2. 5D Parallax and Parenting - Adobe After Effects for Funsies | Alyssa Smedley | Skillshare
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2. 5D Parallax and Parenting - Adobe After Effects for Funsies

teacher avatar Alyssa Smedley, Sharing my hawt tips

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introducing Parenting and 2.5D

      2:15

    • 2.

      The project

      2:04

    • 3.

      The Files

      7:40

    • 4.

      ā€œParentingā€

      8:04

    • 5.

      2.5D Space

      12:55

    • 6.

      Animation Time!

      9:57

    • 7.

      Looping Expressions

      4:19

    • 8.

      Visit From the Postie

      3:14

    • 9.

      Sammy the Simplest Squirrel

      5:46

    • 10.

      Hidey Holes

      5:38

    • 11.

      Parallaxing - Option 01

      7:29

    • 12.

      Parallaxing - Option 02

      4:33

    • 13.

      Parallaxing - Option 03

      6:55

    • 14.

      BONUS Franny the Fancy Fsquirrel

      9:46

    • 15.

      BONUS Animating with Rigs

      13:38

    • 16.

      BONUS Upgrading Our Scene

      6:36

    • 17.

      Rendering

      4:34

    • 18.

      Wrap Up

      0:34

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About This Class

Intrigued but intimidated by 3D animationĀ in After Effects? I gots you!

In this class, we're going to have a look at how we can connect layers together as a really basic rig for a smooth workflow. We're also going to look at how simple it is to add anotherĀ half a dimension to our work for some funky parallax vibes. These tools are what takes your simple flat artwork into a whole new world of possibilities.Ā It’s up to you how far you want to push these tools!

I, Alyssa Smedley, AKA Horrible Horris, will be your teacher on this continued adventure into After Effects for Funsies.

This class is for those folks that are relatively new to After Effects or looking for a refresher. If you're brand spanking new to AE I'd highly recommendĀ checking out some of my earlier classes that take you through the basics of keyframed animation.

At the end of this class, you will come away with sweet new skills in animation, a confidence to use Adobe After Effects and a short animated piece ready to show off to your bestie!

I have created a little scene for you to use but I encourage you to have a go with your own to make it most useful for developing your own practice.

This class is designed to be fun, light-hearted and to look at some slightly more advanced techniques and a gentle lens.

Adobe After Effects and Adobe Illustrator areĀ registered trademarks of Adobe in the United States and/or other countries.

Meet Your Teacher

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Alyssa Smedley

Sharing my hawt tips

Teacher

G'day! Lovely to meet you I'm Alyssa, aka Horrible Horris.

I'm an animator, illustrator, motion designer and general creative dabbler.

In 2019-2020 I was teaching a short course all about Motion Graphics in After Effects. The whole department I was teaching into took a huge blow with COVID and shut down, never to return. Now I have all these classes that I created, just sitting on a google drive with no where to go.

I have continued to teach into VE and Higher Ed into similar but not totally the same areas. So I thought, let's bring the classes to Skillshare. At least then they're out int the world and not just gathering metaphorical dust on a hard drive.

My mentality to teaching is how I got into this field in the first place - I was doing it becau... See full profile

