Irst, you have to record the stro"e which corresponds to the sinature%. Then, clic" on the Stop &utton or press the +,scape"ey%.ou have now recorded the sinature in the prora!!e!ory% ) stretch your ani!ation layer so that it covers all "eys of the ti!eline% ) select all its i!aes and then apply the 1 stac"
Irst, you have to record the stro"e which corresponds to the sinature%. Then, clic" on the Stop &utton or press the +,scape"ey%.ou have now recorded the sinature in the prora!!e!ory% ) stretch your ani!ation layer so that it covers all "eys of the ti!eline% ) select all its i!aes and then apply the 1 stac"
Irst, you have to record the stro"e which corresponds to the sinature%. Then, clic" on the Stop &utton or press the +,scape"ey%.ou have now recorded the sinature in the prora!!e!ory% ) stretch your ani!ation layer so that it covers all "eys of the ti!eline% ) select all its i!aes and then apply the 1 stac"
management of the paths In this lesson, you will : Study the AutoPaint effect Learn how to use paths Study the Motion > Keyframer effect Study the Motion > Shaker effect Study the Stabilization effects The Paint > AutoPaint effect The Paint > AutoPaint effect Have you ever watched a weather report? When the prora! is over, you often see the sinature of the spea"er#s$ displayed on the screen% It is possi&le to reproduce this effect in T'Paint Ani!ation, usin the Paint > AutoPaint effect% This is the perfect way to dyna!ically sin your future ani!ated wor"s of art( ) *irst, you have to record the stro"e which corresponds to the sinature: o onto an e!pty ani!ation layer, clic" on the Record a stroke &utton in the AutoPaint effect and then draw your sinature on the screen% ) When this is done, clic" on the Stop &utton or press the +,scape- "ey% .ou have now recorded the sinature in the prora! !e!ory% A lon series of "eys is visi&le in the ti!eline #see &elow$%
) /elete the current i!ae on the screen #i%e% the sinature$% ) Select the tool of your choice and ad0ust its para!eters for the future stro"e of the sinature% ) Stretch your ani!ation layer so that it covers all "eys of the ti!eline% ) Select all its i!aes and then apply the *1 stac"% When you play the pro0ect you will note that the sinature is 2drawn3 proressively on the screen% > > > To ensure that your stro"e is carried out on the nu!&er of i!aes of your choice, two !ethods are availa&le: ) .ou !ay stretch or contract the set of "eys riht after recordin the stro"e as indicated a&ove% ) .ou !ay create an ani!ation layer with the nu!&er of i!aes desired and select all i!aes &efore recordin the stro"e% 4567 The effects of the Motion and Paint roups, !anae!ent of the paths The Paint > AutoPaint effect Let8s now study the AutoPaint effect in detail: ) 9ecordin the stro"e enerates a lare nu!&er of "ey points on the ti!eline each of which stores the position of your stylus at a iven !o!ent% When the stro"e is recorded, you !ay !odify the position of the stylus on the screen for the "ey of your choice than"s to the nu!eric fields 1 and .% ) *or a iven "ey, the Draw &utton indicates if the stylus was in contact with the ta&let or not% If it is not ena&led for a iven "ey, there will &e no stro"e for this "ey #e%% this is the case if you lifted the stylus durin recordin$% ) 9ecordin a stro"e with the AutoPaint effect allows for other recordins, too : in particular the data relative to Pressure, Altitude, Azimuth and in!er wheel availa&le on the ta&let% It is also possi&le to choose whether this data will &e restored or not when applyin the *1 stac" &y chec"in or unchec"in the correspondin &o:es% ) The section Stroke mode offers several choices : "ormal, Size, ull and #ast% These are results o&tained usin these !odes: 6 The "ormal !ode proressively reproduces your stro"e on the screen% This is the one we have &een usin since the &einnin of this lesson% 6 The Size !odes re;uires ad0ust!ent of the para!eter with the sa!e na!e and will erase the stro"e proressively in ti!e% > > > > > 6 The #ast !ode is a "ind of Size !ode para!eter set to value < 4 =, which only draws one < point = of the stro"e at a ti!e% In $omplete !ode the co!plete stro"e is drawn on the screen, independent of the circu!stances%
) The last is the "oise para!eter: it defines a possi&le deviation fro! the oriinal path and is used to o&tain less reular curves #see opposite, the T'Paint loo is slihtly distorted, as if written with a tre!&lin hand$% The AutoPaint effect is in a way si!ilar to the Re%apply option as the result depends on the drawin tool selected 0ust &efore application of the *1 stac"% Here, two interestin e:a!ples :
