Apple Motion: Advanced Glitch Tutorial
Summary
TLDRこのビデオスクリプトでは、Apple Motionを使った高度なグリッチ効果のチュートリアルが紹介されています。反射のある床やテキストのグリッチ効果を含むシーンを通じて、視聴者が創造的な視覚表現を学ぶことができます。スクリプトでは、クラウドジェネレーターの設定から、フィルタの追加、カラーチャネルミキサーの使用、そして3D空間でのレイアウト設定まで、詳細に手順が説明されています。最終的には、テキストの消失や反射効果の追加を含む、全体的なシーンの完成に向けたアニメーションの追加もカバーされています。
Takeaways
- 🎬 このチュートリアルでは、Apple Motionを使って高度なグリッチ効果を作成する方法が紹介されています。
- 🌟 グリッチ効果は反射的な床など興味深いシーンと組み合わせて使用されています。
- 📐 プロジェクトの設定は1920x1080、24fps、10秒間の長さです。
- 🌧️ グリッチ効果の基礎となるエレメントとして、クラウドジェネレーターが使用されています。
- 🔑 グラデーションエディターを使って白と黒のタブの位置をキーフレームで制御し、効果を作成しています。
- 🖼️ フィルタのGaussian BlurとStylized Pixelateを用いて、エッジを柔らかくし、ブロック状のグリッチ効果を作り出しています。
- 🔄 クラウドスケールを変更することで、グリッチエレメントのバリエーションを加えています。
- 🎨 カラーチャネルミキサーを使用して、クラウドのアルファチャネルを透過性に変換して重ね合わせを行います。
- 📝 テキストツールを使って「glitch」と入力し、グリッチ効果を適用するオブジェクトを作成します。
- 🔄 フィルタのBump Mapを用いて、テキストにグリッチ効果を適用し、さらに複雑な効果を作成しています。
- 🖼️ 反射効果を作成するために、床スラブのタイルを使ってイメージマスクを適用し、反射を模しています。
- 💡 3D効果を強化するために、ライトとカメラの設定を調整し、シーンに深度とリアル感を加えています。
- 🌌 グリッチ効果に加えて、テキストに輝きや光の反射を追加して、より魅力的な視覚効果を実現しています。
- 🔧 最後に、グリッチ効果が終了する際のアニメーションを調整し、テキストが消える過程をスムーズに見せるように設定しています。
Q & A
Apple motionで紹介された高度なグリッチ効果とは何ですか?
-Apple motionで紹介された高度なグリッチ効果とは、映像に不規則なブロック状の模様やノイズを加えることで、エフェクトを作り出す技法です。
チュートリアルで使用された基本の要素は何ですか?
-チュートリアルで使用された基本の要素は、cloudsジェネレーターを使用したグリッチ効果です。
プロジェクトの解像度とフレームレートは何ですか?
-プロジェクトの解像度は1920x1080で、フレームレートは24フレーム毎秒です。
グリッチ効果を作成するために使用されたカラーマスクの設定方法を教えてください。
-カラーマスクは、カラーチャネルミキサーを使用してAlphaをゼロに設定し、赤チャネルをAlphaとして使用することで作成されました。
テキストレイヤーにグリッチ効果を適用するために使用されたフィルタは何ですか?
-テキストレイヤーにグリッチ効果を適用するために使用されたフィルタは、Gaussian BlurとStylized Pixelateです。
反射効果を作成するために使用されたテクニックを説明してください。
-反射効果を作成するために、floor slabを2Dグループに配置し、タイリングコライダーを使用してタイル状の模様を作り、それを反射レイヤーに適用しました。
テキストの不透明度を制御するための追加のエレメントは何ですか?
-テキストの不透明度を制御するために、Bezierツールを使用して青い光の効果を作成しました。
最終的にテキストがグリッチ効果で消える方法を説明してください。
-最終的にテキストがグリッチ効果で消えるために、displace sourceグループのコピーを作り、カラーネガティブと不透明度キーフレームを追加しました。
シーンに追加された壁と棚のエレメントはどのように配置されていますか?