Level: Beginner

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Transcripts

1. Introducing Parenting and 2.5D: Hello my friends, back again with another online class. This time, I'm gonna be talking today designs and making it to burn fat, have splitting it up in 3D space. So it's not 3D is not 2D. 2.5 bits that bit in-between. A picture, a diorama, like a cardboard diagram with little paper bits split up in space. That's what we're creating in After Effects. So that's how you can get a little bit of extra depth, a little bit of added drama. You can get that parallaxy look where things are moving at slightly different paces. Makes it more convincing and realistic while still being super stylized and today. So that's what we're gonna be making together with this little owl friend dropping off the mail to their squirrel friend. In this process will also have a little toe dip into some rigging. I said the word Rigging. And it's just going to be super-duper basic, like it's sticking one thing to another. It's not full-blown Rigging. It's just a little, little flavor flies. To get you started. To jump into this class. You want to have a little bit of experience in After Effects, just basic transforms. Nothing crazy. If you're feeling like, I'm not particularly confident. I've got some earlier classes that I'd recommend you have a go with and particularly the be, the transforms. That is really all you need to really belly flop into this one. Together we're going to create a little short animation that is a 16 by nine ratio animation that shows a to point 5D and that very simple character set up. So we're going to create that as a big long pan and then we're going to crop it down to the right size so you can export out whatever size you like. That's totally up to you. But what I'm going to go through these as 16 by nine ratio. So this class is set up to flow on from what we've already looked at before. You don't have to have explored all of it in detail, but it's a fine place to do a little bit of two-point 5D. Just explore a little bit of a half a dimension and the very beginnings of any kind of a Rigging. That's the overarching theme of this, is just to play with a couple more key features so you can make some more extravagant things in the future. If that sounds like your bag, I'll see you in there. 2. The project: To get started in this little project, I've provided you a couple of key Files. So the main one is hourly. So that means an Illustrator file. And you can see that down below heavily in there, everything's already split up ready to go. I'll show you exactly how that set up in the next video, but that's all you really need to start. After Effects, Of course, I'm using the 2023 version, it using an earlier version. There's nothing that's gonna be wildly different. Track mattes will be slightly different, but you can have a look at one of my previous videos. It'll show you how to approach that if you're feeling confused and otherwise ready to get going, what I would encourage you to do is have a play with your own assets if you're feeling comfy and you really like playing around with After Effects and you just want another project to work on and have a look at the file that I've created so you can see what kind of pieces we want. Watch through the first couple of videos and you can see where we're going with it and then go ahead and make your own. You don't have to use my assets. That's just purely to get you started so that you can just barely flux trailing. You don't have to wait to have time to make something. So I do encourage you to make your own assets, but you are not obliged and you do not need to. The main thing to note is that this whole project is about working with depth and connecting layers. So you want to have a few paces that you can stick together. So they work together and move around. It's very, very simple rig. I'm cautious of using the phrasing rig because it's not a Rigging class. And it's a lot more simple than that. The other key thing is that it's about adding an additional half a dimension, not a whole one. We're not going 3D. It's still today, but it's 2.5, so that dip in space. So as if it's like a little paper, paper diorama and we're splitting things up in space. So you want to make sure whatever you do end up creating. If you make your own assets, you are creating something that has depth in it. I think that's all you need to know. Let's do it 3. The Files: Let's start by having a quick gander at this Illustrator file. So this is what you'll all have to download at. And you'll see everything is split up into individual layers. And everything that's on a layer is, so it can be animated or set up to move independently. While the mountains might not move independently from each other, I want them set on separate layers so that I can split them up at different depths in space. With the owl, I also want to be able to animate the parts independently. So like the wings can flap and the eyes can spin all individually, split up the lights. So this is so that I can import into After Effects my Illustrator file as is. And it will bring in all these individual layers. Just like we can in Photoshop. The one thing that is different is that for some reason, After Effects can't read outside the boundaries of an artboard in Illustrator, it can in Photoshop. And all of this stuff will be cropped off. That's not a problem. That just means if we wanted to have the whole thing and not have any cutoff edges which is made to bring it into the scene. And then when we open it up in After Effects, we just move it all that. That's all. That's all we'd have to do is just an important feature to be aware of. Cool. The other thing that I've done here is only created a couple of trays. Because if I want to create a full forest, I'm going to duplicate a bunch of the same tree. I don't need it all inside Illustrator. I can just bring that into. I can bring it in as he's to After Effects and then duplicate as I go. That just makes it easier as a process and also the scale of things. So similarly, like this, Squirrel is not the same scale is my owl, but I want that whole tree to be bigger. So what I'll actually do, he's rather than make a ginormous artboard, I can scale it up in After Effects. That's the benefit of creating Victor Files, which what Illustrator does. So that's a bit of the backstory of why this is set up. How thought let's get into After Effects. So I'm gonna do is I'm going to import my file. So I can go File, Import, File, amazing at, or I can double-click in my project window, or I can hit Control I. Any of those will let you import your file. Go to the click, the file that we want. There is a bonus one. What we're not going to worry about that until much later, if at all, at, but this is what we're working with with Ali. Now am in my import settings, I want to change it from Footage to Composition Retain Layer Sizes. Now, just to reminder that the Retain Layer Sizes is so we've got reasonable-sized bounding boxes. So that means that Squirrel, the bounding box is that size, not the size of my whole comp. Because for example, if I wanted to grab this, I couldn't click it without clicking whatever's on top because it's bounding box will be the full size. So that's append the bump. Very rarely we have an instance where you just want Composition, Retain Layer Sizes, footage just flattens everything, just one