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Guys in this lecture you are going to expand your knowledge on how to use the enemy.

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And also the art and how to work more even with the animator and add several more properties.

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I start first before we select our composition here we press control d to duplicate it.

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So now we have an image to double click on it to open it and close an image one for your review later

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on.

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In this layer that is an animator already and that is the color.

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What you can do is if you want to get rid of it just select an image and press delete everything is

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gone.

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You are now in a normal text.

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I will undo this one.

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OK I will open the Lemaitre also and that is.

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If for example you select the layer itself and come to me and select the property.

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For example the position now this is what has happened.

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A new animator has been created.

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Now we have two of them.

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It complicates things.

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And of course it has its own range to.

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If you did that by mistake just press delete after you select another way to do it is select the enemy.

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And if you want to add only a property to the idea that the choice to either property or select select

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or you have range that is there is a vector you have a very nice facility and you have some kind of

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expression.

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For now we want to add a property and we want to add the position property.

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Notice how the Position property has been added to the enemy.

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When I want to work with the field so you select that press that it is done by now let's remove the

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animation here and he said everything that is 0 100 and 0 percent.

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So we're back to normal like a brand new animator.

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Now the position here is 0 0.

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I know you have the donors to come and keyframe it and start working on it.

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You could but actually this position is an offset.

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For example we start scrubbing down or adding the value of the position.

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You notice how the text is coming down.

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So actually you are setting a new offset for this property.

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Let's make it three 20.

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If you start scrubbing through the start for example you're not as the collectors are going back exactly

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like the fifth.

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So you start from the state of position offset by 320 and you go back to the original position political.

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Let's frame this one.

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Come back at three seconds.

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OK.

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Just to make it long so you can see and make it you know 100 percent.

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So actually you have this nice animation.

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It's pretty nice you have to work on it to make it you know quite beautiful.

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Let's stop over here.

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Go back to either the position.

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You can add more.

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Select the range selected all the animator.

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Click on Add property and let's select for example the rotation.

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Now the rotation comes by default 0 0 and of course your text there was 0 0.

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You can change it for example to 90.

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Let's put it at 90 and then if you run the animation both the position and the rotation will work as

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simple as this.

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You notice how the characters are rotating and coming up.

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So actually the position at rotation now an offset.

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They selected the animation and and another one the property which is the scale up.

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So back to the beginning the scale starts at 100 percent.

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That is the default.

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Of course you can remove the chain link and do whatever you like.

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I would do something like this funny and let's scrub through not what's happening not only is rotating

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and the position is working but also the scale is working.

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Here you are.

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Pretty nice.

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OK that's a nice animation by the way if you like.

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Of course you can play with the scale differently.

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Just click on the chain link obl. I again and it goes back to the same values.

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And let's give it a value of let's say 200.

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Now we have a more divisive enemy and somehow more negative.

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Now let's add another property that is very important.

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This property is Dibbler the player starts at 0 0.

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That's pretty fine.

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This make it for example.

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OK.

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So not just how they are blurred when they come into position.

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You are they going to be.

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You know unblurred.

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But the animations start to be very beautiful.

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We have done a couple of them but as you notice this is not a transition yet.

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If you move your leg here.

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So I'm not moving this position moving the whole.

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If you play it you'll notice this is not the transition yet you can still see the first position here

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and the first blows.

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Well there are several ways to cope.

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In this context the best is to use of course the property or passage or and you said the opacity to

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zero.

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Now at the final stage it's going to be 100 percent.

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Let's play.

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You are now you have a smooth transition.

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It's up to now how you work on it.

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OK here's something I like very much.

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Let's put the ball past at zero percent and simply take the position above.

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Ok just above here.

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Let's consider rotation for example.

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And if I skip through now.

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Notice how the characters are falling from above.

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Pretty cool.

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OK with the scale you can increase.

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Now the scale and that animation is a bit nice.

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Let's go back to the past year as 0 percent.

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Here you are.

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You have a very nice animation and it looks like a transition when the characters are coming in.

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Let's go back here and decide you don't want your characters to come from so much above stick the text

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layer about it over here if you want your characters to come up like this.

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But not from that far.

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You can use a mask.

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I said before that you don't use the mask when you are in and meeting the Shepler.

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In this case we are not animating the ship player we are only animating the character through the animate

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so he can Sipek over and add a mask just overhear and of course invert the mask.

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So nothing is seen above the scene below.

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Here you are if you play your enemy should not.

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Of course in the mask you should move on to the federate as much as you want and it's looking pretty

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cool.

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Not this year now but you can add more of the feathering if you like.

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That's OK.

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Now it's going to be seen from above just from here.

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If you play here you are.

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You created a very nice image.

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Another one I will delete the mask here.

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Another one that you can add here is just the rotation.

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Just make it a bit too negative just like this.

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And that's what's happening.

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I like this very much.

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Maybe you can add the rotation.

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I did that bit more.

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It's come over here to see what characters and the rotation in the city where it's coming just from

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here.

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Not just now the animation is coming very nicely of course using the opacity now.

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You can surely start working on the position and taking it down.

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For example if you are lucky they get even more done yes.

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That's coming just from here without even any mask.

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It's pretty cool right guys so this is your animation.

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And of course if you make it shorter in time you're going to have a nice one here Rewa

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nice.

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Ok guys it's pretty speedy does make it longer.

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OK as you wish and then you play it.

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You have a very nice enemy where the characters are falling.

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I still prefer without the rotation.

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You are another one that you can add here.

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I just remembered I want to tell you to remove the chain link and put this to 0 and take this one a

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very high.

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OK.

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And that's what's happening now.

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They're falling in one line.

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OK.

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Pretty cool.

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So this is what I wanted to show you.

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Now it's up to your imagination.

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Of course I exaggerated here just to show you it can't really create a very nice animation here.

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With less complications but still come up with something very neat.

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Thank you very much for listening.

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I will see you in the next election.
