{"id":1150,"date":"2016-03-23T16:41:04","date_gmt":"2016-03-23T21:41:04","guid":{"rendered":"http:\/\/www.bobbyciraldo.com\/?page_id=1150"},"modified":"2018-05-01T23:52:47","modified_gmt":"2018-05-01T23:52:47","slug":"intro-to-3d","status":"publish","type":"page","link":"https:\/\/ciraldo.stream\/uwm-vfx1\/topics\/intro-to-3d\/","title":{"rendered":"Intro to 3D in After Effects Lecture Notes"},"content":{"rendered":"<h2><strong>Intro to 3D<\/strong><\/h2>\n<ol style=\"list-style-type: upper-roman;\">\n<li><span style=\"color: #ff0000;\"><strong>Review of how 2D layers come together<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li>In the <strong>comp viewer,<\/strong> some layers appear <strong>in front<\/strong> while some appear <strong>behind<\/strong> other layers.<\/li>\n<li>In the <strong>timeline,<\/strong> it&#8217;s almost as if we&#8217;re seeing the layers like a stack of sheets from the side, with an imaginary camera looking down from the top.<\/li>\n<li>In the <strong>timeline,<\/strong>\u00a0we can drag and change a layer&#8217;s vertical ordering to move it &#8220;in front&#8221; or &#8220;behind&#8221; other layers<\/li>\n<li>That&#8217;s how <strong>2D layers<\/strong> behave at least, but <strong>3D layers<\/strong> <strong>ignore layer order,<\/strong> and instead use their <strong>position in 3D space<\/strong> to determine whether one is in front or behind another.<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Toggling a layer between 2D and 3D<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li><strong>Important:<\/strong> Before getting started, make sure your <strong>comp<\/strong> is set to use the <strong>Classic 3D renderer.<\/strong>\u00a0Open comp&#8217;s settings, go to the <strong>3D Renderer tab,<\/strong> and make sure it&#8217;s selected:\n<figure id=\"attachment_2640\" aria-describedby=\"caption-attachment-2640\" style=\"width: 586px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-2640\" src=\"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-content\/uploads\/2018\/05\/Screenshot-2018-05-01-15.03.52.png\" alt=\"\" width=\"586\" height=\"278\" srcset=\"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-content\/uploads\/2018\/05\/Screenshot-2018-05-01-15.03.52.png 586w, https:\/\/ciraldo.stream\/uwm-vfx1\/wp-content\/uploads\/2018\/05\/Screenshot-2018-05-01-15.03.52-300x142.png 300w\" sizes=\"auto, (max-width: 586px) 100vw, 586px\" \/><figcaption id=\"caption-attachment-2640\" class=\"wp-caption-text\">Make sure <strong>Classic 3D<\/strong> is selected!<\/figcaption><\/figure>\n<p>(This is the default, but it can get set to something more advanced and make your life mysteriously hard.)<\/li>\n<li>Each layer has a <strong>3D toggle<\/strong> switch. It looks like a little <strong>3D cube.<\/strong> They look like this when enabled:\n<p><figure id=\"attachment_1607\" aria-describedby=\"caption-attachment-1607\" style=\"width: 449px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-1607\" src=\"http:\/\/bobbyciraldo.com\/uwm-vfx\/wp-content\/uploads\/2016\/03\/Screen-Shot-2016-10-25-at-2.06.39-PM.png\" alt=\"screen-shot-2016-10-25-at-2-06-39-pm\" width=\"449\" height=\"110\" \/><figcaption id=\"caption-attachment-1607\" class=\"wp-caption-text\"><strong>Layer A<\/strong> and <strong>Layer B<\/strong> are 3D layers, but\u00a0<strong>Layer C<\/strong> is a 2D layer<\/figcaption><\/figure><\/li>\n<li>Comps can have a mixture of 2D and 3D layers, but <strong>novices should generally avoid mixing up 2D and 3D within the same comp,<\/strong> because the resulting behavior can be nonintuitive. (The <strong>exception to this rule<\/strong> is when using a 2D Solid layer for a 3D effect e.g., <strong>CC Particle World.