big image. So we absolutely don't want that. Then we hit Import. What that will do is it'll bring your layers. Let's lay out, let me just tidy that up. It'll bring you layers into After Effects and pop them all in a little folder for you. So we can say the mole. It'll just pop them in alphabetical order. We don't need to do anything with this folder at all. We just need to make sure that it's always there. So after Effects is referencing this to create this. Now I can see how sittings up the top tonight as long shot. But what I wanna do when I first import something that I plan to animate, I'm going to open it up with a double-click. I'm gonna go to Composition, Composition Settings. Now, usually after Effects will create the settings based on what ever you were doing last. So if you've got a really long comp, it'll be the same duration. In this case, I've gone 6 s. I'm actually going to make this a little bit longer. So we've got a bit of buffer 10 s. The duration is the main thing you'll want to check because that's the kind of thing that's easy to forget. The width and height should be correct as they come in because we've made the file correctly. But the frame rate always double-check that that's what you want. So in Australia will use 24, 25, I'm going to use 25. Will always have squid pixels. Because we want to create the pixels exactly as we say them. We don't need to distort them in any weird way. Yeah, one-to-one. Then we go. Okay. So now I'm safe to start animating, however, because my comp was a little bit short, I've made it longer. What I need to do is grab everything. Easy way to do that, control a. And then I want to extend the layers to the end of this comp. So if I put my marker over there and hit Alt closed square bracket, that will extend everything out for us. Now I've got all my layers all the way to the end. Just while we're here doing a little bit of file management, I'm gonna do a little bit of labeling because this is quite hard to read. So what I prefer to do is go into some detail on the labels just to color them. Just to show you where that is. If you feel so inclined, you can adjust your own label colors. So they're all here. So by default, after Effects gives you the nastiest colors. It's like *** brown. It's oval, safe on WhatsApp. But you can put in your own if you like. Obviously, I've spent too much time doing this. Plus van, the NAM, the letters at the beginning, the letters that have popped at the beginning. That is, so I can use a keyboard shortcut to quickly select it. So what that looks like is from the bottom up, I'll kind of group things. So this is my background. So I'll put my son and background together because they are always gonna be together. I'll click on the gray box. And then I can select from this menu. Now will be in order. Just go ahead. And I'll do this with the mountains. I can click on the keyboard shortcut. So if this one is the first one, this one will be the second one which is B. If I click B, it will automatically create that color ABC. Then the trees, except I'm going to make this one separate because I want that to be with the squirrel. So then I'll group those together. Sometimes I forget what letter I'm up to, and then F. So putting the keyboard letters in there makes it quicker when you're doing it a lot. To change the colors. We can obviously go ashes click manually. All organized, ready to go. So let's dig into it. 4. ā€œParentingā€: Welcome to Parenting with Alyssa. That's right. I did say Parenting. So just so you know, I want to flag it up top. I had nothing to do with the naming of these tools in After Effects, that is completely Adobe XD fault. So if you have any issues or concerns with their terrible choice if rising, take it up with him. Thank you. What I'm talking about when I say Parenting is this little parent and link tab here. So this is where we basically connect layers to each other so that we can work with them on the same comp. In the past, we've done pre-committing. Just quickly pre-comp this owl, pop it its own own composition and say, I want to move it around the scene. Show flying, great. But if I wanted to animate the wings, I have to jump inside there and animate the wings and then come back out, which is super tedious. Sometimes that flow isn't quite going to work. It depends on what you're trying to animate. In this instance. What I think will be better is if all of the things that we want to animate the outside in our main comp. But we don't want to have to animate the body and then the head moving and then the eyes. That's crazy talk. What we wanna do is we want to be able to move one thing and everything goes with it. So that's where Parenting comes in. After Effects has an inbuilt child and parents system. That's their terminology. It's a parent and link. As we can see here in our drop-down, currently nothing is parented to anything. But if we just work from a top-down, so we've got our beak bit. Now, the big should move when the head moves. It doesn't need to. There's nothing in-between there. It's just begun head. So the beak. What I can do is I can use my little drop-down and click and find hit. Or instead of using the drop-down menu, I can use this little swirl, which is your P clip, which is unfortunately, it's like a little lead that connects a child's to a parent. We want to find our head. We go. You'll say that the little drop-down box matches up now. So now if I grabbed the owl's head, it'll goes with it. She's fantastic. I can do a few things at once so I can grab both eyes and I can pop them on the head. Fabulous. I will go together. Now the head, this should be parented to the body. When the body moves, the head goes with bling. Now that's all attached, which is fabulous. Now I'm going to leave the feet and the letter for a hot second because there's a little, little sticker want to show you for that. But the wings, we can attach them. Now there's one at the back as well, so make sure you grab that to and attach it to the body. Body. That's how owl. We can still grab everything else individually as we need. Now, basically what we've created is a very simple rig setup. It's not done yet obviously with missing a part, but we're creating a very simplified character rig. But one part of that process we haven't done, which we'll do, four, which will have to do to make their feet and the little work is adjust the anchor points. A great place to look for. This is the wing. Now if I want the wing to flap, I want him to pivot from this point up here. Whereas at the moment, for just jumped to my rotation tool with a W, it rotates from the middle. That does not create a flap. To move it. I can use Y on the keyboard to get my anchor point tool. Drag that up to the corner, then jump back to rotate with W. And they, we go beautiful. So we wanna do that with all of our layers. So often I will do the anchor points first and then the Parenting. But the context of the Parenting needs to make sense before you have anything else in place. So what we're doing now is we're gonna go and move all the anchor points and everything to make sure that they're in the right place. So I'm going to turn off the body for a second so I can see my other wing. I'm going to keep jumping between anchor point and rotation. Make sure that's all there. Get the body, the head. That's not going to pivot from between the eyes. It's going to pivot some way From closer