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Today, we'll make Objects
that goes in the background.
And set Renderer to CINEMA 4D mode
to make 3-dimensional Texts.
Also, a spinning ball and
a line that stretches out in Z-Axis.
We'll use Layer Style's
Gradient Overlay to
make a moving gradation on Objects.
And make the ball's afterimage with Particular.
Let's start with Text first.
I shared the Project File
of the C and Ball,
so open and check them.
I set some Z-Axis movement
in the Camera.
Change Render to CINEMA 4D,
from Geometry Options
give numbers to Extrusion Depth
to make it thick in Z-Axis.
Play and check. Make a Comp,
Put in a letter with
the same shape and size,
and expressed a Color Gradation with motion.
From Layer Style,
use Gradient Overlay to set the Color you want.
Give Key to angle and Loop
to make the motion.
The reason why I'm making separate Comps and Layers
for the front and thickness is
because some things don't apply in CINEMA 4D.
So I made the front with 2D Layer,
thickness with CINEMA 4D Mode
placed it in a new Comp to use it.
Place them right and play it.
With A.E's basic functions,
you can express 3-dimensional Objects like this.
Put the Source in B.G. Comp,
Use Universe's Edge Glow
and Sapphire's EdgeRays
to express lights like this.
Both are paid Effects, so try using them if you have.
Move on to the ball
that stretches out to Z-Axis and its afterimage.
Make a Comp, set up theCamera.
I set it to 35mm.
Make a Null Layer, change the name,
Parent the Camera to Null.
Set a guiding circle
to see the changes in Camera value.
Activate 3D Layer,
Set Position Key to Null_camera.
On starting point, pull up Z-Axis value,
lower it back 20 frames later.
Set Keys so the circle
gets smaller by frame 60.
That was the basic Camera setting.
Turn off the guide, make another Null Layer,
change the name.
Change Layer's color for distinction.
Activate 3D Layer,
give Key to Rotation Z
to make it spin as well.
Likewise, set Key to make it
spin -180 degrees at frame 20.
By frame 60, it'll spin 3 times in the minus direction.
Play and check it.
Shape the Key's graph like this
to make the connecting motion smoother.
Make a Light here,
name it the acronym of Emitter Left.
Parent it to Null Particle,
set position to 0 to match the position.
Then move it to X-Axis by 100 Pixels.
Make a Solid Layer,
add Particular.
Set Emitter Type to Light.
Click Choose Names, behind Emitter
name it the same as the one from earlier.
So we set the particles to come out of the Light Emitter.
Let's shape it up from here.
Set Emitter Size and Velocity to 0,
so it looks like a line.
Play to check for the shape.
Raise particle amount,
from Fast Physics,
and give Drift Z-Axis numbers.
To give it some sense of space.
Set it to -3,000, and play it.
You can make a route like this.
To shape it further,
raise Z-Axis by the end
so it's not too rolled up.
Now the line looks angular,
you can fix it by raising Sample
from Global Control.
Play it, check for shape.
Give Key to Emitter's X-Axis
so it returns to the middle by the end.
The lines will spin wiggly,
gather to the middle and disappear.
Now the motion is roughly set,
let's work on the Color and Line's details.
Mark Key to Particle Size,
set the starting point to 30, 0 at the end.
Drag the Key to set Easy Ease.
So the graph starts slowly, but picks up speed,
and ends at the highest speed.
Play and check the line and motion.
Adjust Opacity,
set graph to Opacity over Life.
Set Set Color to Over Life,
get a Preset from Color over Life.
I'll set it to pink.
Copy the Source we made again,
to give more details to the inside of the line.
Lower Particle amount to 10
so it looks like a dotted line.
Raise Feather to 100.
Raise the Particle Size to 60 at the starting point,
and 30 at the End.
Release Solo Key,
Set Matte with Alpha Inverted.
Now you can make details to the inside of the line.
By giving it,
the motion toward Z-Axis got more visible.
Set Opacity so the inner details will disappear
at the end of the main Particle's motion.
Put the ball Source in it.
Parent it to Emitter,
activate 3D Layer,
set all Position Key to 0
so they all match.
When the 3D Layer is activated,
you'll see it turned dark.
It's because we used
Light like a Null Layer,
and it's affecting the Object.
So, from Material Options,
set Accept Lights to Off.
So the Light doesn't apply.
Set the ball's Key
to match the line's thickness.
Adjust Rotation to match the direction.
It gets closer to the Light Source by the end,
so make the ball lighter.
Sort out the names and colors of the Layers.
Copy the set again, and change the name again.
Change the name of Particle Right and Layer Emitter, too.
Change it to Right
so they don't collide.
Set the Position value or Emitter Right to 100
to move it to the other side.
Again, give value to Z-Axis
for a sense of depth with Left.
Change Color to Cyan.
Re-set the ball's Rotation to match the direction.
You'll have the ball and its afterimage.
Put the finished ball Object
in the main Comp,
and now we have the first artwork of Universe.
Again, we mainly learned
how to use
Fractal Noise and Particular.
It's a simple yet effective
way of making an artwork,
I hope you use it well.
I wish you good luck with your work.
That's all for today. Thank you.