-壁のエレメントはシーンの奥に、shelvingエレメントは3x3x3の配置でシーンの少し奥に配置されています。
最終的なシーンに加えられたライトとカメラの調整について説明してください。
-ライトの色と強さを調整し、カメラの視点と位置を変更して、よりドラマチックなシーンを作成しました。
Outlines
🎨 Apple Motionの高度なグリッチ効果
Simon AbdallahがApple Motionを使ったチュートリアルを開始。反射的な床面を含むシーンで、高度なグリッチ効果を作成する方法を解説。プロジェクト設定は1920x1080、24fps、10秒。グリッチ効果の生成に使用するエレメントとして、クラウドジェネレーターを設定。カラースケール、レイヤーストレNGTH、グラデーションエディターを調整し、エッジをソフトに。さらに、Gaussian blurとstylized pixelateフィルタを適用して、ブロック状のグリッチ効果を作り出す。
🖼️ グリッチ効果のバリエーションと合成
クラウドスケールを変更し、グリッチエレメントのバリエーションを追加。カラーチャンネルミキサーを使用して、αチャンネルを作成し、透過性を利用してレイヤーを合成。Pixelate値を変更し、さらに細かい調整を行い、グリッチ効果を微調整。オブジェクトジェネレーターを使用して、最初と最後に白と黒に安全に遷移する設定を行う。
🌐 テキストレイヤーへのグリッチ効果の適用
新しいグループを作成し、「glitch」というテキストを追加。テキストレイヤーにbump mapフィルタを適用し、displace sourceを利用してグリッチ効果を適用。方向と量を調整して、より興味深い効果を作る。さらに、イメージマスクとluminanceを用いて、テキストへのグリッチ効果を適応。
🌈 テキストへのカラーグローの追加
テキストにカラーグローを追加し、channel blurフィルタを用いて青色の効果を作り出し、その強度を調整。グロー効果をさらに強めるために、同じフィルタを複製して量を増やし、混合モードを調整。
🏙️ 3D空間と反射効果の作成
3D空間を作成し、床スラブを配置。タイリングコライダーを用いて床をタイル化。光源を追加し、反射効果を作成。reflectionグループを作成し、イメージマスクとレベルズ調整を用いて、床面に反射効果を適用。カメラを追加し、反射の視覚効果を向上。
🌟 反射とシーンの完成
反射グループの調整を行い、床面のタイル効果をより明確に。光源をアニメーション化し、反射効果を強調。壁や棚のような背景要素を追加し、シーンに奥行きと動かを与える。グリッチ効果が床面に反映される様子を微調整。
🎉 グリッチアニメーションの最終調整
グリッチアニメーションを最終調整し、テキストの消滅方法を設定。displace sourceグループにglitter textureを追加し、追加のグリッチ効果を作り出す。カメラの角度と位置を調整し、シーンにドラマチックな感覚を与える。最後に、光源のアニメーションと床面の調整を行い、シーン全体の統一感を高める。
Mindmap
Keywords
💡glitching effect
💡Apple motion
💡generators
💡gradient editor
💡Gaussian blur
💡stylized pixelate
💡color channel mixer
💡displacement mapping
💡image mask
💡reflection
Highlights
Simon Abdallah 介绍了一个高级的故障效果教程,使用 Apple Motion。
教程中使用了反射地板等有趣场景,增加了视觉效果。
首先设置项目参数为 1920x1080,24 帧每秒,10 秒长。
添加了云层生成器来驱动故障效果。
通过调整云层的缩放和速度,创建基础故障效果。
使用渐变编辑器和关键帧来控制故障效果的变化。
添加高斯模糊和像素化滤镜来增强故障效果。
通过调整云层的 X 缩放,创建拉伸的块状效果。
复制云层并使用 Alpha 混合来增加效果的变化。
使用颜色通道混合器和反射地板的亮度来创建透明度。
调整像素化滤镜的值来改变故障效果的强度。
通过添加文字和使用位移图滤镜来创建文本的故障效果。
使用图像遮罩和亮度信息来控制文本的显示和过渡。
创建彩色光晕效果,增强视觉效果。
设置 3D 背景和反射效果,增加场景深度。
使用 Collider Tile 滤镜来创建地板的瓷砖效果。
添加灯光效果并调整其颜色和强度,以匹配文本的亮度。
创建反射效果,通过反转图像遮罩和调整级别来增强细节。
使用贝塞尔工具和图像遮罩来创建额外的光线效果。
调整相机角度和位置,以增强场景的戏剧性。
添加墙壁和架子元素,创建场景的深度和立体感。
调整故障效果的参数,以同步与文本动画。
使用不饱和和调整颜色,以改变故障效果的色调。
动画化光线和结构元素,以增加场景的动态感。
通过调整故障效果的不透明度,控制文本的消失。
教程结束时,Simon Abdallah 鼓励观众期待下一个教程。
Transcripts
hi this is Simon Abdallah hope you're
all safe and well and welcome to another
tutorial for Apple motion and today
we're going to be taking a look at this
advanced glitching effect
so the glitching is interesting in its
own right but we've also got this quite
interesting scene with the reflective
floor and so on so and I hope you're
going to enjoy this one so let's get
started so let's just look at our
project here 1920 1080 24 frames a
second 10 seconds long so first of all I
want to set up the element that is going
to drive the glitching over the set of
elements so what I'm going to do is I'm
going to add updated generators urn
we're going to use our good ol friend
clouds so let's just set this up let's
have a horizontal scale of 64 and let's
reduce the speed to 0 down here with the
layer strength so I want to set both
those first two to 0 and the second 2 to
1 then I want to open up the gradient
editor so first of all let's come to one
second on the timeline and then I want
to select the white tab here I want to
hit keyframe for its location and I'm
gonna set that value to 5% then I'm
going to set step forward to 3 seconds
and I'll set that location up to 100%
now let's also select the black tab it's
already got a keyframe for its first
position and what we're going to do is
set its final location to 90% so now
we've got this effect so then what I
want to do is I want to add a little bit
more gray to this so it's the edges are
softer so I'm going to use filters blur
Gaussian blur and I'm gonna set the
amount to 64 and then what when to do is
add the filter that's going to turn this
into a glitch element and that is
stylized pixelate so let's increase the
pixelate value to something like 27 you
can see we've got this blockiness and
that's what we want and we've got white
blocks a lot of white blocks a lot of
black blocks and quite a few gray ones
as well the gray ones are really
important so then what I'm going to do
is come to the clouds
scale and I'm going to increase that X
scale to 300% and you see we've got
these stretched out blocks so then what
we can do is we can duplicate this to
add some variation to it so I'm going to
right click duplicate now the way I want
to composite these elements is using
alpha but there is no built in alpha to
the clads so what we're going to do is
we're going to add filters color channel
mixer and I'm going to set the Alpha off
to zero and I'm going to use red for the
Alpha and we don't see anything at the