to the neck point. Now this is a very stylized character, so just have to use your best, best instincts. The bag as well. Motor safe. Hello. I'm Liz, that to the hidden from the bottom corner. The hinge. Always do a little test as you going. Then Undo. Don't try and line it back up because then you won't have nice, neat, clean figures when you go to animate, but always test it. So keep jumping between Y and W. So anchor point tool and rotation tool. Now the body is the next one. This one we want to be a center of gravity. The center of gravity on owl. Owl. It's kind of the gots. On a person we use like the waste is the center of gravity. That's the central point, that's where we lead with, generally speaking, on this guy ran a bad day, it feels a bit rot. Now for the letter, this one, it needs to be where it's attached. So we're going to that joint. So same with the wing. It's attached at the shoulder. The letter is attached. Quotation marks at the feet. Now it's not connected to any one particular foot. And this is why we're doing this in a slightly different order. Because what we want this letter to do is we want it to be parented to the fate. But unfortunately, you can't have two parents in After Effects. You can only have one. So it would have to be attached to 1 ft or the other. And we could attach both feet to the letter. Then that would have the same pivot point. But then the letter wouldn't be able to animate off the fate would come with it. So what we wanna do is we want to parent the letter to one of the faint, doesn't matter which one. I'll use the left foot. Then this one, I'm gonna put the anchor point of this food in the middle. I'm going to do that with both. Actually, if I hold Control, it will snap to point that he thinks is interesting, which could be the edge of another comp or at a, another anchor point. So these two now have the same anchor point. And I just need to connect this foot to this foot. Then they work together. So just as long as we remember that the left foot is owl key foot, we should be all fine and we can still separate the letter. Now this left foot I'm going to attach to the body. Then we have a little friend. You can fly about 5. 2.5D Space: Now we're still sitting up here saying we're not completely there yet. We've got our owl that is all parented together so we can move them around in our scene, which is great. But we wanna do a little bit of setting out with their environment as well. So I said before I was going to duplicate some of the trace. Something that I think is a useful thing to do before any duplicating or missing around is setting the anchor point. So Parenting and anchor points do them together. I didn't do the anchor points first. And then parent. In this case, we're doing a little bit of both. But for the trees, they, by default, Lanka points in the middle, which then means if I scale them up, my ground-level moves. So I'm going to grab my anchor point tool and move that to the ground. That just means when I go ahead and duplicate as many traces are down well Plays at the already set up to work. I don't need to I don't need to think about that. Just a quick little thing. While I'm here. I'm also going to parent my scroll to the number one tree so that they're together. Because I want to make sure that whatever I changing my scene and adjust my layout and add my extra trees and stuff needs to stay together. I don't want to accidentally lose. My squirrel will lose the tree that was scribbles in. Now to set things up in 3D space, this is where it gets super cool, but a bit scary-looking, but trust me. So what we want to do is to get that parallax so we can pan across is we're going to grab everything, I mean everything. So you could do Control a to give everything or click the top one and then shift at the bottom. Then there's this little column here where we've got a cube. If I click this, that'll make everything 3D. Which looks super chaotic and absolutely bonkers and terrifying. But it's okay. They're just for some reason they've decided to make the biggest anchor points of old time. You also have all these new options here. If I click off, I can see everything looks exactly the same. Nothing's broken. I'm going to go up to View new viewer. Then I can bunk these at the top. Then in this one of them doesn't matter which one. In one of these. I'm going to change it from active camera to top. Then I can see what's happening. So that's a bit of a workaround. Unfortunately. There is now pretty much that's not helpful anymore. But that's fine if you're working with vertical videos. Fantastic, but long boys like this. It's pen the bottom. So this is how we can see two views of what's going on. At the moment. Everything is my 3D, but in a top view, we can see it's just all in one big line. And that's because they're all stacked in the same zed space. If I grabbed my background, for example, and move it back, I can see what's happening. It's moving and getting smaller because it's moving into the distance. So I'm going to do that with everything. Because basically the Parallax effect is created by having space between each of our layers. Don't worry that everything is getting small and funny-looking because we're going to fix that. But first we need to just distribute these in space. Now I'm not going to move my tree with the screw in it. All my owl. They're going to stay in the center of frame and everything else is going to move around them. This is not a hard-and-fast rule is just a safer way to do things. Generally speaking. Now, to see more clearly what we're doing, I can also change this to custom view. I can see here what's happening. And again, Adobe is changing a tool so we can't use it as effectively. So we've got to use our camera tools as individual tools. So we've got the rotate tool, the move tool, and the pen Internet. Once upon a time that they will unified tools, but they are no longer quite work. Adobe. You can rotate around and you can see it's kinda like a little paper craft situation. So you can see we split up our layers and you can say what it looks like on the back. It's just a mirror image of the original. Just that's a handy thing to keep in mind. If you want to flip things, you still can. So cool. But yeah, this is a handy little tool to see how you've distributed and how the parallax vibes coming together. As far as I work in view though, I find it very stressful. So I'm going to go back to my top fuel Now from here, what I'm gonna do is I'm going to start fixing things. So as I start splitting things up, I can I'm happy with the distribution. I can stop fixing the same. My background, for example, it needs to be huge. And all I'm doing is holding Shift while I scale-out, just dragging from the corner. Now because this is a big white background, it doesn't matter how big it is. It can be flipping massive. But what I wanna do is make sure that I've got enough margin around the edges so that if I do a bit of a camera rotate, I'm not going to see any of those gaps. I'm going to make my son bigger, bringing over me and make my mountain beyond. Just go through one at a time and make them bigger and hanging over the edge. So you've got a bit of room to move. Now, these mountains are purposely stylized, so that are really doesn't matter how big or small UGA, it's entirely up to you if you want. We can always refer back to our original setup and try and