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WHADDUP!

WHADDUP!

SONY VEGAS PRO TUTORIAL

    TRANSITION

STYLE #1

                      

*requires

*Sony Vegas Pro

*Sapphire plugin

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             So in this tutorial I will be playing with the sapphire plugging s_blumocurves, its quite well known already! It allows you to create smooth transitional movements along with the scene having a motion tile of sorts where you can reflect the scene's contents. You will only be playing with z_dist / rotation / shift x and shift y for these shown above (your centre/anchor point you only need to move once, you won't be animating it)

 

Adjusting your shutter duration will determine how blurred or precise the movement will be. If you want a really blurred aesthetic I would keep your shutter duration at around 0.200/300; anything extra will make it way too blurred for anything to really be made out. However, if you want a sharper, more precise movement, I would make your shutter duration around 0.000/0.050. I tend to use the latter amounts as your chose of keyframes and placement usually create a smooth movement, and I like all of my elements to still be visible when I'm animating them o/

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When it comes to key-frame types, it all depends on what you are trying to achieve overall. If you have a really long build up to a beat and want to represent it somehow, you can set your keyframe to 'slow' so the big transitioning movement takes longer but you seem small noticeable movements for a longer duration. Fast is as you would imagine, I tend to see them as all the movements occur a frame earlier than where your keyframe is. Also, if you have it moving between a really high amount and small amount, the fast keyframe might make the movement appear very jagged or rough so be careful! My bread and butter keyframe for this (and pretty much everything) is the smooth keyframe type. It balances out the animation so you get a nice curve of movement. When it comes to keyframe placement, it comes down to trial and error and/or what you want to achieve. I tend to work with the animation taking 6 frames-but I can go up to about 10 frames depending on how drawn out I want the overall animation. I rarely use it on blumocurves, but I sometimes do 5 frame animations too if I want something quite fast, but I tend to do this on the second scene that is transitioning from a previous scene. Have a play around with it!

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The rule with blumocurves is you need to work in opposites; for example, if your first scene goes from z_dist: 1.000 to 1.250, your second scene needs to come from something smaller to large such as 0.800 to 0.980 so you get the illusion of one scene is zooming out into the other scene coming into position. Never do both the same otherwise it just looks like two scenes awkwardly just expanding kinda thing :D. The same principle applies to rotation and the shift options; if you started with a minus number (-3.50) you need to go positive 

 > Rotation is at 0.000, your first scene goes to 17.000 | Next scene needs to be a (-) number and return to 0.000 or the positives again to create the illusion of the two scenes have made a full circle spin <

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A final note with blumocurves that I'd pass on is, have a play with it. It's something I've used for such a long time, I've learned new things with it, ways of doing different speeds and types of transitional animations, and its all been from just using it, having a noodle with the controls and the keyframe types. Your anchor point is a really good tool inside of the effect as well as it lets you control where everything will occur from to allow for some unique animation types!

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ciao for now o/!

BACK TO SONY VEGAS PRO TUTORIALS [CHAPTER I]

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