moment but as soon as we start making a
change to this for example coming over
to the generators offset you'll see that
we can offset that and work when we're
layering these up using the transparency
from the luminance so then we want to
change up the pixelate value so instead
of fit 27 I'm going to go for these 63
and I think that's quite good let's
let's table light on and off yes I think
that's going to be good so let's have
another one right click duplicate let's
again just change up that pixel H value
gonna hide that charming so let's go for
a scale of I don't know 13 let's have
some small ones and again let's just
adjust that Y offset on the generator
and we can also me even just stretch it
out on X a lot more like maybe go for
450 so now we've got pretty interesting
results and we can always adjust some of
these values later if we want to
depending on how our glitch works out so
I just want to make sure that it's
completely white at the start and it's
completely black at the end so what I'm
going to do is go and take this group
and I'm going to add object generators
add a color solid I'm going to make this
one white I'll do another one and make
it black and then just turn them both
off the white one I'll select the white
one I'm just going to come to the point
at which I want
it were to all still to be white sir
says 107 I think hit o on the keyboard
and then where do we want it to be black
around about there 301 selects the black
color solid and hit I on the keyboard
and if we turn those both back on again
when safely to black for the duration of
the end and we're safely in white for
the beginning and and no matter how we
change these up that'll that'll always
be the case
so let's now call this group displace
source and let's think about putting it
to work so let's close it up and let's
make a new group let's turn off the
display scroop and let's select our text
tool and let's type the word glitch and
let's make it about 400 pixels and let's
bring it down a bit let's also choose
centre alignment and properties just
Center it up let's just adjust that
baseline a little bit more okay so the
next thing we want to do is we want to
make this group fixed resolution and we
also want to make a displace source
group fixed resolution but I'm not going
to do that because I just want to show
you the difference that it makes so to
this new group I'm going to add filters
distortion bump map and then I'm going
to use our displace source as the source
I'm going to set the direction to 90 and
I'm gonna set that amount to 4 now it's
not looking good at all and that's
because the displace source is being
scaled to fit the size of that text
layer this is the text layer is its own
dimensions not the dimensions of the
project so if we now make the displace
source fixed resolution it's looking
good so we're getting that effect so
we're well on our way so what I would
then going to do is I'm going to
duplicate that bomb map right click
duplicate and let's adjust some of these
amounts let's set the first one to 3 I
think the next one to 6 and then let's
duplicate it one more time and let's set
this one to 8 now what I'm going to do
is
I'm going to set one of these directions
to the opposite direction so this middle
one I'm going to set the direction to
270 that's kind of a lot more
interesting
you see that's 90 it's all just coming
in from the left but with 270 that's
also coming in from the right a little
bit and it's quite like that maybe let's
reduce that amount of five so I think
we've got a fairly good result at this
point and we can move on so the other
thing I want to do is I want to add an
image mask to this text layer so
right-click that image mask and I'm
going to use the displace source and we
want to set the source channel to
luminance and then we want to invert it
and so what this is going to do if I
turn off those bump maps is it's going
to fade on this text layer and that's
going to allow us to create our
transition from our other piece of text
so let's make a new group trips a new
group and I'm just going to copy that
glitch text into it so alt drag it into
that group there and let's give this a
different word let's call it fantasy and
what we do here is we're going to
uninvite the image mask so now our text
is changing like so now you'll notice
that it's not quite right because we're
getting a little bit of transparency
before we want our glitch effect to
happen and we can sort that out if you
remember we added a white solid
we just need to extend that white solid
to this point so I'm going to hit 0 on
the keyboard so that it stays solid it
only fades once the glitching happens so
let's do a bit of tidy up here this