match something close to that. But it really, it's not flat brushes. It doesn't matter this semi-circles. I can't grab that one because it's behind a tree, so I'm just going to grab it here. That's another handy thing about multiple. The yeas. With that. Now the trees, I can start splitting up as well. So I'm going to move them around, but I'm also going to scale them up because at the moment there'll be too small for my scene. So I'm just going to pump it up with touch. Now, this is the thing, right? We are faking perspective. We're not making real horizon lines and real mountain distance. There are only really going this distance. And I tell you what the sky has a lot further away from that than that from the tray. In reality, we are playing with both the depth perception like where the thing is in the same, and also with scale. So we can exaggerate our perception. So it's a little bit of force perspective with real perspective, right? So now that I've got one, I can duplicate this, bring it over. And if I want it to be why in the distance right in here, now that's the right depth. But that doesn't look like a tiny train. The distance is way too big, so I'm going to scale it on down. So as with everything I ever do, there is very little science to it. It's making it feel rot. Nuance it until it's bobbing, just write it also once I'm going to wire up in the foreground, rather than move it 10,000 ft into the foreground to the point where it passes the camera and we can no longer see it. Again, MUGA scan it up. Now, while I'm here, I want to show you what's happening here. Now. As you go around and mess with you saying and Get low working how you like. You'll start to notice these pixelated bits was sad about we create a vector files for this reason. Why is it doing that? Well, After Effects doesn't read it as vector unless you specifically tell it to. So it should all be these crisp edges, but it won't be by default. Now, all you have to do, thankfully, quite simple. There's little tick box and this is your anti-aliasing tick, tick box. So if I grabbed this tree and just take, you can say there she's crisp edge. Without that on it's going to basically treat it like a JPEG. So we'll get pixelated if it's too big in time. What we can do on out because everything's vector, just grab it all and tick that box. That means everything, no matter the distance, is going to have a crisp edge unless told otherwise. That is one of the benefits of working in vector. You don't have to decide on the size and the scale of your scene before you create it. Whereas in bitmap, absolutely certainly do. So. That's why I could make these assets smaller than I needed. Another. I can still safely scale them up without losing quality. So I'm just gonna go ahead and just keep Baffin around with my scene to get it looking kinda how I want it. I'm going to keep it, keep track of it in this space as well, so that everything is still being distributed differently than the old. Sitting on the same level. Because I'm will start to notice all those things move at the same Rhett, and it will start to feel unrealistic. Now the other thing that I've got here that's a bit funky is this grass. Now, as we can see in the top view, it's just perfectly vertical, which isn't particularly convincing. What I can do is I can rotate it with my WD-40 tight and just holding on that axes. And then you can see I can now say it on the top From the Top view rather. So I can put it on a bit more of an angle, which then means it's a bit more workable. If I want to rotate my camera up and down, I'm not going to see any huge gaps. All of a sudden. This is why I put like a rough edge on it so that if it does overlap a tree-based, it doesn't break the illusion of some kind of ABA Grosse, which I really want to maintain if I can. I'll just interject here and say that this is potentially a little bit of a messy way to do it. It works, but it's not optimal. If you would like to make it simpler. What you could do is just rotate the floor completely to one at so it's like an actual ground and then pop up below everything. And then you can put everything wherever you need. That's not going to be a problem. For some reason. While I was making this, I decided to make it slightly trickier. I think I'm happy with that setup. So now that I'm happy, I'm just going to close this up because I don't need anymore. And we can get ready to start animating 6. Animation Time!: So one thing to also note is the comp ratio. This isn't what the company is going to look like at the very end. I want the video to be 1920 by ten it, but something that I find useful is to animate the lung Scene As along Seine and then crop it later. Because then it means I don't have to find where the hills my owl aren't there. I've got to move in. And that should do the same at the same time. It just makes it a bit easier if you can see everything in one shot. And why not make things easier? Alright, so my little L friend, I'm going to animate, not fit the head with the body. Moving from here to my squirrel. What I'm gonna do is I'm gonna go through the exact same process I would for any other animation. I'm going to block in the position of their keyframes first where I want my little friend to be. So don't panic that now that it's a 3D layer, it's got all these extra options. We're still going to treat it fundamentally the same. I'm not going to worry about any of these complicated rotation stuff at this stage. I'm just going to be looking at position scale rotation. So rotation is in this dimension, which is what we've worked with so far anyway. So I'm going to position first. I'm just going to start out a frame or behind this tree. Then over time he's going to come in, say hello to squirrel friend and drop-off the mail, and then fly it. It's gonna be nasty first, it's always nasty first task, the point. Play that back, get the pacing. I think that's Spades about rot. Boop. Super weird looking. But my pacing feels like it's getting it. I'm going to interject this one for a top tip. If you find that yours, like mine is quite laggy. In previewing, what you might need to do is give it an old purge if we go up to Edit, purge all memory and disk. Now what's that? The little green line that's on your screen here. That is your cache memory that indicates are, I think I know what you want me to do. After Effects will retain all of those memories forever and to decide to get rid of them. So that means every project you've worked on in After Effects will remain in the cached memory until you empty it, just in case it so that when you applying back, you don't have to catch every single time when things don't change, it stays there. But every time you make a change, that has to be read catched, and that just keeps filling up your folders. So if I go all memory and disk cache, well that's going to do is clear out some space for me. 64, that's not that big. Okay. Give it a minute. So just keep in mind that purging in memory, it's not going to delete anything important. It will delete your memory of undoes. So you can't backspace after this. But it just cleaves that you cache memory. So I can see now it's all gray. If I let that cash one time through, it'll probably still be relatively slow because for some reason my computer shrill angry with me today. But that will be nice and full and it won't have 64 gb worth of stuff. The most I've ever had