Intro To Type Animation Properties Within After Effects | Kevin Nunez | Skillshare

Intro To Type Animation Properties Within After Effects

Kevin Nunez, 2d/3d Motion Graphics Artist

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7 Lessons (26m)
    • 1. Class Intro

      0:31
    • 2. Basic Animation Controls

      4:26
    • 3. The "Advanced "Tab

      6:35
    • 4. Layering Animations Part 1

      5:27
    • 5. Layering Animations Part 2

      5:58
    • 6. Bonus - Tracking

      2:41
    • 7. CLASS PROJ

      0:26

About This Class

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In this class, I go over the different properties that come with the type layer in After Effects. I introduce the different controls and jump in to layering these controls to create dynamic animations.

Although the menu options in the layer may seem overwhelming at first, in the end you will have a better grasp of these menus and feel less intimidated to experiment.

Transcripts

1. Class Intro: in this lesson, I'll explain the base controls. I come in within the text later and after effects will start off with creating a basic text animate in. And then we'll move upto layering different animations. When this is over, you'll have knowledge to create your own unique text animations. You understand the different controls that come in within the layer, as well as how to animate them. Together with a class project, you will create a title card, your text animation composite over and graphics or years, so let's get started. 2. Basic Animation Controls: we're going to start off with the basic animation controls. Gonna start off with new clean slate. So I have text in this text layer. There's a text dropped down and that is where all the properties that you will be animating will live. The property is that you will be animating, are similar to those that are found in the transform. Drop down differences transformed, dropped down animates the layer itself. When the text attributes in the text drop down animate the actual letters words lines the text itself Start off in the text Drop down You won't have any attributes You're going tohave toe Add attributes that you are wanting to enemy So everything will be located under this arrow right here next to this word animate you just click it and then you'll see all these attributes their time here to choose from It might look overwhelming at first, but we'll start off with selecting one and then build off from there Way you're going to select position way Want the Texas slide in? Now you'll see that a new drop down Whoa! Appear Call Animator One. This is where the position attributes will live under this animator one drop down yo have controls and attributes that will only affect what's inside this drop that if I add another one Say with this text selected another position you'll get another animator Drop down These two are independent They both will affect the text They just won't affect each other So you'll see if I move this left and then I move animator to down the offset animation control will only effect its respective dropped down So Animator one is only affecting the left and right and animator to will only affect the up and down I'm going to delete Animator to and work with Animator One We're going to start with the slide from left center So I'm gonna have it here at the edge so it doesn't get cut off Over here you have range selector These controls all determine how much this attribute effects this text later There is an invisible box around the text Later Whatever is within the box is being affected by the attributes that you adjust it In this case it would be positioned This start is the beginning of the box which is towards the beginning of attacks End is the end of the bus, which is towards the end of texts. Now, if we start to address the box by sliding the start control, you'll see that the text layers that are outside of the box will be snapping back to its original position. If we adjust, the end control box will get smaller from the right side and again, the text outside of the box will be snapping into place to its original position. Now there's Offset. Offset would slide the box. We will keep the size of the box. It would just slide this whole thing either left or right. You'll see if I slide this slide it the other way right now that the false sightings offset it said to move left or right, as opposed to just left just right, right now. Zero. So the box is affecting the whole thing. So if you move it negative, it will move left. And if you look at the positive, the box move right 3. The "Advanced "Tab: Now we have the advanced, so we'll drop that down. When this advance dropped down, you'll see a bunch of other attributes that will affect how you animate the type. Going way will start off with units. Units Chairman. How the offset controls are measured by the fault. Direct percentage 0 to 100% index is the measurement of the individual letter. Since there are 17 letters in this text layer 50% would be 8.5 way You're going to keep this out of percentage character. So right now he offset is based on the individual letters in the text layer, so you'll see. Fine. Move this. That way the letters go in individually. If I change is the worse, it will move words instead of characters. If I change this two lines right now, there's only one line. But if we had more than one, it would move each line of text individually. Right now, let's keep its characters. For now, we're going to skip mode and jump right into amount amount. This is like the opacity of the animation or the capacity of the effect that this position displacement has on the text layer by