1
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I hope in the previous lecture he understood very well how to use the alphabet because now we want to

2
00:00:07,320 --> 00:00:13,840
use the alpha inverted man with almost the same but will give you some more flexibility if you would

3
00:00:13,860 --> 00:00:17,050
like now to use the alpha inverted math.

4
00:00:17,070 --> 00:00:24,060
I want to create a rectangle under the shape that that I want to hide I will use this one and go to

5
00:00:24,060 --> 00:00:25,340
school on line.

6
00:00:25,860 --> 00:00:32,510
And now I will apply Alfar inverted from school online to shapely or 5.

7
00:00:32,620 --> 00:00:39,330
I apply Alpha but you see nothing has happened because now when I apply Alpha inverted math my earlier

8
00:00:39,450 --> 00:00:43,880
school is seen when it is outside the track itself.

9
00:00:43,890 --> 00:00:47,310
So this is a track as long as my player is outside the track.

10
00:00:47,400 --> 00:00:49,040
It is what I've seen.

11
00:00:49,230 --> 00:00:54,010
If I move my leg or not is here it becomes invisible anyway as it is visible.

12
00:00:54,060 --> 00:00:55,430
I will get it back where it is.

13
00:00:55,610 --> 00:00:58,780
Let's make a small animation here to understand the concept.

14
00:00:58,860 --> 00:01:05,040
I will use position on school on line keyframe it at that time that so kids are appearing and in the

15
00:01:05,040 --> 00:01:09,100
beginning for example I can take it inside the track itself.

16
00:01:09,120 --> 00:01:10,660
And then of course it will disappear.

17
00:01:10,660 --> 00:01:14,500
So now it's appearing only when it is outside.

18
00:01:16,180 --> 00:01:18,590
Now I can do the same for after effects.

19
00:01:18,610 --> 00:01:23,530
I will take the shape flat and put it outside you know making them a bit bigger.

20
00:01:23,710 --> 00:01:28,760
Because really I don't know where I'm going to move the after effect you know just now the layer is

21
00:01:28,770 --> 00:01:29,440
just above.

22
00:01:29,440 --> 00:01:32,870
So I can actually come and apply Alfar inverted.

23
00:01:32,900 --> 00:01:33,960
Here you are.

24
00:01:34,570 --> 00:01:42,780
And then at the end here I will keyframe this open position for the text there and come to the beginning.

25
00:01:43,180 --> 00:01:46,120
Hold my text there and put it inside the truck.

26
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Now it disappeared.

27
00:01:47,380 --> 00:01:50,560
So here you are you have a very smooth animation.

28
00:01:51,550 --> 00:01:55,420
Could that our differences and benefits from the inverted one.

29
00:01:55,420 --> 00:02:03,160
I tend to use the inverted math a lot because when you finished and get your text out you'll have the

30
00:02:03,160 --> 00:02:09,620
ability for example to move your text anywhere on the screen and it will still be visible.

31
00:02:09,820 --> 00:02:17,080
So if I would like to do this animation for example I keep it in here and to stabilize it come to after

32
00:02:17,080 --> 00:02:21,960
a few seconds or a few frames hold it and move it on this side.

33
00:02:22,090 --> 00:02:29,210
You notice now it is quite an animation where it comes out with a beat and comes out again.

34
00:02:29,560 --> 00:02:33,930
So it's more practical than the of course the ultimate self.

35
00:02:33,970 --> 00:02:36,370
But it also depends on what you want to do.

36
00:02:36,370 --> 00:02:45,180
We can do the same here and keyframe to the next flame hold and take it out this side for example.

37
00:02:45,460 --> 00:02:51,850
Here you are on good not this it can have a single track.

38
00:02:52,170 --> 00:02:59,310
And the player can be a rock or a track but cannot be a rock and attack my meaning if I can't Shepler

39
00:02:59,310 --> 00:03:03,210
survive and I track market to another player.

40
00:03:03,210 --> 00:03:05,260
Now we're having a lot of problems here.

41
00:03:05,280 --> 00:03:08,980
It will allow you to do that but then you will have a lot of problems here.

42
00:03:09,090 --> 00:03:14,910
Sometimes we can do that and it's really practical to do certain things when you're using images or

43
00:03:14,910 --> 00:03:15,720
movies.

44
00:03:15,990 --> 00:03:21,300
So this is about track might this make the player appear if you are.

45
00:03:21,690 --> 00:03:24,950
Maybe I didn't mention that when a player becomes a threat.

46
00:03:24,990 --> 00:03:26,620
It is you know switch off.

47
00:03:26,620 --> 00:03:28,470
You cannot see it anymore.

48
00:03:28,950 --> 00:03:30,840
The eyeball here goes away.

49
00:03:30,870 --> 00:03:34,410
This is all about Rockmart in Alpha math and Alpha inv..

50
00:03:34,410 --> 00:03:41,070
Now we have learned two methods to make next appear on your screen the masks and the track mats and

51
00:03:41,070 --> 00:03:44,400
later on we will see how to use the composition.

52
00:03:44,400 --> 00:03:48,280
That's my favorite to make next pop up on your screen.

53
00:03:48,390 --> 00:03:49,090
See you then.