group here I'm going to call text V
because it's going to be the second one
we see top one is going to be text a
because it's going to be the first one
we see and close those two groups up
let's make another new group and let's
put those two into it now I want to do
something fancy with a colored glow for
this so what I'm going to do is take
that group
and I'm going to make a clone of it so
with a clone selected I'm going to come
to filters blur I'm not going to use a
fancy blur called channel blur and what
I'm going to do is let's set this amount
initially to 64 I want to turn off red
green and just be left with blue and I
think you can see now we've got this
really nice effect and we can make it
even more intense by just duplicating
that a couple of times right click
duplicate and just increasing this
amount progressively so one to eight for
the next one and two five six for the
last one and then just adjust these mix
values so 30% for the top one and 60%
for the middle one so now I think that's
looking really rather nice so let's
close this group and call it glows which
is what it is let's call this group
master text let's make yet another new
group and let's add those two groups to
it and then what we can do is make this
group 3d now I want to add a background
in order to be able to do our reflection
and all the rest of it so let's make yet
another new group and into that group
I'm going to import the element called
floor slab that in I'm good rotate this
group through 90 degrees on X and I'm
going to bring it down let's say
negative 200 so inside this 3d group
with the floor in it I want to make
another group and this one I want to be
2d and I'm going to put the floor slab
into it and I'm going to select the
group and I'm going to make a fixed
resolution and let's go for a width of
6000 and a height of 8000 and then to
this group I'm you to add filters tiling
Collider tile and I'm just going to
increase that with till we start to see
the edges of this tile
so around about 1620 seems to be doing
it and the same thing with the height
increase that till we just see the gap
roundabout there so that's 1070 now we
can add a light I think just to make
this look a bit more interesting already
more dramatic but the problem with the
light is that it's affected our text
which we want to be very very bright so
I'm going to select this group here
which is the sort of master everything
group for the text and I'm going to come
to lighting and I'm going to turn the
lighting off and what I need and I need
to put this floor group behind the rest
of it so I'm going to move it right to
the back so I'm going to call this group
floor let's just sort out this light
here I'm going to set its color to be a
little bit cooler I think just to match
the the light from the text let's set
its intense let's first of all set its
fall-off to 20 that set its intensity up
to a thousand and perhaps just move it
up a little bit on why let's go for 200
Oh 200 mm so now it looks like it's
being it's costing the light onto the
floor from the text okay so let's have a
look at doing this reflection which is
the fun part first of all I'm going to
come into this group here that's got the
collider tile with our floor slab and
that I want to actually make use of
these nice divisions in the floor so I
think I'm going to set that scale to
about 60 and then we'll be able to see
these divisions and I think they're
gonna look really rather nice so let's
call this group here main and then what
we're going to do is we're going to make
a clone of it and let's call this one
reflection and we're just going to come
over here and turn on the layer order
button so now what we're going to do is
when to rotate it through 180 degrees on
X and then just bring it down on Y to
around there so the cunning trick to
making this look like a reflection is to
select this clone layer
and add an image mask and we've come in
and select this group here that is in
that floor group and it's got a Collider
tile on it so we're going to add that
we're going to switch the source channel
to luminance and we need to turn that
group back on again now what we need to
do is we need to select that image mask
and add a levels to it and we're going
to take that black value and we're going
to crunch it like this so we've got lots
of detail in there and then what we're
going to do is just take that clone and
add a Gaussian blur to it and let's set
that value to around one to eight
and now if I add a camera and we add a
sweep and let's just set that value to
about 15 you'll see that we've got a
reflection on our floor here now I don't
much like what's happening with our