is 200 and something that was pretty proud of that. But yet, do that, do that regularly. I recommend doing it at the beginning of each project. Each day is that work? So I've got my the other thing we can do to speed up the process while the Animating, I don't need to see all the detail. So I'm going to drop it down to third. Now, it goes a little bit pixel it, but that's fine because we don't need to see it. Increased fidelity all the time. As long as we can see our action. That's hunky-dory with me. So that's not too bad, but it's pretty stiff. Some a position timing is there. I'm going to use my Pen tool to add some curves. Intrigued on it because organic things, natural living, things with intention tend to move on a curve, not on a straight line. Yes. I can add. The other thing is I want him to scale down. So again, with Viking dimension. So I could have the character moving from the distance into tiny space. But the easiest thing to do is just animate the scale I'm just going to make all gets smaller as he gets to our little scrolling print. So simple. Look at that. That's better off into the dual students. So I've got the Movement kinda working. Next thing I'm gonna do is I'm going to add some rotation. So I've got a little bit of false happening behind it. Now this is just Z rotation. Like I said, I'm going to ignore these ones. So that's this era. Now, we're just going to look at z-axis, sharp peak. Sarah, I wanted to start with a little bit of oomph downwards. So I'm just going to rotate it. I'm going to keyframe. Then move along in time. Look at that. We'll get him coming in with intention. And then as he gets close to a little friend and he's going to rotate backup because I called a slot in the park. And then he's going to fly off with more force. To have a look how that looks as a verb. But it's real stiff, looks really robotic. So now I'm going to start adding in some easing. Select my keyframes and hit F9. And I'm going to do the same probably on Smedley keyframes to, but let's just say how it looks. Quotation, OB kit, I'm happy with that. I'm also going to then animate the head are to open up the rotation property. And I'm going to start with him a little focused on our body. So I'm just going through one little step, one step at a time and try to match it up with the existing keyframes. And then I know that they already have easing on it. So if I do that than they should match. And I'll make it happen a little bit lighter. So it's not quite as matching. Matching because it's weird. Male, Okay? Yeah. Now, it's not really convincing that the head's moving for a look. If the eyes aren't moving to the dead paste it did. Penn State is a little bit weird. So that's why how I've done these weird outliers. As I have. Four, again, I'm going to animate the rotation. I'm going to start with this little buddy looking ABA friend. Because I can think. Then he's going to look either at all. Let me looking down different. Then he's gonna look up before he moves up. Again. E zinc because I'm all about that lazy daisy. Why more interesting. I'm also going to animate that. I'm the letter by which I mean food. Because that's happened. Because it looks a bit weird sticking out the whole time. So I want to kinda dragging behind at first because, you know, is it is a fast flying allow friend. It's not until he gets bit closer than he purposefully shrinks it up. And then I'm going to animate this bit too. Even though there won't be any letter at this point. I'm going to make it stay there for a hot take because he's like throwing it basically with these two T's, which means I want him to hold that n-bit 7. Looping Expressions: Now it's super weird that is going away without actually flapping its wings. That's fungus. So let's fix that. I'm just going to tab these away with you on the keyboard and then get to my lock this tree because it's all up and my grill. With this wing, I'm gonna go for my rotation again, just the SSID rotation. And I'm just going to do it he is, so I can actually see what's happening because otherwise it's outside the scene. Rotate. I'm starting up. And then Page Down to move forward ten frames. And then it's going to have slapped him. And then page up. And I'm going to copy and paste. Now. I'm not really too fast about the pacing of this at the moment because I want it to loop first. So this is the Keyframing. I want to repeat. My first and last are the same. I'm going to Alt click on my stopwatch and go loop bracket, bracket. And then that's going to go continuously. And now we can see that's not very good. So I'm going to make it faster. Just grab everything and move it in. And then I'll easy, ease. So to slot. I want to look, there we go. That's cute. Here we go. Okay. And now I can move that to the beginning of my scene. Now I've got this other wing to It's up to you how you want to do it. I've put there so you've got the option. Currently though. We can't see it. And to see it, we'd have to swing it upside down. But what I think I actually want to do is I want to flip it hypertonic. Always do the row one fast lipid out. So we can do the same thing. So I'm going to copy this rotation and public he broke except it goes through MY so that's fine. We're going to make this the opposite. Copy paste them. Now there'll be switched, really, it just kinda popular the healer. Let's kid who needs anatomy when you have an adorable owl, MRR. Now, what is difficult about the way I've done this is I can't really see what I'm doing. I wanted to be down more. So basically I'm just going to grab this chevron over here so I can adjust it and see how extreme it is while I'm working on this one to be a bit less because I know I'm happy with that. I'm just going to move it in more. Then I can move it back. So you can always make adjustments with the keyframes wherever you need them to be. So you can see, then put it back. Jansky, durable, sweet. So now we've done the bulk of the owl animation. What I can do next, he starts to look at this little letter drop 8. Visit From the Postie: Owl letter is going to drop off from here. I'm just going to keep it on. Basically as soon as it Let's go from owl L. We need to split the layer and make new one. I'll show you why. It's fine. Animate the position going from here to then. Little squeeze release hands. That looks fine at those keyframes. But in-between. And After still being dragged along with it, no good. We want to have as soon as it's been let go, it doesn't need to be parented anymore. So what I'm gonna do is I'm going to where I decided that I want the outlet go right about here. I'm going to go Control Shift D. And that's going to duplicate and split. So it's making a copy of this and splitting it rapidly. And they second one is not going to have any payments at all free-range out. Then I can animate the position of this one. Position and rotation. Then to say it stays in place. So I can animate it. Going into the loving hands. Although squirrel friend and rotation as well. Obviously it's going to look crap because it's just a straight line. It's like a little elevator, weird. But we're getting some way. Then we use our pen tool as we have before to make the curves more natural vowel. That didn't work. Let's get rid of that code at the bottom. That looks silly because it's coming in with the action of an owl and I ignored that. Now it still gonna look stiff, but that's okay