 Hi, Andy. This is Hany from London. I thought I'd send you a Expressions animation that I use When I'm trying to animate objects on a circular path And it's fairly simple actually. So what I'm going to do start with a 3d text here and Let's have it It's fine. It's more exciting and change the Size I'm exactly bigger So what I can do is actually Use some very simple trig functions and basically in position X. I'll just do sine of frame and a diameter of the circle and Do the same thing on the Y position Diameter again, but this time use cosine What I have is a very simple, but very quick circle and What I can do to slow this down is actually slow down the frame keyword Which all is does of course is just put in the current frame number into the into every frame So say you make slowly that by 10 divided by 10, then I've got a slower more pleasant circle animation Now what I can do what I like to do actually is I like to have another axis that I use as a control For the expressions and like to house my expressions in here. It's almost like a variable So what I'm going to do is to reset this and in my control axis Put in the sine and the cosine functions and in my axis Point at to The control Next and that is control position Why and the reason why I like to do it is if I need to manipulate Or change the expressions like there's just one place. I central place. I can go to change them instead of Trying to track it down and what I I'm going to now What we have is of course we it's running as we had it before it's running the circle But what I can also do is This hundred and fifty Radius is actually hard coded. So let's make that more key frame rule. So if I pointed to rotation X as a variable again Set to zero because it's zero right now, of course, and let's do the same thing with Cosine So now what I can do in Rotation X I can start it by say at 50 and it animates at the end of it to say 500 What we have now is a spiral fairly simple and What I can also do is if I'd like to change the Direction of rotation, I can just say put a minus to multiply by minus one for any of the channels And you can see it's not going counterclockwise And the same thing with say the cosine and I was going Sorry, that's kind of clockwise. Sorry So yeah, so that's my tip and of course we can expand this with The Z position as well and we'll have like you can I've animated like a spherical paths and everything with that So that's my tip. I hope you like it. Thank you. Bye. Stay safe everyone Hi, Andy tiny again. I thought I might as well do one more for you before My job starts tomorrow so this is to do with the noise expression and the way kind of I've been using kind of camera jitter and camera Shake is I thought of this is I mean this could be quite basic, but I thought I might as well show it to you anyway so What I'm going to do now is actually in my axis the control axis. Sorry That's why I like to play some of my expressions So what I'm going to do is just do a simple noise frame say times 100 and that goes to be a noise expression So and then what we do in the Y is obviously not use the same No, because then we'll have the same exactly the same Profile, so it's just going to go of course just that so what I do is I actually point to The X channel again, but I look at it like 50 frames of four just give it a bit of variety. So eval position X frame minus 50 and That gives me a different profile. So if you look what the so that's what's happening So what I'm going to do now is actually in my axis itself I'm going to point to Control position X and this is controlled opposition y and I've got Happening of course, right, it's a bit crazy. So let's slow down a bit So I'm going to do here is go It slows down by going to evaluate eval noise frame times 100 come frame Divide by fives slow it down. You can see and because the Y is pointing to X I don't have to repeat the same Expression on the Y channel to the both update the same time obviously and now we've got a smoother Better noise But what I also like to do is if I want to wrap this up wrap it down is use another channel here Say in frame It's zero in frame one and it's one here in frame 50 and back to zero The frame 100 now on my axis I can do controlled opposition of X times control rotation dot X and Same here with Y So rotation X of course stays this stays the same. So what I have now is a Ramp up and down of some noise animation and it's all controlled of course by that by this Curve so I can add some more points That's and drop this down and then it's interactively just does all this crazy stuff for me And you can see the How the how that looks so it's quite simple, but there you go. Hope you like this Thanks mate. Cheers. Bye