects interface so it's integrated a little bit better now you'll see there's different panels and we're going to go over each one of them starting at the bottom left here we can see our different layers that have been brought in our text layer our bowling ball the balloon the floor and this is our background here now under the preview window you'll see that there are some controls for playing right now when I press play the Newton physics engine it will take over and have an effect on all of the bodies that we've brought in here if you look at the top right this is the default setup for the gravity system it's a magnitude of 10 and a direction of 90 degrees straight down so gravity is going to pull on these objects straight down when I hit the play so I hit play we'll see what happens not what you would expect and the reason for why those objects jump to the outside of our solid layer is if objects are touching each other if they're all dynamic and they're touching each other they get affected and in this case they jump off of the background so obviously that's not we one in fact we don't really want the solid background to be affected by the gravity so we want to change that and we can do that one of two different ways now in Newton I can't just select this property and delete it it doesn't it doesn't work that way once it's been loaded into Newton it's kind of there so let's exit out of Newton for a second by hitting the close button up here now you'll see that in my timeline I have several objects here but only the ones that have their visibility turned on were brought into Newton so that's kind of the way it works with Newton Newton will look at the timeline and recognize that anything that has visibility can be brought in now the exception to that is and in and we'll do that in the case of the background we still want to see the background but we don't want it brought in to Newton so if we just right click and turn it into a guide layer now when we go into Newton skip this for a second you'll see the background has not been brought in has been ignored by Newton so that's one way that we can keep layers from being brought into Newton another way is let's say I just wanted the text and the balloon to be brought into Newton I can solo those two layers and now Newton will just bring in those two layers so it can be visibility they can be soloing or it can be guide layers that's how you can control what gets brought in to Newton okay so let's go back in and get things falling once again we'll ignore this for a second let's talk about the different types of bodies that we can have in Newton now if I select the bouncing ball you'll see that on the top left here on the body properties the type has been automatically given the dynamic body type what that means is it will be fully affected by the physics engine of Newton so in this case with the gravity magnitude of ten pulling down it will pull that body down in the case of the bowling ball that's what we want but in the case of the floor we don't want the floor dropping away the floor should stay in place so if we select the floor and go to type we want to make this type a static which means it is not going to be affected by the pull of gravity it's going to stay in place so that when these objects drop they have something to fall onto that we can demonstrate that here by pressing the play button now and there you go everything falls as you would expect with gravity because the balloon the bowling ball and the text all have dynamic tags attached to them now this might be a good time to talk about that dialog box that opens up when we start Newton asking us if we want to separate out of the shapes so in the case of the bowling ball you can see we have the bowling ball shape itself and three ellipses inside for the finger holes so when we draw up once again if you pay attention to how that works those holes stay stuck to the bowling ball itself so just to show you that the the bowling ball has four ellipses it has the outside ellipse and it has the three finger holes they can be treated as separate bodies in Newton and that's what the dialog box is asking us when we start so when we started again Newton's three and it asks us if we want to separate these shapes if we select the bowling ball for example and we tell it to separate it will create new shape layers in the timeline for us of those ellipses if we now say separate you see it quickly I'll just move this to the side you'll see that it did create the ellipses for us and it turned off the visibility of our main bowling ball so now we have the four ellipses making up the bowling ball so now I have to go back in and set the type of the floor again so select floor make it static and I'll show you in a second how to save some settings so you don't have to do this every time and you can see the ellipses are now separated out in our bodies panel so now when we press play something unexpected happens again you'll see that just like the background these ellipses are sitting on top of another dynamic body and they're forced outside of it they can't sit on top of it they have to be forced outside so that's what happens since they're sitting on it at the various first first frame they bounce to the outside and physics takes over because if you think about it this is a solid volume object the ball itself it isn't Hollow but we can make it Hollow and have these objects sit inside of it let's jump out and see how we can do