>pposite, after recordin a si!ple stro"e in the shape of a se!i6 circular arch, the AutoPaint effect was applied usin the &e't(rush tool in #etter !ode with the rotation para!eter connected to the stylus direction% The te:t see!s to follow the defined path in ti!e, each letter havin its own rotation dependin on its position on the path% The effects of the Motion and Paint roups, !anae!ent of the paths 456? @anae!ent of Paths Management of Paths
In lesson , when studyin the $enter (lur effect, we already discussed the idea that an effect !ay !a"e use of the Position para!eters which will then define a path on the screen% We will now discuss this Path notion in !ore detail%
When an effect authoriAes use of a path#s$ for one or several of its para!eters, you have access to the &ools !enu in the panel of the correspondin effect as shown opposite% This is what it contains: ) .ou !ay use the Pi'el tracker to create a path% ) .ou !ay also record a stro"e on the screen, to create a path% ) The third option of the &ools !enu allows you to re6use a path you have already created previously in your effects stac" and use it with the current para!eters% ) As is the case for the palettes, the tool settins, the effects, etc, a path !ay &e rena!ed, saved, etc% The option Path Mana!er is used for all these tas"s% ) The option Add to bin allows you to save the current path under a na!e of your choice for later use #we have already done the sa!e for custo!iAed palettes, !i:ers, tools %%%%% $% ) The $opy from path bin allows you to re6use a path saved in the (in for your position para!eter% ) The $enter option replaces the position values for the current "ey with those of the center of the i!ae% ) The $onstant Speed option allows you to replace all the position values of the "eys alon the path, to have always the sa!e distance &etween 7 ad0oinin fra!es% ) The Reset option deletes all the "eys of your effect% The Path recorder Path recordin !ay also &e carried out in any other effect to create a path% The option Path Recorder in the &ools !enu relative to the position para!eter#s$ of your effect will help you to do this% The steps descri&ed a&ove for the AutoPaint effect are still applica&le in this case% > > Bsin the standard Path Recorder allows you to enerate a lare nu!&er of "eys containin position para!eters, however, contrary to the AutoPaint effect it does not allow to restore pressure, aAi!uth and altitude% 456C The effects of the Motion and Paint roups, !anae!ent of the paths The Path !anaer The Path manager The Path Mana!er !entioned a&ove, has four ta&s:
1 st path 2 nd path Path average ) The Smooth ta& allows you to s!ooth the values associated with the ani!ation "ey of the path chosen #the hiher the nu!eric value, the !ore the paths will &e s!oothed after application$% >> Basic path Smoothed path The effects of the Motion and Paint roups, !anae!ent of the paths 4565 ) The Mana!e ta& allows you to choose a path a!onst those already saved in the (in, and then to rena!e, copy, delete or even invert it, #the path will in this case &e ta"en in the reverse direction when used$% ) The A)era!e ta& has four popup !enus for you to choose the (in paths% It allows you to set the values for each ani!ation "ey of the current path as an averae derived fro! the "eys of every chosen path% ) When you use an effect of the Paint or Motion roup, the $onstant Speed option !ove the "eys of the path to "eep the sa!e speed alon your path for your stro"es or ani!ations% This is nota&ly useful when you wor" with the Motion > Keyframer or Motion > Multiplane $amera effect% The speed of the !oved i!aes or the speed of the ca!era !ove!ent will &e directly lin"ed to the Pro!ress Profile of those effects% The speed control will then &e opti!ised% The Path !anaer ) The Size ta& allows you to !odify the siAe of the co!plete path on each of the three a:es #horiAontal, vertical or depth$% This !ay &e useful if you wish to transfer a path fro! one pro0ect to another with a different siAe%
Basic path Path reduced by 5! on the hori"onta# a$is Bsin a value of 64DDE on one of the a:es allows you to co!pletely flip your path% To !ove the entire path on the screen, you si!ply select all its "eys in the *+D and then clic"6slide usin the !ouse% Save paths We e:plained a&ove that it is possi&le to save paths to &e used later for an effect of your choice #option Add to (in$% However, a path saved in this !anner !ay not &e recovered after closin and re6openin T'Paint Ani!ation% Two !ethods are availa&le to solve this pro&le!: ) The effects of the *1 stac" and their para!eters !ay &e saved in a (in , !enu #see lesson F$% This save !ode offers the advantae that it also stores the path#s$ associated with your effect so that they !ay &e recovered when re6startin T'Paint Ani!ation%