floor so I just want to fix that I'm
going to come to that floor slab and
adjust its scale to 20% and then I'm
just going to adjust that Collider tile
and let's go for 735 by 475 and it's
giving us a lot more tiles and I think
that's a lot more interesting now and
you can see that effect I was talking
about it's really nice to be able to see
the reflection being broken up by those
those tiled elements now you're probably
noticed you won't notice but some there
is some speck Ling going on here and
what you'll need to do is to make sure
that when you render this you select
best quality otherwise you'll get some
really nasty results on the floor now I
want to give it more of a sense that
this is lighting up the floor and I'm
going to do that with an extra element
in this reflection group so I'm just
going to turn off the camera at the time
being just while I set this up and I'm
going to select the Bezier tool and I'm
going to come from around here
down here
there and there it doesn't have to be
too accurate but just something roughly
like this so what I'm gonna do is set
its color to be something like that
this should do and I'm going to feather
it in so negative 100 I'm going to set
its blend modes to add and then I'm
going to copy the image mask from this
reflection layer so alt drag that onto
the bezzie a like that and I think you
can see that that's given us a nice sort
of to the camera back on again this sort
of blue wash and we can play with
exactly how that works pretty maybe
bring these out just a little bit just
to give us the feel that we want so we
can we can we can play with that with
that light path as much as we like so
that's going to help with the overall
effect so I think my camera is a bit
boring so what I'm going to do is
increase its angle of view to 75 and
then let's come and adjust its position
let's pull out to 600 and I think that's
that's looking you're not more dramatic
I think so let's also build a little bit
more of the rest of the scene so let's
make a new group I'll make it at the top
and I'm going to call this wall because
we need a back wall and I'm going to
import its wall JPEG I'm going to set it
scale to 500% and it's said position to
negative 3000 negative 3000 not 300
there we go and I need to put this right
at the back of the scene so now although
we're not really seeing it it's filling
up that back and once we add the rest of
our lights is going to work I'm going to
make another new group and I'm going to
call this Gerda's and I'm going to
import the element called shelving let's
come to properties let's rotate it
through 90 degrees on said and then
let's come to object replicate so first
of all I want to switch to 3d and then I
want to select box I want to open up the
size let's have a width of
13:15 and a height of 360 and a depth of
1500 so let's sort these rows and ranks
out so three columns three rows and
three ranks and then let's adjust its
position I'm going to go for 500 on Y
and 500 on Z and we need to put this
almost at the back of the scene so I'm
going to come to object send to back and
actually we really can stick and stay
there that's that's actually working it
doesn't have to be in front of the wall
but so now we've got this really nice
parallax and we got that nice glitch
happening and obviously the glitch is is
being reflected in the floor which is
which is a really cool thing I'm just
going to push in a bit on that camera
because I think we're a little bit too
far out let's go for 400 or maybe even
300 and there's a few more things I want
to do one of which is to desaturate this
blue glow a bit so what I'm going to do
is I'm going to select that glows group
and add a color hue/saturation I'm going
to set the hue angle to be 300 and then
I'm going to increase the saturation to
around 0.3 and the value up to two and I
think that's a much nicer result so you
also see it's giving us much hotter
reflection on the floor and I think
that's going to be good too and let's
just make a little bit of an adjustment
to our floor I think I like it more when
I can see one of these cracks in the
light so I'm going to set the Y value to
negative 200 and I really like it when
we see that light just hitting that gap
there I think he looks that looks really
nice okay just a few more things before
we finish I'm just going to turn off
this reflection group because it's
slowing us down a bit just for the time
being and I want to just briefly turn
off the camera and then I want to come
to my displace source group I'm going to
move that right at the top so we can
easily find it so in
this displaced group I'm going to import
this thing that I've made for you called