<\/strong>)<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>New Stuff That 3D layers Can Do<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li><span style=\"color: #ff0000;\"><strong>Red<\/strong><\/span>, <span style=\"color: #008000;\"><strong>green<\/strong><\/span>, and <span style=\"color: #0000ff;\"><strong>blue<\/strong><\/span> <strong>axis arrows<\/strong>\u00a0now appear on the layer at the anchor point and correspond to <strong><span style=\"color: #ff0000;\">X,<\/span> <span style=\"color: #339966;\">Y,<\/span><\/strong> and a new <span style=\"color: #0000ff;\"><strong>&#8220;Z&#8221;<\/strong><\/span> direction, respectively:<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1609\" src=\"http:\/\/bobbyciraldo.com\/uwm-vfx\/wp-content\/uploads\/2016\/03\/Screen-Shot-2016-10-25-at-2.29.41-PM.png\" alt=\"screen-shot-2016-10-25-at-2-29-41-pm\" width=\"252\" height=\"178\" \/><\/li>\n<li>New <span style=\"color: #ff0000;\"><strong>Transform<\/strong><\/span>\u00a0properties, mostly related to adding the Z dimension\n<ol>\n<li><strong>Anchor Point<\/strong> and <strong>Position<\/strong> get new Z-stuff<\/li>\n<li><strong>Scale<\/strong> gets new Z-stuff<\/li>\n<li><strong>Rotation<\/strong> gets split into <strong>X-Rotation, Y-Rotation, <\/strong>and<strong> Z-Rotation.<\/strong><br \/>\nYou can think of these like <strong>axles<\/strong> that the 3D\u00a0layers rotate around.<\/li>\n<li>An <strong>&#8220;Orientation&#8221;<\/strong> property is added, which is another set of values for adjusting the layer&#8217;s 3D rotation.<\/li>\n<\/ol>\n<\/li>\n<li>New <span style=\"color: #ff0000;\"><strong>Material Options<\/strong><\/span> property group\n<ol>\n<li>Won&#8217;t do anything just yet. Mainly affects how the 3D virtual light &#8216;bounces&#8217; off of or shines through these 3D layers<\/li>\n<li>Also: whether or not the layer <strong>casts<\/strong> <strong>Shadows <\/strong>(defaults to No)<\/li>\n<li>And: Whether or not the layer <strong>respects or ignores<\/strong> <strong>Lights <\/strong>(defaults to Yes)<\/li>\n<li>And: How much the layer behaves like &#8220;stained glass&#8221; or gels (<strong>&#8220;Light Transmission,&#8221; <\/strong>defaults to zero.)<\/li>\n<li>And: Rudimentary material surface properties like <strong>shininess<\/strong><\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>X, Y, Z Axis Arrows<\/strong><\/span>\n<ol>\n<li>Colored <strong>Red, Green, Blue<\/strong> respectively (just remember <strong>&#8220;x.y.z.,\u00a0<em>R.G.B<\/em>.&#8221;<\/strong>)<\/li>\n<li>Hover the mouse over the X, Y, or Z axis arrows <strong>until the cursor changes<\/strong>\u00a0into an arrow with an X, Y, or Z<\/li>\n<li>With the <span style=\"color: #ff0000;\"><strong>Arrow Tool<\/strong><\/span> selected, the X, Y, Z axis arrows can be used to <strong>move the layer around<\/strong><\/li>\n<li>With the <span style=\"color: #ff0000;\"><strong>Rotation Tool<\/strong><\/span> selected, the X, Y, Z axis arrows can be used like axle\u00a0rods to<strong> rotate the layer<\/strong><\/li>\n<li><strong>Make sure to hover the mouse cursor over the arrows properly before moving\/rotating<\/strong> (so that the cursor turns into an arrow with X, Y, or Z), or unexpected results can occur! (But just press <strong>undo<\/strong> if that happens.)