that I'll delete those ellipses that were created and now we're back to our bowling ball and I've made a ball outline earlier and with the holes let's turn off this bowling ball now with these active let's see how this is going to work let me just turn off the balloon and the gravity for now we don't need those now it's asking us because we have the ellipses inside of one layer to separate them out let's say yes we'll separate those select it separate and now it's created the three holes and our ball outline automatically given them a dynamic type the floor we're gonna make static once again now when we run you can see those holes are now separate bodies on their own now just like we could separate layers we can also separate text let me just shut the bowling ball in the balloon off for now let's go in and remind ourselves what gravity looks like change the Florida static gravity drops down as a solid object and you notice that Newton didn't ask us if we wanted to separate the letters but we can do that ourselves just by selecting the text layer right clicking saying create shapes from text it shuts off our original text layer and now we have gravity as text now when we start Newton because they're shaped layers with a number of layers inside it asks us if we want to separate it out we select it say yes it will create in our timeline over here a new shape layer for each letter and bring it into in the Newton floor static and play and there you go we have individual letters being affected by the gravity instead of just as a group there is one more body type that I want to talk about at this point so I'm going to exit out of Newton for a second here and I'm going to take the background from being a guide layer and I'll turn it off guide there so it will come in to Newton so let's go back into Newton and we have our background here as we saw before if we had forgotten to either make it a guide layer or turn off its visibility and we're in Newton we don't necessarily have to exit out what we can do instead to select our background layer here change its body type from the default dynamic to being dead that shuts it off now and it isn't going to be affected by the physics engine even though it's still in our bodies panel so when we run the simulation you see even though there's kind of a semi opaque version of that background it isn't part of the physics environment now under body properties we're going to start talking about all of the different parameters here that we can adjust the first being density I'm going to pop back out of this turn off my gravity letters for a second and I'm going to turn this on create a bowl and I'm gonna turn on my bowling ball here now we've got our bowling ball and we've got a bowl with a bunch of pebbles or something in here now in the bodies panel let's make the floor and this bowl static we don't want them being pulled by gravity everything else will leave as is and we'll see what happens okay so obviously as soon as we start the pebbles get affected by gravity they start getting pulled down and ball gets pulled down and interacts with pebbles but what if we don't want these pebbles to be pulled down by gravity just yet well we could make the pebbles static but doing so would mean that the ball wouldn't have any effect on them but instead we can make all the pebbles dormant under body type and what that means is the Newton's physics engine will not affect these pebbles until they have contact with another dynamic property so as soon as that ball hits the pebbles they then come out of their dormant state and will be affected by gravity so let's take a look how that works you get an interesting effect going on there and but you also see that since this pebble right here was not influenced it wasn't touched by any of these other pebbles or the ball it stayed in place it stayed dormant underbody properties the first option we have here is density how dense an object is that density this is an actual physics and it's the same in Newton that it doesn't matter how dense a body is when it drops it's going to drop the same speed whether it has a very heavy density or a light density the density is going to have an impact on what it interacts with so this is the default density of one so if we select the bowling ball and we want to change its density so we select bowling ball go to density instead of the default value of one let's take it down to point zero one something very light and let's see what happens when it interacts with the pebbles a lot less of an impact it's struggled to get through the pebbles now we can do the reverse we can change the bowling balls density back to its deep and you can do that by this button here beside each of these properties there's this little dot it's just a reset and that will reset back to the original value but if we select all the pebbles by shift-clicking all the pebbles that allows me to change the property value for all of them all at once I change the density of all these pebbles down to point zero one you think where you would get the same sort of effect well it's a totally different effect because these pebbles all interact with each other as well as the ball and their density is a lot less and these are coarse are parameters that you can play with over and over again until you get the look that you're looking for now let's hop back out because the next thing we want to take a look at is friction turn off the bowl and we're going to turn on