default, it is sent to 100% which means the displace and will take on full effect at 0% that this placement will have no effect. Shape effects the shape of the box, which in turn affects how the type snaps. It's a place when it is out of the box. By the fault into set to Swear Square has a sharp fall off meeting, it will jump back into place. Whereas rent up has a soft fall off, it is going to slide back into place. You could experiment on which type of box you prefer using. It all depends on let's have animation and the type of look you're going for. It's cool to experiment. You're going to use a ramp down shape. Let's lock this end by animating this offset from 100 to negative. Next we have these high, and he's low. Thes are the easy eases of type animation. The better show you this. I'm going to create a key frame of this animating it, so we're gonna start with offset at 100 three is 30 frames. That's one second normally in regular animation. You could right click this key frame and doing, you know, easy East on. That's cool. But is if you could see here, I'll make the snappier this. I mean, just speed graph. I go Speed, grab and pull this up there so you'll see it comes in fast and it only eases in at the very end. Now, with this, he's high. In these low, you will be able Teoh Eazy e's each letter individually, as opposed to only easy easing. At the very end, I'm going toe change that back to wriggle few friends here you'll see that these high effects Eazy E's out of each individual letter and as a result, will snap back into place towards the end of his animation. E slows the opposite. He's low, will speed up the beginning animation of each individual letter and slow down into place at the end. So I'm gonna keep the set 50 now. Lastly, there's randomized order. When I turn this on, the letters will begin to animate in in a random order. I'm going to adjust the position temporarily just so you could see how this switch affects the animation. I'm gonna turn that off for now. The y axis back Cool and then finally, after the advance options we have are attributes that we added, which at the moment is only position Moby now want to do is add another property. We want this text not only to slide in, but to fade it. In order to do that, we're going to select the animator. Drop down, highlight that text. Then if you slide all the way to the right, there's this little tag that says Add next to it. There's an arrow. You click that era, and that opens up a list of different attributes that you can add into this animated drop down. Now, anything you adhere will be linked to the offset key frames that you've created earlier. You can add as many as you want, but for the moment, we're just going to create opacity. Right now, it's at 100 which is the fault, which is nothing, so I will reduce that to zero. Now we have the text animating with a position, displacement and a fade in all, using one control again. You can add as many of these attributes is, you want. You can add a rotation. Maybe you wanted to rotate the other way, huh? Did you want Teoh scale it as well? And the all of all be affected by this offset? 4. Layering Animations Part 1: Now I'm going to do a walk through on how to layer these attributes and animator drop downs in order to achieve a unique animation. I'm an animate position, say, Want to down Saseidx I'm going to go to advance and I wanted to ramp up here. That's cool. That's what I want. Gonna create key friends to the offset. Cool. So I have this and I'm going Teoh Add capacity just like before. Cool. He's low. I like to use 50 on the keys. Now I am going to duplicate Animator one. Now there's Animator to the reason why I duplicated is so I can have the key friends already there for me. You don't have to duplicate the animator. One. Drop down. You could go straight to that animation attributes menu on. Select any attributes that you want to add, and it will automatically create another animator. Drop down. This is the first step to later in the animations together animator to I'm going to Delete Opacity because I already have a password. Now you'll see position kind of multiplied because there's two position. Now there's the one in Animator, one in one animator to I'm Going Teoh zero that out. I wanted to affect the Texan away where it kind of animates in, goes off and then settles. So it goes, comes in from here in the bottom, flies in, bumps up and then settles here. How are we going to do that? We're going to adjust the two position attributes on both animator drop downs and then offset the key frame slightly. So pushing animator twos position up and then animation one positions down. It will result in a bump when it animates in off by, Let's say, three friends. 123 So it's right here. So it'll settle back down. You see, With this offset, it'll settle back down from this position, offset after it's settled from this one resulting in you see, resulting in a bump. It's subtle right now, but we're gonna we're gonna We're gonna push these numbers so it's more obvious. But you already see a taking effect. I'm also the animator. Choose key frame to resolve to key frames after animator one resolves. Don't be afraid to really push the position values. Since both position values are technically cancelling each other, you might have to push them really far in order to see the full effect. So I'm gonna bump it down a lot on bump this up a lot. So it's kind of like it starts off where it started off in the beginning. But now you'll see that the bump here is s'more exaggerated. That's what we want. Let's play that. That's great. Maybe I bumped it down a little too much sums. Gonna bump this up? Let's start the key from beginning me. That's it's messing it up. Cool. The offset animation is very, very gradual. It looks like the text is almost coming in all at the same time. So I am going to adjust start value on Animator one an animator to in order to decrease the gradual effect the animation has right now, this is going to result in amore sharper transition. Since we are reducing the size of the box around the text, you could play around with these, see which one best results in the look that you want. We could go up a notch and then go to animator to where it finishes last right and add a color. There is a bill color RGB attributes right? Not read it comes in red and settles that white way could make this cool, um, at a little motion. Birds and most rebirthing on from the sun. So that is how you layer type animation. 