) .ou !ay also save your paths &efore closin T'Paint Ani!ation, then reload the! after re6start than"s to the ile !enu of the Path Mana!er% .ou can also e:port a path into #i!htwa)e Motion for!at
456G The effects of the Motion and Paint roups, !anae!ent of the paths The saved path is that of the Mana!e popup !enu, a loaded path will &e added in the path &in and availa&le in the popup !enu of the Mana!e ta&- The Pi:el Trac"er The Pixel Tracker There is also another way to create paths: follow the !ove!ent of the pi:els in an ani!ation in ti!e% To do this, you use the Pi'el tracker panel% This panel is accessi&le in the effects re;uirin use of paths, in the &ools popup !enu or directly via the .indows !ain !enu #see the correspondin window &elow$% We will now try to create a path fro! an eye !ove!ent of the 9unnin Hid or the &lue6screened character% #see &elow$ When a path is created, we !ay, for e:a!ple, re6use it with the AutoPaint effect and the pen tool in s!ooth !ode to create a &lur on it% It is also possi&le to use a lihtin effect to create a lu!inous spot followin the !ove!ent of 9unnin Hid, etc%
Pi$e# Trac%er &ith the 'unning (id Pi$e# Trac%er &ith the b#ue)screened character >> *rigina# animation Path created from pi$e# trac%ing at eye #eve#
The effects of the Motion and Paint roups, !anae!ent of the paths 456I >pposite, the path of the eye was re6used with /mni lihtin% The Pi:el Trac"er This is how to use the Pi'el &racker panel : ) In the first section, you !ust define the layer on which the character whose !ove!ent you wish to follow #or any other ele!ent$ is located% Two ti!e or fra!e !ar"ers deter!ine the section of the layer that will &e ta"en into account for pi:el trac"in #the entire layer, &y default$% ) In the second section, you !ust define a focus area within the current i!ae% The Pi'el &racker will try to find this in the followin i!aes of your video in order to create a path% To < follow = a hu!an face, i%e% to create a path fro! the face, the eye is often used to define the focus area% The values Ref , and Ref 0 are used to choose the center of this focus area and the values Ref . and Ref * to set its width and heiht% The para!eters &rack . and &rack * will li!it search in the focus area to the nu!&er of pi:els in lenth and heiht of your choice, around the focus area of the first i!ae #see diara! &elow$% If *+D display is ena&led after havin clic"ed on the Set tracker &utton, you !ay !odify these para!eters directly with the followin co!&ination : +JtrlKriht clic"Kslide the !ouse- or +JtrlKleft clic"Kslide the !ouse-% If, for e:a!ple, you select the riht eye of the &lue6screened character as <focus area=, and the values for the para!eters &rack . and &rack * are too s!all, this will !a"e it difficult to find it in the followin i!aes #as our character is !ovin$% Inversely, hih values for these para!eters !ay define the left eye of the character as < focus area = durin the process and this will falsify the path o&tained% ) The third section contains three popup !enus: The Reference popup !enu is used to choose if the reference < focus area = for the process is always that of the first i!ae selected or will &e updated as trac"in proresses% The $hannel !enu will, dependin on your choice, restrict the channels to which analysis of !ove!ent trac"in will &e applied% The Accuracy popup !enu allows you to define the co!ple:ity of the concordance test% If you choose 1%1, the test is carried out at pi:el level% The trac"in is then fairly rouh% If you choose 1%23, the pi:els deter!ined &y the 1%1 test will &e !oved GC ti!es &y a GC th of a pi:el in order to fine6tune trac"in% ) The fourth section is a Aoo! on the focus area you have selected% ) The fifth section contains two &uttons: The &rack &utton starts the process of creatin a path with the chosen para!eters whereas the Re)- &rack &utton has the sa!e effect &ut reverses the path% 456L The effects of the Motion and Paint roups, !anae!ent of the paths When the pi'el tracker tool passes fro! one i!ae to another, it will !e!oriAe the focus area of the first i!ae and try to find it in the ne:t i!ae in the trac"in area% This ena&les creation of the