this ramp now when we go into Newton make the floor and the ramp static so they stay in place now when we drop see the letters being affected by gravity now if we select the ramp let's decrease the friction from 0.5 to say point zero to something really light so there's very little friction on this ramp so now you see everything slides off and once again you can do the reverse with the ramp selected I'm going to take that back to its default and select the gravity and turn their friction down to point zero three now you see it's totally different effect even though they did slide off about the same because the letters are interacting with each other and with their our floor they will continue to slide whereas the reverse of that let's take this down to zero again or take this to default rather and change the ramp to point zero three once again and run it you see once they hit the floor they pile up they don't slide on the floor because it's the ramp in this case that has the low friction and the floor is regular friction okay back out let's turn on our bowling ball in our balloon make our floor and our ramp static let's just run what we've got right now just to see everything there you go okay so our next property that we can affect is bounciness it's pretty self-explanatory what this is going to do so if we just select the bowling ball and we turn up its bounciness to say one and run obviously that's what you get so if I set this back to the default but I changed the bounciness of the floor and the ramp to one you'll see that all properties that come in contact with it are going to bounce now hopping down here the next body property is called mesh precision if we take a look at our balloon here you'll see that our balloon looks pretty chunky it's not as smooth as the actual shape that we have and the reason for that is Newton has to do a lot of calculations for when body properties come in contact with each other so if for example we have the bowling ball and it comes very close to our balloon but hasn't touched it these two bodies will not get affected by each other they won't come in contact they won't push each other away that sort of thing however if I select the balloon and turn up the precision to ten and we'll get a warning box telling us that there's a lot of polygons it's going to slow down the system a little bit if you have if you have a fast enough system you shouldn't really have too much of a problem with this say okay now when you see that it's filled it in instead of the angular shape that we had it's now filled it in and these bodies are going to touch back down to two you see we have more space back up to ten I should just like that and now these bodies are going to touch and then be affected by each other so you get more accuracy when you're dealing with a higher mesh precision but it could take more processing power to calculate let's take that back to its default for now you'll find in most cases than mesh precision you can keep pretty low and unless you're doing really highly detailed work you're going to get this simulation the way you'd expect the only thing is when you see this balloon drop with a low mesh precision I'm just going to move the balloon over here for a second we want to see it when it rolls so you see the way in when it rolls you saw it hitting those edges let's run that again the edges of the mesh so that's a case where where it's not going to look as natural so we may want to increase the mesh precision so it's now more round so that when it rolls it rolls as you would expect okay let's try something different here look I'm going to shut off the ramp and let me see the bowling ball and the balloon will just leave gravity and I'm going to turn on now maybe I'll leave the bowling ball here we'll do it this way okay so going to Newton select the floor actually what we'll do is I don't even need the floor let's make it static for now I'm gonna change the gravity in the top right here to zero so there is going to be no gravity so when we run this nothing is going to happen because there is no physics taking place but that doesn't mean we can't take advantage of it as an example the next body property down is called velocity magnitude what this is is this is like a throw feature so it will invoke motion in whatever direction we want to pull it in at the very start and I'll demonstrate what that means on the top of our preview window here we have a set of tools this last tool is our velocity tool if we select that we'll see with our velocity magnitude at zero this little green dot sits dead center it's not doing anything but we can pull it out and what it's showing us is this is the direction at which this ball is going to travel as soon as we hit play and the farther out I pull the handle the greater the magnitude now you'll notice that the velocity Direction the white line there is straight out in no matter what direction I put it in it's it's straight out the reason for that is we don't have any gravity applied right now the scene is set to the magnitude of sent to zero if we turn this back up to the default of 10 you'll see now that the line the direction line becomes curved and that's because when it's telling us what's going to happen once we hit play the bowling ball is going to get thrown in this direction but gravity's going to slowly start to take over and it will take over it'll have less influence the stronger the magnitude of the throw see it's going to be able