<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>User-created Cameras<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li>Cameras are <strong>represented as Layers<\/strong> in the timeline panel. You create them as you would create any new layer:\n<p><figure id=\"attachment_2643\" aria-describedby=\"caption-attachment-2643\" style=\"width: 540px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-2643\" src=\"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-content\/uploads\/2018\/05\/Screenshot-2018-05-01-15.45.00.png\" alt=\"\" width=\"540\" height=\"216\" srcset=\"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-content\/uploads\/2018\/05\/Screenshot-2018-05-01-15.45.00.png 540w, https:\/\/ciraldo.stream\/uwm-vfx1\/wp-content\/uploads\/2018\/05\/Screenshot-2018-05-01-15.45.00-300x120.png 300w\" sizes=\"auto, (max-width: 540px) 100vw, 540px\" \/><figcaption id=\"caption-attachment-2643\" class=\"wp-caption-text\">Creating a new camera layer<\/figcaption><\/figure><\/li>\n<li>Once the <strong>Camera Settings<\/strong> window opens, there are two <strong>Types<\/strong> of camera to choose from:<br \/>\n<span style=\"color: #ff0000;\"><strong>One-Node Camera<\/strong><\/span>\u00a0&#8211; camera behaves like it&#8217;s on a <strong>tripod.<\/strong><br \/>\n<span style=\"color: #ff0000;\"><strong>Two-Node Camera<\/strong><\/span>\u00a0&#8211; camera behaves like it&#8217;s on a <strong>selfie stick<\/strong> that&#8217;s attached to a <strong>&#8220;Point of Interest&#8221;<\/strong><\/li>\n<li>Then you can choose from various <strong>Presets<\/strong> for the camera<strong>\u00a0<span style=\"color: #ff0000;\">Focal Length:<\/span><\/strong>\n<ol style=\"list-style-type: lower-alpha;\">\n<li><strong>50mm<\/strong> is roughly what the human eye sees<\/li>\n<li>Less than that (e.g., 24mm) and it&#8217;s considered <strong>wide angle<\/strong><\/li>\n<li>Greater than 50mm\u00a0(e.g., 80mm) and it&#8217;s considered <strong>telephoto<\/strong><\/li>\n<li>The camera <strong>Focal Length<\/strong> can be adjusted (and animated) using the <strong>Zoom property<\/strong>\u00a0(accessed via the camera layer in the timeline)<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Depth of Field<\/strong><\/span> toggle<br \/>\nWhen turned on, the camera will get a\u00a0<strong>Focus Distance\u00a0<\/strong>property. This is an <strong>imaginary plane<\/strong> which cuts thru 3D space. Items which are on this plane will be in focus; otherwise they will gradually become blurry the farther they are from the plane.<\/p>\n<ol style=\"list-style-type: lower-alpha;\">\n<li><strong>Focus Distance<\/strong> &#8211; usually adjusted later using the comp viewer to help<\/li>\n<li><strong>Aperture, Blur Level, etc<\/strong> settings &#8211; control the effect of the depth of field<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Moving Cameras Around<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li>The <strong>Camera tools<\/strong>\u00a0in the toolbar are used to manipulate the position and rotation of the <strong>active camera.<\/strong> There are 4 sub-tools. You can press the <strong>C<\/strong> shortcut key repeatedly to cycle between them all:<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2645\" src=\"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-content\/uploads\/2018\/05\/Screenshot-2018-05-01-15.57.14.png\" alt=\"\" width=\"333\" height=\"179\" srcset=\"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-content\/uploads\/2018\/05\/Screenshot-2018-05-01-15.57.14.png 333w, https:\/\/ciraldo.stream\/uwm-vfx1\/wp-content\/uploads\/2018\/05\/Screenshot-2018-05-01-15.57.14-300x161.png 300w\" sizes=\"auto, (max-width: 333px) 100vw, 333px\" \/><\/p>\n<ul>\n<li><strong>Orbit Camera Tool<\/strong> <em>rotates<\/em> the camera. In the case of a <strong>one-node camera,<\/strong> the camera&#8217;s\u00a0<strong>Orientation<\/strong>\u00a0property (similar to rotation) is altered. It rotates like a camera on a tripod. In the case of a <strong>two-node camera,<\/strong> the camera&#8217;s <strong>Position<\/strong>\u00a0property is altered. It rotates around its point-of-interest, as if attached to a selfie stick.