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Guys and welcome to this new lecture about expressions we will focus on simple expressions in After

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Effects how to link properties how to link properties with two or three values that we a rate and how

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to link rotation was position scale with rotation.

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And stories like this.

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So let me demonstrate for you here how you can use the expressions in after just a demonstration.

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So the animation itself might not be very meaningful but the expressions will be very meaningful to

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you.

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I want to draw as a rectangle just here a simple rectangle I press control of the net and to put the

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anchor point just in the middle.

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Now I will draw another one another circle just here just for demonstration purpose.

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Could I press control alt and whom to put the anchor point of the letter in the middle.

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Now let's create animation for the circle so this is our circle fine.

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And this is our square.

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We created an image for the circle I placed before position keyframe the position here and go after

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one second for example and move it to the side.

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That's pretty good.

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I can put a couple of frames in between this one up with keyframe it here and moved down from it down

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and something like that so we have a nice butt that you can walk.

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Yes.

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Now we have one set of keyframes for its single path and is doing well.

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Now what I want to do is to take the square here and rotate it while the circle is moving.

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So if the circle goes fast I wanted to go the rotation to go fast and if the circle go slow the rotation

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will go slow.

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Now I cannot use parenting here because parenting would not link a rotation to a position that's not

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possible at reading position to position.

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So I'll come to square and open the rotation.

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I press R and R the rotation here that has a single value.

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You notice the revolutions here the 0 is a cumulative value of the rotation so it has only one value

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and any one value trotted to start writing expressions.

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I will point on the stopwatch press and then it and click it will open the transformation working space.

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If you want it that's a few meters.

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The first one is to enable the expression if you want it on and off.

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This is also for the graph to see your expression before and after the expression in the graph.

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And they have the pick me up and that's the main element we are going to use and have a smaller row

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here like all other small arrows we have seen that will enable you to pick some expressions from the

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expression menu.

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Of course there is a huge number of expressions here.

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And each one of them has its own you know uses but there is no need for you to know all of them just

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know the practical ones and not the concept.

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And then you can really choose what you want to do.

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So to be able to put a value here instead of having transform rotation which is exactly this value I

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will use the pick I would highlight everything inside here which is already highlighted.

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Click on the big trip and drag.

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So now I can choose the whole layer the position and value of the position.

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So most probably I want to use one value which is the x value for example of the position of the circle.

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That's the horizontal one.

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And just release.

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Now if you look at the expression here it is not something very difficult it's actually plain English.

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If you read this comp.

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So it means take from this camp and take from this layer layer called a circle from the transformed

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property.

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They position zero.

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So position is 0 1 not one to remember that in programming it always starts from 0 and then goes 1 to

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3 so position 0 is this position for the circle.

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So from this comp from this layer from the transform take positions.

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And that's it.

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You have now linked the rotation to the present position of the circle.

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If I run it and if you hear you are your square is rotating with the movement of the circle the position

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of the suit.

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Now that's pretty cool.

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That's not exactly what I want you know the animation just stops and is not pretty cool what I want

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to do is force a circle to keep on moving when he comes here at the end.

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I wanted to go back.

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There is a simple expression I can use.

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Now I will come to a position point on the stopwatch press al-Thani and click on the stopwatch.

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It will open the expression for position for the circle.

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I really don't want to write an expression here.

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I want to write a function.

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This is a function I Our write loop out and close brackets.

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Functions always have brackets.

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Now if I click outside it commits and it's OK it has no mistakes.

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Otherwise it just showed me a message here where they got the loop out from.

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That's very easy I could have come to property because loop out is a function that works on property

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and there is loop out here with some parameters that we will see how they work.

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Now if foreign Manumission you notice the loop out has made the circle go back what's happening Zackery

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that loop out will loop all these keyframes as long as it passes the last frame so when it passes the

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Laski frame goes back to the first keyframe and so on.

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OK so that is loop out.

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Now is it not is that loop out of the other Palamedes I can use.

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Now this is not exactly what I want when it comes here it is coming back to the I don't want.

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I wanted to come over here and then go back on the same path you know.

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If I were to do this with keyframes I am really in trouble I have to duplicate this keyframes I don't

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know do a lot of work here.

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Sync them.

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I'm going to use the parameters of loop out one parameter that is very nice and the name is really funny

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is being Ponk.

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That makes sense if you ever played ping pong you know the ball goes on one side goes to the next side

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and so on.