to get thrown longer before gravity starts to pull it down so that's what that line is showing us and we can adjust both at the same time the direct and the magnitude to give us an idea of where the ball is going to get thrown this part I just want to show a couple of new features that Newton 3 has introduced below the preview screen are some navigation functions but the far right two buttons here is what I'm going to point out they've introduced an infinite ground object now what this is it's a singular plane if we if we didn't have the floor here I'm gonna turn the floor instead of static I'm gonna make it dead so if we run we're to it I'm gonna turn that off for a second if we were to run the animation now and let's just turn our magnitude back to normal at 10 and let me just turn the throw of the bowling ball magnitude to zero so it's not going to throw these items are now just going to drop so now we see we've removed the floor we've made the floor dead so it doesn't have an impact here but let's say we didn't have a floor in our simulation at this point or perhaps we want to see what something would look like if we're building something if it was to hit a floor well that's why we have this infinite ground plane and by turning that on and running the simulation we will be able to have a floor plane available to us now it's not adjustable we can't raise it up to wherever we want it's always going to be at the bottom of our composition window and the same sort of thing right beside it is what they're calling comp walls so it does the same thing it turns off our floor and it creates an entire room if you will so if I was to go back to the bouncing ball turn the velocity magnitude back up let's still use the tool here and see what it would look like leave the gravity as it is so now we're inside of a room so it keeps everything contained within your composition we'll take things back we'll turn that off turn the floor back on make it static once again and take our magnitude back to zero so if I just do a low magnitude and a point at the gravity letters here and then I say play and that's what you get because we have no gravity pulling the objects down but they are still affected by physics and so if I want a stronger magnitude pull that handle out there you go so that's how you can adjust the velocity I'll also mention that beside the velocity tool is the gravity tool if you don't want to adjust things here you can invoke the gravity tool as you can see it's dead center it's not going in any direction but if we pull it down and you can see in the top right there the magnitude and the direction update as I pull this around so I can pull this in this direction and you'll get that sort of result okay there's another body type that I wanted to demonstrate here and so let's kind of I'm going to turn on this this box I'll leave the text on I'll turn off the bowling ball now the box itself if I press the Yuki has animation to it if I do a ram preview on this you can see we just have an angular move from left to right going down a little bit so we're going to take these items into Newton and see what we can do with them okay so I'm going to take the floor make it static once again I'm going to leave the gravity as dynamic they're gonna fall the way we are used to seeing them fall now now the box I'm going to change its body property from dynamic to kinematic now what that does is that will make this object ignore the physics of Newton but only apply its animation from the timeline itself so if we run the simulation now you'll see what happened there as soon as the animation ended the physics engine takes over and it drops and it interacts with our text now we can move our object around here let's move our object down let's move it closer to the gravity and see what happens you see it still interacts with the objects but gravity isn't affecting it until the end of its animation in the timeline now I want to get this box back to its original position so I I'm going to select the box right click on it and I'm going to do reset body transform and that will pop that box back to where it was when the Newton engine opened it so now we're back to where we were animation and then the gravity takes over okay instead of kinematic what if I made it a Ematic what that does is it will combine the physics engine of Newton with the animation of the timeline so gravity will pull this down as well as including its motion so I want to run the simulation you can see that's indicating where the keyframe is for the motion from left to right in the timeline totally different effect two different results so if we select our box and we have the box set as a Ematic and we go down to our AE Matic settings here if we increase a Ematic damping and run the simulation we'll see that the effect of those keyframes it's having it's struggling to get through it's almost like it's in a very thick liquid or something like that the impact that the gravity and the physics engine is having it is having on the animation in our timeline is quite severe let's take that back to defaults you can see it moves normally through there in addition we also have control over the idiomatic tension so if we really increase that tension we can see there's no actual loose pull the relationship between the Newton's physics engine and the animation is greatly reduced so if we drop this down to say point zero three so there's going to be very little tension you can see that