glitter texture and immediately you'll
see we've got this additional layer of
continuous glitching or other
intermission glitching and we can dial
that in whenever we feel like we want
some extra in interesting little
glitches so it actually it's times to
happen more or less with the the main
animation so what we can do is just
literally just effect its opacity
whenever we want to see it and when we
don't we want a to disappear so I
quite like that to that point there
hit'em an opacity keyframe Steph Ward
one frame set it down to zero let's come
forward a bit let's set an opacity
keyframe Steph Ward 1 frame set it up to
a hundred step forward a few frames
another keyframe there for another down
to a hundred again few frames forward
another keyframe step forward up to a
hundred few frames more forward another
keyframe one frame forward down to a
hundred and so altogether that's going
to look like that with a nice glitch
there no one there another one there you
know as many of those as you want so
with our camera back on again
that sweep is much too much let's adjust
that camera sweep let's go for about
negative four to five or something and I
think there's a really nice those just
those little extra intermittent glitches
so just one final detail let me just
turn off the camera and while we do it I
want to add some texture to the text so
inside this master text group I'm going
to make a new group object new group and
I'm going to put those two text groups
inside it so with the master text group
selected I'm going to import the text
texture I'm going to right click add
image mask and I'm going to use this
group that I've made with the text
groups in it as the source then let's
add a levels color
levels and let's just bring the black in
quite a bit so you want to start seeing
that texture like that and then there's
just adjust the texture scale so I'm
going to go for about 100 percent on X
and leave it as it was so I think that's
improve things a bit and there's just
one final thing I'm sure you're going to
want to know about and that's how to
make the text disappear at the end so
glitching off at the end so I'm coming
into my displace group here I've got my
three clouds elements there just above
them I'm going to make a new group and
put the three of them inside it and then
I'm going to make a clone of that group
right click make clone there I'm going
to move that up to the top and then I
want to move that to seven seconds on
the timeline so I've come to seven seven
seconds on the timeline and then what I
can do is with that clone selected I can
come to mark move selected to end point
and what we need to do with this clone
is to add a color negative so we're
swapping it around and now you'll see
that that's glitching off but we're
seeing the old text underneath so we
just need to make sure that we come into
our master text layer and right inside
here that we need to make sure that text
a is finished well before seven seconds
even at seven seconds if we're going to
precise
I'm going to hit oo on the keyboard and
that won't be apparent once we've
glitched off so there you go it's
glitching off like that as it as its
glitching off we should really think
about animating the light so let's do
that let's come to the inspector let's
set an intensity keyframe at that point
and then once it's completely
disappeared there 9 15 let's set that
intensity down to zero and now we get
well what I did was I added a few more
lights just so that
there would be little there will be
something left at the end so they're
very very low intensity making them a
little bit blue just so there's
something left to the scene after we've
we've faded and the final thing that I
did which is pretty cool and I'm not
going to go into a lot of detail about
this so I'll leave you to animate it is
that I animated the position of the
girders so right at the first frame I'm
set a position for those girders of
negative 3/10 on Y and then we can move
forward to I don't know about second 1/2
or something and keep throwing that
sorry I should have keep from that set
that to zero come back to the start
negative 3/10 and so then the girders
will well lift up like that but what I
actually did I did it with an overshoot
behavior so it had little bounce at the
end which is which is a nicer way of
doing it and then I also just animated
them down at the end so around about
there and then I set that again back to
negative 3/10 and with a nice sound
effect that's you know that's going to
be pretty cool
okay so I have that's been interesting
thanks very much indeed for watching see
you again soon
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