5. Layering Animations Part 2: time to add a little punch to our animation. We're gonna layer a couple of these animator drop downs and see what we could come up with . Okay, so now we're going to start off with copying the previous text layer on working with what we have here just adding to it. This is great like that. But now let's say I wanted to scale in from zero be really big over here and then have a kind of bounce. It bounces it, you know? So it scales from zero toe, you know, 200 goes down toe like, let's say 70 and then bounces back up into place. We're gonna do is gonna add another animation control Adam into three. I will be full color on change this Teoh scale. First off, I'm gonna offset this file one to get really big. So now we have that cool. So we have the scale ready. Now it's going to get this and habit zero. And now I'm going to move this key frame. Another two friends not working the way I want it. That's fine. Going to adjust to start value for both text boxes back to zero. It's looking like I'm gonna have toe move this 0% scale key frame a little further back. So it is working that, you see, it's looking like I have to address the scale value a little bit and then adjust the start values. There you go, Alex. Great. There's a lot of tweaking and back and forth with the control settings. You're just gonna have to play around these after adding more than two animators. It might get a little confusing. Which one is affecting? What? You have the option to rename each animator drop down. You just click enter typing in your name, renamed the 1st 1 scale zero, and this one will be scaled big first to all the masses going to adjust the eases on both scale controls. Put them down to zero. Wait, so you kind of about sin. Now, let's add a three D elements of this. I'm gonna go to the first centimeter because I wanted Teoh have the three D animation in the base offsets right here. I want three D to resolve before everything else resolves. The one that resolves earliest is this one ends at a second intent frames everything else is a little further down. In order to do that, you don't click here. Normally you would quit this and it would make it three date. You see this box? I mean this whole layers, you know you want to go toe with this selected click. Add under property enable per character. Three D. So now, if you click this, you'll see. Now there's a box on every character. You'll also receive a little icon here instead of one big boxers to in here indicating that there's multiple three D boxes within this later in position. Your ad given an extra attribute here, Z space. I want it toe push forward. So it's like someone towards the camera flies in from the front, goes on like that. Was that rotation? I'm going to add another property. I want rotated on the Y axis like that as well as the X value that Look at that, that school it flips in. Maybe that's a little too abrupt. So what I'm gonna do is select all these key frames on slide them over 10 friends. Okay, I have to press you key frames. There we go. That's beautiful. Add a little motion blur in the sun. Now you could see that layering these animations result in something really, really cool 6. Bonus - Tracking: so there's so many types of ways to animate this. I barely touched the surface. There's so many properties that you could mess with. There's anchor points, their stroke color. Have a stroke on your fund. Tracking is pretty cool. Tracking gives you interesting results. I'm going to quickly demo this attribute, so you get a better idea what it does. Tracking is spacing between each each character in the type player, so you'll see you could make them closer or further apart, but it gives you interesting results when you layer it with any animation that you're creative cool. Let's go back to our work in progress. Information. If I add the tracking attributes, I'm predicting it might give my text of bump from left to right as an enemy is in going there on this year a little. So if I put them closer together, they get 100. Look at that is not cool. If I go opposite, you know, make it so negative. What a positive number. 251. That's cool. I mean, I think this is awesome. You know, like all these controls, you could create really interesting type animation for lower thirds for film sequences or for, you know, title animation for for anything you know, it's zgray and mess around with fonts. Text, size, color. Yeah, just play around with it and see what you can come up with. 7. CLASS PROJ: The next step in this learning process is to get your feet wet and start animating. Create something new on parrot with video or graphic that you may have maybe a title card sequence. Mix it in with shape animations, transitions, anything you want. Let me know if you guys have any questions and I look forward to see what you guys come up with.