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Let's see how it works now if I play a review here you are going to the left or to the right and then

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coming back on the same path you notice the path here is going.

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That's pretty cool.

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There is another Palamedes I can use here.

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I'll show you just for fun.

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I will come and try to continue

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that's pretty nice.

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Now not what happened at the end of last the last keyframe or at the last keyframe is going to take

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another path to show you nicely I'm going to put this path just overdye.

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OK.

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And I will play.

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Now it goes and then it continues.

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Notice how it's continued when it exited the Laski frame and exit the path it continue in a straight

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line.

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That's pretty cool by the way.

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Let's change our path a bit.

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Let's play with it and see what we can do.

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So we have it here and we take this one up for example and this one up here which will.

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So I'm going to remove continue and write a ping pong again I will open quotes.

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Right.

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Bing bong close and then I can add another Paromita is which keyframe I would write keyframe number

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one.

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OK.

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Actually it's not the first keyframe but you will see.

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Let's take the path so we can see what is going and run a play.

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Notice now it is looping just before the Lossky flip.

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So the one is 1 keyframe before.

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That's pretty cool.

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Look at your animation now.

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After the Laski frame is this looping between the last keyframe and the keyframe before for the rest

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of the composition.

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If you write two and we choose our circle now not as it's looping for the last two keyframes and that's

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pretty interesting let's remove it.

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It's pretty nice.

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Pretty interesting and you can have a path and then you can loop it for the keyframes that you want

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good.

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So I really do that with keyframes.

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I don't think I want to go through it.

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It's pretty difficult because I have to replicate the path to replicate the keyframes and if there is

128
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any change I have to be very careful about how I'm changing my path here is almost instant.

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I can come and play with my path the way I want and the animation will still be pumping and looping

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the way I designed it.

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That's very cool.

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Now this is nice but not so nice.

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Let's add a few things.

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For example I'm going to add text here.

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That's right.

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One two three and put the anchor point in the middle of the la control and each one.

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And just take the text and use the selection tool and put it under.

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Now what I want is the text to be moving with my small circle here.

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Fine if I use printing look what's going to happen.

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It's going to move with the circle everywhere the circle goes.

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That's pretty nice but that's not what I want.

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What I want is for the text there to move only horizontally while the ball is going up and down.

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So if the ball is moving horizontally the text will move horizontally but it would not move up and down.

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How would I do that.

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First of all let us remove the parenting and we go to a position of course.

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Click on the stopwatch while holding it.

147
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It will open the expression again I'm going to use the clip.

148
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Not I didn't write any code until now.

149
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So I'll take the big leap and go to my circle I say OK I want to go on horizontally.

150
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So I would link it only to horizontal.

151
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Now I want you to draw your attention.

152
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What we have done here is take it to perimeter property and link it to a single parameter not just what

153
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after effects have done let's play first for now is going you know juggling.

154
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Why is that.

155
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Because we require here two parameters to fulfill the position we require.

156
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The horizontal and vertical Yes I don't want to use the vertical one but it took Temperley time.

157
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That's a variable.

158
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It's located the position 0.

159
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Remember we said 0 1.

160
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So it took from this camp this player it took transform and from transformed position 0 but now it needs

161
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to by the balls it duplicate this one.

162
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So this one really we don't want it.

163
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So I have several choices here.

164
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I need to delete this one.

165
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I can just whip it to original and it will work fine.

166
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Not just here you are just going horizontal.

167
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That's pretty cool.

168
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So while the circle is going up and down and horizontal The text is just going left and right.

169
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Or isn't.

170
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If I want to use the transform here and the big whip I could have written value.

171
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1.

172
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So value 1 will beat the value 1 from this property value 0 is the X-axis or the horizontal value 1

173
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is the vertical one.

174
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And I could replace this with the one.

175
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It's good to know.

176
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I prefer that use the equip it's easier the writing value 1 acyclic outside.

177
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Here we are.

178
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Everything is working very fine.

179
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That is called balance.

180
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You know there is only 1 2 3 and is moving it doesn't make any sense.

181
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Let's change this.

182
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Let's go to the text.

183
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Open source text.

184
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We're best alternate and click on the stopwatch when enable the expression.

185
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Not this here because there is nothing to display it give me this red ribbon here with an error message.

186
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This is not working.

187
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Don't worry about this as soon as you write a good expression.

188
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Correct one and then you click outside it will remove all this.