the impact the animation has on this is virtually none now let's take this back up to same one you can see it gets pulled away there's a little bit of tension in there that's why it swings let's take this down to point 8 just very little bit you can see it's a little bit more now 0.5 so you can think of this as really a kind of blend between what's happening in the effects timeline and what's happening in the Newton's physics engine okay let's hop over to another scene here this is a pretty simple setup go into Newton and you'll see that because my anchor is black and my background is black I'm not seeing my anchor when I select it here I can see the outline but I can't see the object itself well on the bottom of the preview there's a few controls here for how you can affect the the preview itself obviously with the background color we can select whatever we want so let's just select a color there and there we're good to go selecting the anchor it's dynamic the floor is static and when we run exactly what we would expect now let's say we're happy with this that's what we want we want to render it out so when we play the animation let's stop at a point we're happy with when it stops moving there we go and if we look down the frame count here we're out 127 at 25 frames a second so in our export dialog in the bottom right start frame is zero and frame will enter in 127 I recommend you leave this selected apply to a new composition if you don't do this it will imply keyframes to the elements inside of your build composition it's always a good idea to create a separate render composition and then because you may find that you're always going back and making tweaks and things and of course they enable motion blur is pretty self-explanatory so we hit render here it will run the simulation it's rendering it out and it creates the new composition I'll open it up here and so if we select the anchor press the U key we can see keyframes have been applied to position and rotation if we do a Ram preview and there you go now this isn't going to be anything replacing a a true 3d real-world simulation because it is it's an After Effects it is a 2d application I mean if we wanted to see what it would really look like in a let's put it in our entire environments and here we go this is the same render but this time with our whole background if you want to see what really would look like you go into something like cinema 4d and that's be a lot more realistic but still Newton does a terrific job of simulating what physics would look like in a 2d world ok so now we have a soap bubble and anvil and a scale and fulcrum so if we open up Newton once again we'll need to change our background color so now if we select the floor the pivot the fulcrum and the scale itself we don't want them being pulled down by gravity so we'll make them static and let's run the engine and see what happens the scale is treated like a floor so if we change the scale and from static to dynamic now it'll be affected by gravity if I didn't have that scale absolutely centered on that it will start it would start to tap gravity would pull on it right away but because it was absolutely centered it stays in place now obviously a soap bubble is not going to drop the same rate as the anvil because there is air resistance in a soap bubble when it's filled with air so we want to change the effect that gravity has on this soap bubble so let's select the soap bubble and we'll go down to this property called linear damping let's turn this up to something like 10 and run it and see what we get now the ball is meeting a lot of resistance as it falls it's like it's going through liquid or something but you can also see that when it hits the ramp it doesn't bounce at all because it's linear velocity is being severely affected by this dampening value let's cut that in half down to five same sort of effect now if we did something that increased bounciness to ten you can see you're getting the initial reaction of the bounce but as it bounces up it's meeting resistance with that damping I'm going to just reset the dam at the bounciness and I'll reset the damping there's another way we could do this and that is going into the Advanced tab with our soap bubble still selected we have control over the gravity scale for on a per object basis so a one-to-one gravity scale means it's gravity magnitude is going to be the same as this value if we take this down to 0.5 and run the engine you can see that we've cut that magnitude in half so it now does follow slower if we go back to general and turn up the bounciness let's just make it let's say 3 I don't want to make it too bouncy now we can see it bouncing and bounces away that might be too much let's take it down to 1.5 for example now we're seeing some bouncing it's not being restricted by the damping now you see when it finished its roll when it rolled over to the anvil a soap bubble is not going to have any impact on the anvil itself you see that slight level moved there so in this case we'd want to change the density of this soap bubble much lower to say point zero three if we take bounciness down to zero and run this it will roll along and when it hits our anvil because its density is so much lighter it won't move the anvil okay so what I've got in this scene is I've got a rocket ship and this is actually the outlines of my rocket ship my actual rocket ship here I'll just turn on here has all the artwork contained in it I stripped