Hi guys and welcome to this lecture about time games in this lecture we are going to learn about time
in the map the famous time remop time map concept is easy it's not difficult.
Let's look at the animation that we have.
So we have an intermission only where the text is showing amazing tidal animations scaling differently.
There's a pretty nice one here and it's a simple one is that the animation does not move itself.
So we are going to remap it so it can come in and come out of the decks in and out as you know.
So the first thing I will do is to play compose.
I will go play compose and say the three dash animation something like this.
And you name will do you good.
Now I have these animations very long.
You notice here it's a very long animation.
I wanted to limit it bit I would come here and say let's see three seconds yes three seconds will be
fine.
I'll press and for the workarea and then I will come to training camp.
So now it is only three seconds.
I would come to the original one and see my animation in three seconds or my total animation is seconds.
I was right click on the layer go to time and say enable time read my pick.
Good.
Let's not this is what happened first.
First of all there is time the timing not is the time any map is not under any properties such as transform
or affect just time the map.
And it was created to keyframes And also it has extended the layer to the end of the composition.
Now the layer is you know eight seconds.
It was before remember three seconds on the call.
If I skip through I mean not is that the animation is working and then come here it just disappears
and it disappears just one frame before the keyframe.
Now what have we done.
Let's look at the keyframes.
The first keyframe has the time here.
Of course this is time zero and the time in the timeline of the composition is also zero.
Now we move to the next frame.
I will use K to move the next keyframe I have the time here 3 seconds and zero point one frames.
Let's go back to our animation.
You know we have our animation three point zero 1.
But let's go to the beginning.
And I actually cannot go to three point zero one.
I can go only to three and there is an extended frame one single frame at the end.
So let's fix that.
We go back to the main camp we go to three seconds we are there.
We take that keyframe and we can keyframe again at three and three and delete the last keyframe that
was put by the time the map call.
Not just what will happen that after this keyframe is still in the same position and is not disappearing
so we're taking from zero to three and not from 0 to 3 or 1 could.
Let's look again at what is happening.
First of all we have on the timeline the time 0 in the timeline map we also have time zero.
If you go to the next keyframe the time on the keyframe is three seconds and the time in the timeline
of the composition is three seconds.
Now what will happen if I take the keyframe and bring it to two seconds.
Let's go to two seconds to be precise.
And our key phrase we want to snap it to two seconds.
Fine.
Now that is what's happening in the timeline.
It's going to go from zero to two seconds.
OK.
But the keyframes of the tiny bop are going from zero to three seconds.
If you play your animation you will notice that image has become a bit speedier.
It's speedier.
Why.
Because in the lapse of time of two seconds on the timeline of the composition our leader here has executed
three seconds.
It means we have remapped zero to three seconds into zero to two seconds and hence it's speedier.
So this is the function of time the map you take certain time from your lab and you re map it using
the keyframes to a different time on the timeline of the composition.
For example again if we take it to one second goal we notice that now our composition is pretty speedy
and it's exec using zero to 3 seconds in one second only.
Now what happens if you take it to six seconds.
Let's look at it for example.
And you notice that it has remapped the three seconds of the day camp into a six second inside your
timeline of the main opposition.
And this is timely mapping.
You can speed or slow your animations using these two key frames.
But there is more you can do.
Let's take it and put it out one second for example and come to two seconds and keep them again.
So the animation here will go from zero to three seconds in one second.
Then it goes from three seconds to let's say.
Now we change our value zero.
So actually it's going from zero to three.
If you look at the keyframes from 0 to 3 and then from three to zero again.
Let's play our animation and see exactly what happened.
Here you are.
Your animation has been reversed.
OK.
We want to take this one and move it inside it would be better.
Cool.
So here you are.
Your animation has been reversed now we can do more than that.
Let's see if we come over here.
Can we keyframe again at zero.
We come back one frame and actually we take the same time as the previous frame which is three seconds.
Now look what's happening.
The animation will come in.
We stay stable then we'll disappear.
Now imagine how much you can do as entry and exit using just a simple time remop.
There is also more you can select all your keyframes press al-Thani and stretch it in any way you want.
At seven seconds for example and if you play it you audio or animation slowed down.
It still has the same structure of moving from zero to three seconds in a certain lapse of time of 2.5
seconds for example here.
But it is much slower.
So this is about time limit.
Now you can come into your keyframes press alternate make them only two seconds come to your time remop
press Altan it and click.
Now you have the expression's let's write a very simple one that we know it is a loop out.
OK this has been explained before and now you have the animation playing indefinitely through the time
of this composition.
Thanks very much for listening for time remop.
And please use timely but get used to it.
It is not difficult.
It's very easy you could have done everything with timely map.
Now Tamny map is my favorite and I like always use it to reverse any missions is the most accurate.
By the way the only problem with Damrey map is the last keyframe here remember it that you have to adjust
your keyframes here.
Thank you very much and I see you in the next lecture.