189
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Now what do I want to put in this text.

190
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I'm going to use the whip and take it and put the go to circle.

191
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This is my circle.

192
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I want to put the value of the Oriental coordinate.

193
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That is the X and click simply out.

194
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Here you are.

195
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Now it's moving left or right is giving me the value.

196
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If you can see it nicely.

197
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I don't think so.

198
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Let's make it a bit slower.

199
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So we take all this one plus al-Thani and move it for example three seconds.

200
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Good.

201
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You know this this is a very big figure.

202
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It has so many decimals under it and this is not exactly what you want to display.

203
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So how do we fix that.

204
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That's pretty easy by the way we are going to use another function.

205
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I will come to the beginning of the lay of this game player and so on.

206
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I want to round this one so I'll go to the small row here and go to javascript math.

207
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Don't be scared from javascript math.

208
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Give it big names.

209
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But really it's nothing.

210
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And I'm going to take the math notrump.

211
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So the round function has been existing since the 80s with and it appears in the basic language at this

212
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time.

213
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So we are going to round the value here but not this hard math that.

214
00:13:44,480 --> 00:13:48,470
It got me you know the syntax of the function here.

215
00:13:48,470 --> 00:13:53,950
I need to remove value and close the brackets at the end.

216
00:13:54,020 --> 00:14:01,180
Remember always to close your brackets when you use certain functions or certain Javascript functions.

217
00:14:01,190 --> 00:14:07,240
If I click out look now it is only around that there is no decimal.

218
00:14:07,610 --> 00:14:09,200
That's pretty nice.

219
00:14:09,680 --> 00:14:10,390
OK.

220
00:14:10,490 --> 00:14:12,160
Mine is bigger is big.

221
00:14:12,170 --> 00:14:13,370
It's an example.

222
00:14:13,400 --> 00:14:14,030
What can I do.

223
00:14:14,030 --> 00:14:15,620
Maybe I want to reduce the value.

224
00:14:15,620 --> 00:14:17,400
This is a lot of value here.

225
00:14:17,480 --> 00:14:19,030
Maybe I want to make it half.

226
00:14:19,160 --> 00:14:22,640
If I come at the end here and say divide by half.

227
00:14:22,640 --> 00:14:24,190
Now I'm doing some arithmetic.

228
00:14:24,200 --> 00:14:25,350
I don't call it math.

229
00:14:25,430 --> 00:14:31,400
I call it simple arithmetic in the French system divided by two and click out.

230
00:14:31,610 --> 00:14:33,890
Then it will be divided by two.

231
00:14:33,880 --> 00:14:37,040
And of course there is the point five that is appearing.

232
00:14:37,160 --> 00:14:42,420
That is because after I did the math around I divide it by two.

233
00:14:42,440 --> 00:14:44,570
So it really displayed that value.

234
00:14:44,690 --> 00:14:53,480
But if I wanted to round after division I would put the divided by two inside the math round.

235
00:14:53,720 --> 00:14:54,340
Pretty simple.

236
00:14:54,340 --> 00:14:57,680
Just be careful about the it is at the end.

237
00:14:57,780 --> 00:15:00,440
I click here you are cool now.

238
00:15:00,480 --> 00:15:07,990
So now you have all this and not this we have very few keyframes let's do something else.

239
00:15:08,270 --> 00:15:14,080
Let's take a rectangle for example and just put the rectangle here.

240
00:15:15,560 --> 00:15:22,310
Simple and put the anchor point in the middle of the creek think what I want is when this is moving

241
00:15:22,310 --> 00:15:28,230
the circle is moving left and right or up and down and left and right.

242
00:15:28,340 --> 00:15:34,420
I want the bat the pad here to move up and down only so I come back to the beginning.

243
00:15:34,490 --> 00:15:40,340
Of course I cannot parent if I do parent is going to move all over the place with the circle will come

244
00:15:40,340 --> 00:15:41,530
to my pod.

245
00:15:41,900 --> 00:15:43,860
So we call this path for example.

246
00:15:43,860 --> 00:15:51,830
So were writing a game and I will come of course to the transform and position press and then click

247
00:15:51,830 --> 00:15:52,680
on the stopwatch.

248
00:15:52,730 --> 00:15:59,240
I have the position now what I want to change here is just the y value you know before we change the

249
00:15:59,250 --> 00:16:00,040
X-Files.

250
00:16:00,380 --> 00:16:01,960
So I will use the quip.