it out so it was just the outline because we don't need all those different shapes inside of it you'll find sometimes if you bring in a piece of artwork Newton won't read like an illustrator file or anything like that but you can take the shapes of that file and bring them in you can convert an illustrator file to shapes however if they're even a little bit complicated Newton will crash if there's too many shapes for it to handle so you want to try and simplify as much as you can the shapes that you're bringing in in this case with the rocket it's really the outside of the ship itself that I really need to interact with objects and I will be able to replace it with the exact artwork once the render is done so that said we've got a rocket ship when we want this rocket ship to be going through this asteroid belt and these are all different asteroids and once again I'll be replacing them with the actual artwork as well when we're done the render so let's start Newton now the first thing I want to do because this is space is take the gravity down to zero I don't want anything falling so when I run the simulation now nothing happens now the next thing I want to do is Newton has given this Rockets a pretty rough mesh outline which is fine for us at this time but we could select the ship go into the advance and turn on convex hull and what that will do is it creates an even rougher outline for us just to work with to get our animation to how we want now with this ship selected I want to give it a bit of velocity going this way through the asteroid belt so I'll use my velocity tool I'll extend it out a little bit I see we go in that direction press play and you can see that even with this convex hull and the lower mesh that is slowing down quite a bit trying to get through all these different objects I'm going to turn on convex hull for all of our asteroids and hopefully that'll speed things up for us which it does now you'll see particularly this last large asteroid when the ship hits it it starts to change direction that last asteroid was strong enough to knock it a little bit off its course well that's where we can change the density so if we select the ship back to general and increases density quite large now you see it stays on its path now there's another feature that we can take advantage of here if we go into the Advanced tab let's say that we didn't want this particular asteroid to collide with our ship for whatever reason well we can control that if we select the ship we can see in our Advanced tab that it is part of the collision group Group a in fact everything by default is in Group A but we can assign a different group to any one of our objects so if I select this particular asteroid and in the Advanced tab of its properties I make it Group B and I don't want it to collide with Group A I deselect Group A and under our collide width I select the ship and its group a and I don't want it to collide with Group B now under run the simulation it runs right over that one like it's in the background but I kind of like the asteroid at the end there anyway so I'll undo that and I can deselect and put it back to where it was or I can go through the undo key command which is not command Z it is alt or option Z in the Newton interface so I can do that several times to get back to where we were and then we run that and there you go it's being affected once again and if you want to learn the keyboard shortcuts under the help menu they're all listed here now there's a new feature that's just been introduced in Newton 3 and that's in the Advanced tab here it's called export contacts and what that allows us to do is every time an object makes contact with another object when we render out it will create a keyframe at that point in time at which there was contact me so if I select this nothing happens here nothing changes it will just upon render it will provide us those keyframes every time that a collision happens so every time something connects with something else there'll be a keyframe and I'll show you how that can be useful okay so here's our final render of our rocket ship going through with the asteroids this was the ship that was rendered out here just our basic shape but I've brought in the actual artwork which is the exact same shape and position and just parented it to the rendered ship now in the rendered ship that's where all of our key frames from Newton came from now you'll see there is a contacts effect slider here that has been provided and those are the export contact keyframes I was talking about it so if we go to this came for keyframe here that is where this body connects with the ship and the next frame you can see there is another keyframe here I'll go ahead one frame or so it's two frames and that's where this one connects having those contact points is just a little helpful as a guide if we want to say create some impact points along each part of this so and I've done that already ahead of time so I'll turn all these layers on now when I run the simulation you can see I've added in and I'll zoom in here I've added in a little bit of an effect each time there is a contact it just helps in setting things up for us now the next thing we're going to take a look at is magnetism so I've got just a little scene set up here with a vacuum and flies on a wall now I have a hose for the vacuum that I've created turn it on here and hoes made by that I made with rubber hose the script rubber hose I don't