position "eys necessary for path creation% The @otion > Heyfra!er effect The Motion > Keyframer effect The Keyframer is dou&tlessly one of the !ost used effects in T'Paint Ani!ation% It is found in the 4ffect > Motion !ain !enu% It is used to !ove all "inds of drawins on the screen% To use the Keyframer, you !ust define the followin : ) The o&0ect to &e !oved on the screen: &rush, layer, spare i!ae, paperM ) The path ta"en &y the o&0ect on the screen usin ani!ation "eys or pre6defined paths% ) The rotations to &e applied to this o&0ect usin "eys% ) The !otion &lurs and, if re;uired, pre6 and post6&ehavior% In so!e of the i!aes hereafter, the &ac"round chosen is ray so that you can see the white pi:els of the *+D% + 1 st e$amp#e , movement, "oom and motion b#ur We will now !ove the < T'Paint = &rush on the screen% The effects of the Motion and Paint roups, !anae!ent of the paths 456F To start our study of the Keyframer, we have created a <T'Paint= &rush #?7D)4DD pi:els$ as shown opposite% The word T'Paint is written in &lac" on a transparent &ac"round% ) No to the Render ta& and select the custom brush as source% ) No &ac" to the Position ta&- ) Place the T'Paint &rush outside the current pro0ect to the left usin the HB/ #see &elow$ and then create an ani!ation "ey for the position varia&le at the &einnin of the layer% ) Oow create an ani!ation "ey for the Position varia&le at the end of the layer and place the T'Paint &rush outside the current pro0ect as &efore &ut this ti!e to the riht% ) As needed, you !ay ad0ust the position of the !ove!ent "ey points usin the nu!eric fields and !ini6sliders #use the values shown opposite$% The 1 and . fields represent the position of the &rush center on the screen% Playin your pro0ect in Pre)iew !ode allows you to chec" that your &rush appears on the left of the screen and disappears to the riht% The @otion > Heyfra!er effect
To create a path you !ay position a &rush outside the pro0ect area: the &rush then appears hidden and only its outline is visi&le as *+D #see opposite$% /o not i!!ediately apply the , stack% /id you notice the 5 position nu!eric field? This is used to set the depth of the o&0ect !oved on the screen% Let8s now !odify the second "ey we created: enter the para!eters for the followin positions : 1P 5CD, .P 7CD, QP )LDD A fast slide alon the ti!eline allows you to see that our loo !oves fro! left to riht &ut, in addition to that, Aoo!s towards the viewer ( #see &elow$
A positive value in the Q nu!eric field would have resulted in the loo !ovin away% It is possi&le to enerate even !ore su&tle !ove!ents as our loo !ay follow the pre6defined path of our choice than"s to the Path Recorder or Pi'el &racker% .ou !ay also curve the paths than"s to the *+D and the "eys of your choice ##inear, Spline or Smooth$% *or e:a!ple, in the tra0ectory &elow, the loo follows a spline on the screen while Aoo!in lihtly towards the foreround% >> 4564D The effects of the Motion and Paint roups, !anae!ent of the paths The @otion > Heyfra!er effect Oow we will !a"e it a &it !ore co!plicated%%% It is possi&le to leave a trail &ehind our loo, a trail that depends on its speed and tra0ectory% The settins of the proress profile #lesson F$ co!e into their own here: the !ove!ent is accelerated or slowed at your discretion ( A few words a&out the AntiAliasin! popup% This option can s!ooth the &order of the i!ae when it is applied on the pro0ect% + 2 nd e$amp#e, Pitch, Heading, Bank and Pivot
In this second e:a!ple, we will pivot our <T'Paint= loo usin the pitch, headin and &an" para!eters% 9eset the values of the Keyframer effect to Aero, select the <T'Paint= loo as source aain and !odify the (ank anle usin the slider% The loo then turns alon the &lue a:is represented on the diara! #see &elow$%
9eset the values of the Keyframer effect to Aero and proceed in the sa!e way with the Pitch para!eter% The loo now turns alon the reen a:is represented in the diara!% The effects of the Motion and Paint roups, !anae!ent of the paths 45644 No to the Render ta& : the (lur step value defines the nu!&er of loos which will !a"e up the < trail =% The (lur Size is used to set the para!eters of the trail lenth #see opposite$% Oote that a low value enerates a sliht &lur in the !ove!ent direction which is ideal for creatin &lurs enerated &y fast o&0ect !ove!ent% A Aero value will eli!inate the trail% The @otion > Heyfra!er effect
With the *eadin! para!eter, the loo turns alon the red a:is represented in the diara!%