<\/li>\n<li><strong>Track XY Camera Tool<\/strong> moves the camera <strong>up, down, left, <\/strong>and<strong> right.<\/strong> For a\u00a0<strong>one-node camera<\/strong> only the\u00a0<strong>Position<\/strong> property is altered. For a\u00a0<strong>two-node camera<\/strong>\u00a0both the <strong>Position<\/strong> and\u00a0<strong>Point of Interest<\/strong> properties are altered.<\/li>\n<li><strong>Track Z Camera Tool<\/strong> moves the camera forward and backward. Only the\u00a0<strong>Position<\/strong> property of the camera is altered, regardless of camera node type.<\/li>\n<li><strong>Unified Camera Tool\u00a0<\/strong>requires a <strong>3-button mouse<\/strong> and behaves like a combo of the 3 later tools. Each of the three buttons of the mouse gets assigned to <strong>Orbit, Track XY,<\/strong> and <strong>Track Z.<\/strong><\/li>\n<\/ul>\n<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>How multiple camera layers are handled by AE<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li><strong>Active Camera<\/strong>\u00a0refers to the top-most camera in the timeline at a given time<\/li>\n<li>The current Active Camera can change throughout\u00a0a Comp if there is more than one Camera layer present<\/li>\n<li><strong>Trimming Camera layer in and out points<\/strong> allows for <strong>switching<\/strong> between Active Cameras within a comp<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Changing the &#8220;3D View&#8221; dropdown to see 3D layers from other\u00a0angles<\/strong><\/span>\n<ol>\n<li>You can think of the the <strong>Comp Viewer<\/strong> window as being\u00a0like<strong> looking thru the viewfinder <\/strong>of a camera.<\/li>\n<li>When working in 3D, as in real life, sometimes you need to <strong>step back from looking thru the viewfinder<\/strong> of the main camera\u00a0and instead <strong>look at things from other<\/strong> angles to make sure stuff is set up properly.<\/li>\n<li>The <strong>3D View Dropdown<\/strong>\u00a0lets you choose from different angles\u00a0to look at your scene:<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1614\" src=\"http:\/\/bobbyciraldo.com\/uwm-vfx\/wp-content\/uploads\/2016\/03\/Screen-Shot-2016-10-25-at-2.59.07-PM.png\" alt=\"screen-shot-2016-10-25-at-2-59-07-pm\" width=\"259\" height=\"257\" \/><\/p>\n<ol style=\"list-style-type: lower-alpha;\">\n<li>Even without any <strong>Camera layers<\/strong> in the timeline yet, there are <strong>ten<\/strong> different <strong>built-in camera angles<\/strong> to choose from.<\/li>\n<li><span style=\"color: #ff0000;\"><strong>&#8220;Active Camera&#8221;<\/strong><\/span> refers to whichever\u00a0<strong>Camera layer<\/strong> is currently <strong>top-most<\/strong> in the timeline. (If there&#8217;s no Camera layer, like in this case, then AE pretends there is one, but you can&#8217;t manipulate it. It has a 50mm lens.)<\/li>\n<li>The next group (<span style=\"color: #ff0000;\"><strong>Front, Left, etc<\/strong><\/span>) are <em>&#8220;isometric,&#8221;<\/em> meaning they don&#8217;t display any <strong><em>perspective<\/em><\/strong>: i.e., layers that are far away look the same as layers close up.<\/li>\n<li>The last\u00a0group (<span style=\"color: #ff0000;\"><strong>Custom View 1, Custom View 2, etc<\/strong><\/span>) display the scene from any arbitrary angle and are <em>not isometric<\/em>&#8211;they show proper perspective.<\/li>\n<li><strong>These built-in angles are\u00a0used just while working.<\/strong> When you eventually <strong>render<\/strong> a comp, the <strong>Active Camera is always used.