because I'm going to add more with our squirrel friend. But that's a quick way to make something disconnect. Unfortunately, we can't have this split. Once it's parented, it's parented. So you've got to cut up the layers. There are plugins to do this, but just natively in After Effects, there isn't a clean way to do it. So cutting the layout is the best approach. Ding, ding, ding, ding, ding. Little friend. Plopping in acute 9. Sammy the Simplest Squirrel: Now that we've got that, what I wanna do is I want to animate a little squirrel friend. We haven't done anything about him. No good. What I did forget to do at the very beginning apparently, was adjust these anchor points. So let's go ahead and animate our little school friend, gliosis mole. I'm going to pump up this. Look all the way. So first thing I'm going to adjust my anchor point. Now this is why I prefer to do anchor points before making things 3D. That's because it's just a little bit harder to control the anchor point. There's just a lot more going on. So I can always grab the arrows. That's the safest way to move on to say anything in 3D. Because if I just grabbed the center, it could be going anywhere. You don't know what zed space where I'm just using a little arrows just to move it down to the, but then that means what I can do. What I want my guy to do is I want him to bounce up. Let's say if I can do that a bit more smoother. If I dropped my start down here and he's going to jump up. Yeah. Let's do it. We're going to start with him, Dan, he now he's gonna be inside the tree, but we'll deal with that in a bit. I want the, again, as always, I want the action first. I'm going to go P for position. It's going to start down here and then move forward ten frames and jump up. And he's going to overshoot a little bit another ten frames and he's going to sit down on the edge. Now I can move where these points, I want a bit more curve in it, so it's not just a boring straight line. Want to move these points slightly? I wanted to do a little bit of a cave, just a tiny, tiny bit at the top there. At the bottom. By this. But that's fine. Tidying it up. I want the first bit to be quite fast because we're not going to say it anyways. There's no point spending ages and something we can't see. And then bit of easing in the last bit of that. And now I'm going to do a little bit of squash and stretch as a bit of a reaction to the speed. So in this case is already starting at spade. So he's going to start stretchy. I'm going to do now I'd like to do it roughly and then clean it up. So whatever I'm taking from one side, I'm adding to another. So in this guy's, we're going to round that up. I'll make it 90 and then 110. That's how we can maintain mess here. And then that's all the way up until that last point. That's when we're back to our neutral because he's slowed down, up here. Handy, handy. And then he's going to kind a little bit of space here. So he's gonna do skinny against and 95 by wonderful. There's going to impact. So I'm gonna do the opposite. So one of five by 95. Oh please. And then probably the match, but we'll see when we play it back. Come into syllables. So 98.102, hundred 100. Oh my gosh. Love it. Look at this cute little squeaking in blink. Happy with that. I can also add a bit over rotation. So he's going to start rotated down. At the highest point, is going to catch up. Then there he's going to overshoot so to negative two, back to zero. Then A's and offset because rotation tends to happen. A little bait After the main action. Well maybe they treat match. That's better. Now, let's say when is always happening because I don't think it's happening in the right time yet. Don't want him to be there for ages. Because the owl's eye focus and it's not until the owl looks other that we want this guy to pop out. So I'll do this a little bit further. Yeah. Then I wanted to jump up and got the mile. But we haven't finished overdoing it. Don't get too excited. Sorry again. So we wanted to jump out. But the moment it's like he's just stuck on a tray the whole time. So you don't want that when I'm to reveal when he pops out of there, sorry to do that. We're going to create a track matte 10. Hidey Holes: So grab your pen tool, make sure you've got nothing selected. So I like to just click somewhere in here because you can never grab anything here. Then I'm just going to loosely click around this. Not loosely, quite accurately actually around this. And then crazy chaotic at here because it doesn't really matter what happens there. But we want to be able to see the right-hand edge of the Haar. Now this may make no sense whatsoever for a hot Tiki, but let me show you what happens. Basically, we want our little friend to reveal just when he's inside here. So this bit we want to say because it's still inside the tree. But this bit I'm going to that's going to mess up his level. So I don't want do that or I will do. He's now that I've got this created on my little screwy friend, what I need to do is tell it that this shape is my Track Matte. My tab is shut, which is on if I go down here to the little circle and square, sorry, go down here to my little circle and square and click that. Now, open up another column. Then I can, with this one on my track matte, I can select the top layer or I can use my piglet, which I always love to pick whip and use them. Then we go, we can see what's happening. So that's automatically turn that shape off and it's hidden a little friend behind it. Now we're doing this. I'm also noticing that I can't say enough of my Squirrel I won't to him to pop out more. So I'm just going to grab those keyframes and now GMAT a little bit further. It really saves tile and Zemlya do that whole day. Just gonna put it on half kit. Now, bit boring. So I definitely want him to jump up and grab the male. So I'm just going to add some more position keyframes. But I obviously need to change the path of my little letter. So that happens bit faster. But also a little screw friend can reach know that much Files, ducks, that looks fully. This is going to work. I think that will. But what I'm gonna do is when we are close, I'm actually going to switch out my letter again. Here. I'm going to Control Shift D, my letter again. This time it's going to be parented to my squirrel. I'm going to turn off. I need to remove the position keyframes because they keep moving on, they shouldn't. Now what that means is that it doesn't look like anything in particular. But it means now when I animate my Squirrel, doing is little settle back in. My letter will react to it. So I'll do money. That's good to go to the right way this time. In this case, what we've got is this letter is going from being parented by the owl to Parenting by no. 12 then Parenting bus girl. An age instance. I've got a new version of the layer. So control shift D is a very handy dandy friend. Making this happen. Cool. Pretty happy with that, actually. Playing that all the way. Cute. Tab everything away. Sweet. So we've basically got Our Scene animated. But what's the point of the whole big 3D pop? We haven't done anything with that yet. So let's look at that next. 11. Parallaxing - Option 01: Now for the 3D camera pop, there's quite a few ways we could do this, but the way that we've set it up, I'm gonna show you all three, basically. Because we've created a big scene. I'll show you that way first. So basically you've created