251
00:16:02,060 --> 00:16:10,940
I will go down to the circle and now I will choose the y value of course I'm just repeating it but it's

252
00:16:10,940 --> 00:16:11,880
important.

253
00:16:11,930 --> 00:16:18,340
It has taken the y value that position one and replicated so this one we don't want it.

254
00:16:18,500 --> 00:16:29,430
What we can do is write either value 0 or just click on the whip and just choose the x value or value

255
00:16:29,520 --> 00:16:30,140
0.

256
00:16:30,210 --> 00:16:31,780
Now not as what I have done here.

257
00:16:31,980 --> 00:16:37,710
I've just highlighted the text that I don't want or the whatever variable that is here use the pick

258
00:16:37,860 --> 00:16:41,490
up and drop it over the ex-buddy.

259
00:16:41,610 --> 00:16:42,460
And here you are.

260
00:16:42,480 --> 00:16:44,200
It has replaced the value.

261
00:16:44,450 --> 00:16:47,030
I click out and let's see what's happening.

262
00:16:47,190 --> 00:16:47,880
Cool.

263
00:16:48,180 --> 00:16:55,940
So now the pad here is moving up and down with the circle and the numbers are leaving moving up and

264
00:16:55,940 --> 00:16:56,900
right now.

265
00:16:56,910 --> 00:16:58,890
What does all this work is very nice.

266
00:16:58,890 --> 00:17:08,990
Let's take the circle and if I change the path of the circle right then my whole animation will change

267
00:17:09,430 --> 00:17:11,940
and I'm not really using any keyframes.

268
00:17:11,990 --> 00:17:19,710
If I play it here it goes up and down the path the numbers are moving you know left and right.

269
00:17:19,940 --> 00:17:25,910
And it's really following the motion of the path or the speed of the path.

270
00:17:25,910 --> 00:17:30,800
So this is about expressions and this is how helpful they can be.

271
00:17:30,830 --> 00:17:36,500
Of course this is silly example I'm giving you but it's very meaningful if you just understand this

272
00:17:36,600 --> 00:17:37,820
what have we done.

273
00:17:38,090 --> 00:17:46,520
If I choose all my layers turn them up and press you for keyframes I have only one set of keyframes

274
00:17:47,060 --> 00:17:52,020
if I want the whole animation to become slower I press and then it move.

275
00:17:52,040 --> 00:18:00,500
This for example and everything has become so to speak here or even slowly and I can play in between

276
00:18:00,800 --> 00:18:05,350
the keyframes that is loop out one two three four whatever I want.

277
00:18:05,360 --> 00:18:11,630
So if there is changes to be done here it's extremely easy I can just come here and show the path.

278
00:18:11,660 --> 00:18:13,140
Read this keyframe for example.

279
00:18:13,290 --> 00:18:18,500
And now you have something totally different yet the rectangle is still turning according to the speed

280
00:18:18,560 --> 00:18:19,750
of the circle.

281
00:18:19,760 --> 00:18:22,290
Now I didn't lose the parenting abilities.

282
00:18:22,430 --> 00:18:28,610
I can come to elipse and put just an ellipse here put down a point in the middle.

283
00:18:28,650 --> 00:18:29,690
It's not necessary.

284
00:18:29,780 --> 00:18:37,210
And the ellipse to the square but the square is using the expression to move.

285
00:18:37,220 --> 00:18:41,090
Still you can pattern to it and you can also get it if you want.

286
00:18:41,090 --> 00:18:44,040
It would make a lot of trouble but still printing is working.

287
00:18:44,150 --> 00:18:52,220
I want to draw your attention something very important if you choose all your layers and press the relatively

288
00:18:52,220 --> 00:18:56,070
fast it will display all your expressions.

289
00:18:56,130 --> 00:18:57,830
That this is almost English.

290
00:18:57,860 --> 00:19:03,620
And there is nothing you know difficult about it just to get around it to learn how to use the whip

291
00:19:04,010 --> 00:19:12,200
to relink the properties together or link one property to another property and be able to understand

292
00:19:12,470 --> 00:19:17,510
how these things work in the next lecture we will develop on this concept and I will take them one by

293
00:19:17,510 --> 00:19:19,020
one and I will explain.

294
00:19:19,190 --> 00:19:20,240
Thanks for listening.

295
00:19:20,240 --> 00:19:21,300
See you in the next lecture.