The co!&ination of these three para!eters ives a wide variety of results% It is now up to you to use these rotations in your ani!ations and videos% The loo !ay carry out several rotations around an a:is: you si!ply !odify the value of the Rotation para!eter when creatin the ani!ation "eys to increase the anle to ?GDR% In the e:a!ples a&ove, our loo always turns in relation to its center: the a:es the loo turns around cross each other in its center% The Pi)ot para!eters !ay &e used to !odify the position of the rotation a:es in relation to the &rush% @odifyin the pivot 1 coordinate &y increasin it &y 4DD pi:els and decreasin the . coordinate &y 4DD pi:els will enerate other types of rotation when !odifyin Pitch, *eadin! and (ank, as the rotation a:es are outside the loo% Selow you will see the effects of the *eadin! !odification for our new pivot%
@odifyin the 5 coordinate of the pivot allows even !ore co!plicated ?/ !ove!ents:
,ach of the &uttons (ank Ali!n-, *eadin! Ali!n-, Pitch Ali!n-, when ena&led, allows !odification of the &rush anle dependin on the path it follows% Selow: the anle of the *eadin! para!eter varies accordin to the loo tra0ectory%
45647 The effects of the Motion and Paint roups, !anae!ent of the paths The @otion > Heyfra!er effect So!e words reardin the Renderin! ta&:
) The ill option is used to fill the screen with the current source% In this case, ani!atin the source will also ani!ate all its copies% ) The /pacity para!eter is used to ad0ust loo transparency as ti!e proresses% ) The 5 camera para!eter represents the distance &etween the < virtual ca!era = and your i!ae in pi:els% The s!aller this distance, the larer the openin anle of our < virtual ca!era =% This ena&les you to use the < wide anle = effect well "nown in ca!eras &y usin the para!eters for Pitch andTor (ank% > A&ove, the pitch para!eter was set to C5- for our !ered i!ae of the tree% The i!ae at the top was o&tained with a 5%$amera e;ual to 4DDD, the one &elow with a value of 74D% > + . rd e$amp#e The effects of the Motion and Paint roups, !anae!ent of the paths 4564? This third e:a!ple will allow us to wor" with different sources #Renderin! ta&$ in the Keyframer effect% Let8s o &ac" to our < planet = i!ae used in previous lessons% We8ll assu!e that your cartoon is finished% Oow you want to scroll the list of participants in the for! of end credits The @otion > Heyfra!er effect This is how to scroll the list fro! &otto! to top: ) In the Renderin! ta&, select the Pro6ects list as source and then the na!e of the pro0ect containin the list of participants ) Place two "eys at the &einnin and the end of the ani!ation layer with the position para!eters close to the illustration &elow% >> >> ) Apply the , stack% It8s done ( M The list !oves fro! the &otto! to the top as intended% Than"s to the Keyframer anythin !ay &e !oved on the screen: a &rush, another pro0ect, the layer of your choice, the spare i!ae, the current i!ae, etcM .ou si!ply choose what you want in the Source popup !enu of the Renderin! ta&% *or e:a!ple, e:chane the current &rush with the < &utterfly = ani!ated &rush in the (in ta&% This ani!ated &rush !ay also &e !oved as you wish and, why not, follow one of your pre6recorded paths% 4564C The effects of the Motion and Paint roups, !anae!ent of the paths We8ll assu!e that this list is contained in another pro0ect !uch <hiher= than the one of your planet #opposite$% Pay attention that the te:t is written on a transparent &ac"round, then select #(ack!round 7 "one$ in the ti!eline of this second pro0ect% The @otion > Heyfra!er effect Selow, our &utterfly lands on the tree &efore flyin off aain and leavin the screen%
When usin ani!ated &rushes or ani!ation layers as source i!aes, additional settins will &e re;uired% In this case, you have two popup !enus at your disposal: (efore and After% They !ay &e used to define how the i!aes of your ani!ated &rush or ani!ation layer would &e applied &y the Keyframer effect if their nu!&er were lower than that of the se;uence you are wor"in on #application of the &rush or ani!ation layer i!aes with #oop, Pin!pon!, Random, etc%$% *or our &utterfly we have chosen the #oop !ode% Please note that the H%B%/ displays the splines followed &y the four corners of the source and also the edes of the first and last fra!es% #see &elow$
+ / th e$amp#e This e:a!ple will help you understand the (lend !enu in the Renderin! ta&% Load the video footae of your choice and then create an ani!ation layer containin only &lac" and opa;ue fra!es 0ust in front% .ou should then see the followin ti!eline:
The effects of the Motion and Paint roups, !anae!ent of the paths 45645 The @otion > Heyfra!er effect
It is as if our loo had &een applied with the 4raser color !ode% The Mi'er !ode refers to that encountered when usin a spare i!ae% The Motion > Shaker effect The Shaker effect allows to enerate sha"in% The !ore the 1 and . values are hih, the !ore the sha"in will &e violent% The (order mode !enu indicates if the i!ae will &e repeated when oin out of the drawin space #&ile$ or if it will &e erased #$lear$%
lear Tile The Motion > Sta!ili"ation effects I!aine that the video se;uence you 0ust have loaded is slihtly sha"in% It8s a co!!on situation when you8re usin ca!eras fi:ed to a !o&ile support, for e:a!ples hand6held video footaes, video se;uences shot on a &oat, etc%%% 4564G The effects of the Motion and Paint roups, !anae!ent of the paths Jreate any type of !ove!ent for the o&0ect of your choice usin the Keyframer tool% Here, we are ta"in a red < T'Paint = loo &rush% Its tra0ectory is of no i!portance% >ur red loo will, after application of the *1 stac", &e placed on each &lac" i!ae% So far, nothin new% If, &efore applyin the *1 stac", you select the 4rase !ode #descri&ed in lesson 7$ in the (lend popup !enu #Renderin! ta&$ you o&tain the result shown opposite% >ur < &lac" = layer was erased at the loo passae areas which !ade it possi&le to see the layer underneath% The @otion > Sta&iliAation effects > Source 0mage S#ight sha%es It is possi&le to avoid these undesired sha"es &y ad0ustin each i!aes as the se;uence oes alon% If you proceed i!ae after i!ae it can &e ;uic"ly tireso!e% *ortunately, the Motion > Stabilization 1 point and 8 points effects will ta"e it in chare% The Motion > Sta!ili"ation # $oint effect This effect wor"s as follows : *or each i!ae fro! the se;uence, you have to define an /ri!in point and a Destination point% The effect will !a"e a pannin of the i!ae in order to &rin the /ri!in point onto the Destination point, which will sta&iliAe the se;uence% Oow let8s ta"e an e:a!ple% Let8s ta"e the &ac"round &elow : the ca!era!an has sha"en a little &it while shootin the se;uence% We can define one of the yellow points &elow as the /ri!in point, and esti!ate that this it should &e at the position of the Destination point #at the e:tre!ity of the yellow arrow$ if the ca!era had not sha"en% As soon as these points are defined, the Sta&iliAation effect will do a pannin that will &rin the /ri!in point onto the Destination point% The footae will not sha"e any!ore%
*rigin point 1ori"onta# and 2ertica# camera movements 3estination point .ou can arue that each positions of the /ri!in and of the Destination points are different for each i!ae, which !a"e the process tireso!e% That8s why, at this stae, usin a path for the /ri!in andTor Destination points can speed up the process, especially paths created with the Pi'el &racker%%% The effects of the Motion and Paint roups, !anae!ent of the paths 4564I The @otion > Sta&iliAation 4 point effect As soon as the effect is applied and that the i!ae is sta&iliAed, you could have to crop it to re!ove the white &orders due to possi&le pannin% .ou can also use the fill &utton to re!ove the &orders &y tilin the i!ae% The Motion > Sta!ili"ation % $oints effect This effect is si!ilar to the previous one reardin its principle and its wor"in% However it re;uires two /ri!in points and two Destination points% The Stabilization 1 point per!itted to ad0ust horiAontal and vertical ca!era sha"es% Bsin the Stabilization 8 points tends to fi: not only the sha"es on 1 and . a:is, &ut also the sliht rotation or Aoo! !ove!ents there can &e on Q a:is #The effect considers the distance and the anle &etween the /ri!in points which i!prove the process and !a"e it !ore efficientM$% Selow, the ca!era!an has rotated a little &it the ca!era while shootin the se;uence% If you define two oriin and two destination points in the Motion > Stabilization 8 points effect and chec" the Rotation &o:, the effect will then calculate the :R rotation anle of the i!ae and !a"es the Source and Destination points coincide% #see &elow at the e:tre!ity of the arrows$
2 *rigin points 'otation moves of the camera 2 3estination points If the ca!era has Aoo!ed a little &it while the se;uence was recorded, you will have to use the sa!e process and chec" the Scale &utton% As we did for the effect Motion > Stabilization 1 point, you can chec" the fill &utton to re!ove the &orders &y tilin the i!ae% 4564L The effects of the Motion and Paint roups, !anae!ent of the paths