need it for this simulation but I found because a rubber hose has so many expressions and parts to it it will crash Newton every time and so I don't need it for this simulation it's just to connect the head to the body of the vacuum so I don't need it to be part of the physics engine I'll add it into the final render but the head of this vacuum is going to make contact and so this head is just parented to the top part of the hose and I've actually animated this hose so if I if I just run this the hose is going to try and get these flies so I'll turn off the soloing for that hose I don't need to see it in Newton all right let's just again change our background here to something we can use we don't want any gravity in the scene we're not actually using gravity for this scene so I'm going to take the magnitude down to zero I'm going to take the head the vacuum head I'm going to make it kinematic so that it is going to use the animation in the timeline and not be affected by any gravity when we run this simulation you'll see that the head moves it comes in contact with those flies and pushes them away that's not really what we want we want these flies to be attracted to this vacuum head so let's go into the advanced properties with the head selected and we go down to magnetism type and we have two options one is attraction and one is repulsion so check so we'll select attraction let's run it at its default and see what happens clearly nothing happens and the reason for that is as you see in the interface this is the magnet distance none of these objects at any point came in contact with this magnet distance and it's always centered on the anchor point of the lair the anchor point is at the bottom of the head so that it could be anchored properly to the rubber hose that's why it's down there so we can increase the magnet distance so that when it moves over to the Flies the Flies will be pulled towards this head let's run it again there you go now we got some flies but the flies get thrown away that's because the 9 intensity needs to be turned up so let's really make it a strong intensity this is a strong vacuum and then run it now they get really pulled in but obviously it threw them away to that that's a number we could probably play with to see what works best take it down to 30 see if that suits us better now they're being attracted and they're not vibrating they're not know that one got away as well but we can play with these until we get the right number that works for us now I know I want to use this setup again and I don't want to have to go through the process of sending the body types and all their parameters I want to get back to this exact state every time I open Newton so it does have a save feature so under file save settings and it saves it as an XML file in the same location as our saves after that's project and you can change that if you want but that's by default where it puts it so we add in the name and save the file so now when that saved open up this project again all I need to do is go file and load the settings and load in that particular XML and all of our settings pop-up and we're ready to go so when we render it out that's what we get now let's say we don't really want to suck the Flies up we just want to shoo them away so now this one we want the Flies to be blown away instead of being sucked into the vacuum so let's go to composition new and three and now we're going to use the load settings and we run it and it's exactly what we had last time except I've just changed the color background so instead of attracting the Flies let's go into the head once again go into the advanced properties and under magnetism use repulsion and let's see what effect we get now so now they're being blown away so if we render that without the vacuum head now we've taken the vacuum head off and now we're just blowing the flies away okay so for the last example I'm going to show for the basic part of Newton here I created a bit of a structure here and it'll become clear what this is for in a second but what I've got is I've got a series of balls that are set inside of a column to keep them contained I have these small blocks that are animated and they will pull away in succession as you can see as I scroll through they pull away in succession they're going to pull away to release the balls at a particular time these balls are going to come down they're going to hit this ramp I'm going to apply a bounce factor to this ramp and the balls are going to travel and hit the wall now in the wall I've got a series of bricks that each one of these balls can interact with and then some floor textures for them to bounce off of when the balls drop so let's see how we can make that work first thing we want to do of course is take our floors and make them static actually want the barriers and all those blocks that are pulling away we want them to be static as well we don't want them falling with gravity so we're going to turn all those items into static items these bricks we don't want them dropping just yet because we want them to be affected by the balls once the balls make contact with them so those bricks are going to be select them all they're going to be dormant they're going to sit there and do nothing until something interacts with them and I've made them so that they are not touching the wall if they were touching the wall in any way that would take them under the dormant state and then they would fall or bounce off