<\/strong><\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>How 2D layers and 3D layers coexist with each other<\/strong><\/span>\n<ol>\n<li>2D <strong>background<\/strong> layers<\/li>\n<li>2D <strong>foreground<\/strong> layers<\/li>\n<li>Hey, a heads up: The effect of 2D layers <strong>in between<\/strong> 3D layers. Try to avoid unless\u00a0you know what you&#8217;re doing.<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Local Axis Mode, World Axis Mode, View Axis Mode<\/strong><\/span>\n<ol style=\"list-style-type: upper-alpha;\">\n<li>By default, the <strong>3D axis arrows<\/strong> on a 3D layer (footage, camera, or even lights) are displayed <strong>relative to the orientation of the layer.<\/strong> So if you rotate the layer, the axis arrows get rotated too.<br \/>\nBut sometimes it&#8217;s helpful to have the axis arrows displayed <strong>relative to the active camera,<\/strong> or other times it&#8217;s best to display them relative to an absolute, universally shared point of view called <strong>&#8220;world.&#8221;<\/strong><\/li>\n<li>Changed via the toolbar<br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-1613\" src=\"http:\/\/bobbyciraldo.com\/uwm-vfx\/wp-content\/uploads\/2016\/03\/Screen-Shot-2016-10-25-at-2.50.07-PM.png\" alt=\"screen-shot-2016-10-25-at-2-50-07-pm\" width=\"149\" height=\"48\" \/><br \/>\nThese adjust which &#8220;point of view&#8221; the Axis Arrows take.<\/li>\n<li><strong>Local Axis Mode<\/strong> &#8211; This is the <strong>layer&#8217;s point of view.<\/strong> Axis Arrows are aligned with the layer itself (this is the default mode)<\/li>\n<li><strong>World Axis Mode<\/strong> &#8211; This is the <strong>&#8220;world&#8221;<\/strong> or <strong>absolute point of view.<\/strong> Axis Arrows are drawn aligned to the &#8220;world&#8221; coordinates, ignoring what the layer or any cameras are doing, rotation-wise.<\/li>\n<li><strong>View Axis Mode<\/strong> &#8211; This is the <strong>active camera&#8217;s point of view.<\/strong> Axis arrows are drawn aligned to the currently selected camera or custom view.<\/li>\n<\/ol>\n<\/li>\n<li><span style=\"color: #ff0000;\"><strong>Using 3D Null layers<\/strong><\/span>\n<ol>\n<li>As parents of other 3D layers &#8211; similar benefits of using\u00a02D Nulls<\/li>\n<li>As Parents or Point-of-Interest targets of cameras &#8211; more control over camera keyframe animation<\/li>\n<\/ol>\n<\/li>\n<\/ol>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Intro to 3D Review of how 2D layers come together In the comp viewer, some layers appear in front while some appear behind other layers. In the timeline, it&#8217;s almost as if we&#8217;re seeing the layers like a stack of sheets from the side, with an imaginary camera looking down from the top. In the &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/ciraldo.stream\/uwm-vfx1\/topics\/intro-to-3d\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Intro to 3D in After Effects Lecture Notes&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":1278,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-1150","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/pages\/1150","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/comments?post=1150"}],"version-history":[{"count":12,"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/pages\/1150\/revisions"}],"predecessor-version":[{"id":2650,"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/pages\/1150\/revisions\/2650"}],"up":[{"embeddable":true,"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/pages\/1278"}],"wp:attachment":[{"href":"https:\/\/ciraldo.stream\/uwm-vfx1\/wp-json\/wp\/v2\/media?parent=1150"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}