our balls are going to be dynamic now we're going to run the simulation I haven't changed any bounce nasaan this ramp first ball drops it just drops and rolls away so obviously we need to create a bounce factor for this ramp once again I call it a hammer not quite sure why I call it hammer let's turn up the bounciness and this is something that we're gonna have to play with until we get the right amount of bounce let's turn it to one not nearly enough let's take it to ten all right too much take it down to four there we go now we got something happening a little high let's take it down to say two and a half not bad and it hits those bricks and drops down now the reason for me to create the bounce on the ramp instead of on the ball is this is going to be inside of a cannon that's what it that's the plan so that all we're going to see is the ball shooting out of a cannon I wanted a different trajectory for each one of these balls and I'll get that because these balls are going to be falling from different heights they'll have a bit different of a speed and therefore they will be hitting the wall at higher and higher altitude because they are impacting this ramp at a greater speed in addition if these balls had a bounce factor not the ramp they would bounce off this wall with the same amount of bounciness as they get when they hit the ramp unless of course I was to invoke the new feature in Newton 3 which is animation and I would be able to let's say for example with this ball selected I wanted its bounciness to do to be 2.5 and I take the ramp bounciness back to its default 0.3 if I run this we can see we're going to get that bounce it's going to hit those bricks but it's going to bounce right back out that's not what we want so selecting that ball I can create a keyframe for the bounciness so right now I like the balancing as being at 2.5 on the far right here it says show keyframes it now presents us a dialogue it that does not give us a keyframe it shows the keyframe panel here for that bounciness property you can see balancing is key Frank we can then add a bounciness keyframe at this point it's showing us at frame 0 it has a value of 2.5 and it's a linear interpolation well that's fine but I don't want I want this to change suddenly once it's after it has hit this ramp so let's run the simulation to see what frame we'd be at drop there I'm gonna stop there so anytime after that that hit so we're at frame 27 here so let's say at frame 27 that's what the value is and then I want to add another keyframe and I'll say it frame 28 I want the value to be 0.3 which is the default value and you'll see it gives us this diagram that from frame 27 to 28 was really which is one frame it's just going to go from a value of 2.5 to 0.3 now when we run it it will have a balance of 2.5 hitting off of the ramp it'll be back to its default a point 2 point 3 once it hits the bricks if you wanted to for whatever reason not change it the next frame but say change it at frame 40 you it's still a linear path where we can change this to a hold so it changes abruptly same effect but let's say I don't want to do it that way so I'm going to cancel out those keyframes I'm gonna set the bounciness that's ball back to its default I'm going to change the bounciness of this hammer to 2.5 now each of these blocks here I made them static the problem with that is you know it will release the first ball but we don't get the animation from the time line of these blocks sliding over and allowing each ball to drop so we have to change it to being kinematic which means those blocks are only going to be affected by what's in the time line they won't be affected by gravity in the Newton engine itself so now I want to run it first ball bounces out that drops away that drops away we are now getting the balls coming out in succession so when we render that out and we add a bunch of effects to it we get our desired result I just added in some cartoon explosion I added in some super lines lines here that are following the position path of the ball you could check out my tutorial on on the script super lines for how to use that and I just masked off the balls coming down here they're only appear actually I think it was just trimmed their lair until their point at which they need to appear and the bricks I just cut away parts of bricks at the appropriate point of castle so that's the core of what Newton can do for us but it goes a lot deeper there are a series of joints available that can really push the boundaries of what we can accomplish as motion designers and animators if you want to learn about this part of the Newton toolset hop over to my youtube channel and watch the tutorial dealing strictly with the Newton 3 joint system until then have fun with physics [Music]
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Channel: SideshowFX
Views: 109,406
Rating: undefined out of 5
Keywords: motion design, motion graphics, animation, adobe after effects, adobe after effects tutorial, after effects, after effects animation, after effects animation tutorial, after effects tutorial, animating in after effects, how to, motion graphics tutorial, script, scripts ae, tutorial, newton3, newton ae plugin, newton ae tutorial, after effects physics simulation, after effects physics, adobe after effects (software)
Id: EA49QSq3e70
Channel Id: undefined
Length: 59min 48sec (3588 seconds)
Published: Fri Jun 15 2018
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