a little diorama. So we can move that diorama around in other ways to use a camera. So After Effects has inbuilt cameras, that hasn't benefits, but also it's clunky sometimes for no good reason. And we could also use a null. I'll show you all the options and it will be up to you to choose which you prefer. Option one though, because we've made a really long comp. What we can do is get my gay. We can make a new column, which is the length that we want, which is the size that we want rather. Ali animated. And then change the size to 1920 by ten it, nothing else needs to change. Everything else should be the same. Then what we can do is we can bring this scene in. Now on its own. Depending does nothing, there's no 3D situation there. But if we use our anti-aliasing tool, we'll get our perspective. We can move as an R&amp because After Effects is basically reading it as if it is indeed 3D. So then that would mean that we can animate our position. If we make it 3D, then we have our full controls as well. So we can do as zooming just by moving the position. And we can animate the rotation and everything as well. So if I was to do the animation on this version, that will be animate the position moving of a twig. Owl comes in and then track along to owl. Squirrel friend. That's to let seemed to be here. Then. I will have a bit of a Zoom happening at the same time. So that's all on position. Now this you can see where I've goofed. It will be day not to worry. If I jump back into my same. What's happened is the Track Matte that I created. I didn't make it 3D. So I need to make it 3D. It's not going to make a difference in this scene, but when After Effects is rating it outside here, my main scene, they're not moving together because I've got a 2D layer in my 3D scene. So that's all I just hadn't ticked, making my mask, my Track Matte rather at 3D. So go back to my main scene. We go. So if I do F9 on here, I can say there's holes in the ground, so I'll need to go in to fix those. Not happy with that landing. I could also if I wanted to add a bit of rotation because, I mean, why not when you spent this much time making it funky? And that could also mean that we may be able to just hide the ground issues. So if we just do a little bit of a this way and we don't have much problem. It's trying to make sure that don't get moved. My ground issued with sky if you and then I'll F9 that as well so that action matches. So that feels like it happens too fast because we've lost out Alabama. They move it over. And I'm not sure but I liked that rotation at all. I'm going to adjust the easing on this one actually because the owl doesn't quite catch up to us. So I want to, with this keyframe selected, I'm gonna come free to jump into my graph editor and just extended that. It's a little bit more lift for longer. Davis, as loudly. That feels better. Sorry. I can make this bigger. So you can actually say that silly of me. But anyway, it turns out I could have just made my comp 6 s. But here we go. Whenever Let's go. A couple of little glimpses of the ground there. So I would want to go back in and extend that a bit further. Maybe rotate it down a bit more. Loops. Isn't doing what I want to do. Let's just do it. Because I can't see the point that I want to reach. Could still say the gap there. So I'm just going to make a bigger marries colored BOD. That mountain is going to bug me and that's guy is not big enough. So I'm going to make this guy bigger again. And that mountain, Schwinger, e.Schwab. Happy with that. We got happy with that. So that's one way we can do it. Alright, I'm happy with that. So that's one way. I'm just going to name these so we can keep track. This one is our nested method. So you've got your lung comp inside a confidence their apps, apps. I'm going to make a copy of this one with control and duplicate. And I'll call that animated null. So that's one way. Now let me show you another option 12. Parallaxing - Option 02: Now, this one, because was the other one we've just popped into a confidence about size. This one we could just change the competitors, right? So Control K to open up a, to open up your composition settings. I'm going to 1920. And then that will crop it to owl size. We've see what all the animation in there. Ambulance. However, how do we do all the moving around bit? Great question, thanks for asking. This is my preferred method. What we wanna do is basically we wanna do the same as what we did in the nested version. We want to move her diorama around owl, same, but we don't have anything. We're not going to keyframed like older mountains, all the background. So we're going to use the same system with already have, which is a Parenting system. But I'm going to make a new layer, new null object that creates an object in the middle of our OTs, the middle of our scene. And it is a null object. It is empty, It's not anything, it's just a controller. So now everything that hasn't already got a parent, I'm going to parent to something. You can attach that shape layer to my tree first. Then I'm going to grab everything that doesn't have a parent. So this letter, this body, pop them, attach them to mono. And then everything below here, it's going to be connected to my null. So now I have this thing, but moves everything around exactly the same as before. If I make it 3D, I can also rotate and get those perspectives that I had in the other two. Now this is potentially easier than the previous because obviously I can adjust whatever I need to on the floor, the mountains, whatever as I go because everything's in the same thing. But if I was to animate this one, it'll be exactly the same process. So I'll start with my position as a hill. And here we are. And position. Now keep in mind that to do zooms, we're using position. We're not using scale. Because if we scale, we're not gonna get that funky donkey. Parallaxy lab. We want to make sure that we're getting all the benefit of the effort we put in. And I'm going to add that Y rotation too, so you can see that it's fundamentally the same loop. And again, very easy to lose that halogen is we absolutely do it this time. I'm also going to add some easing at the beginning. Cute. However, you'll notice that I'm in any pants and I didn't think this through. I'm not gonna be able to see my little buddy jumping out of his whole because it happens before the cameras in frame. So that was Daft. I really need that to happen much later. What I can do is just grab those keyframes and shove them. Didn't notice the first time. But there we go. Doesn't matter how many times I've done this little activity, I still give it. That is just with a null. The reason that I like this, it's not particularly laggy on After Effects. You can certainly handle it, but also it gives us full control over the scene and what we're rotating around and all those kinds of controls without much processing power. And it's just using the same transforms that we always use. We don't have to learn any new skills. And I'm a big fan of that. So that's one way 13. Parallaxing - Option 03: So the other way we can do it, it's just a little bit more convoluted for no good reason. But let's go through the steps anyway. Layer, new camera. And we've got H of savings. This is a deep dive in and overtone, but we're not going to go far. I'm 50 mille is default. That's what we want to use. It's not going to change any depth dramatically. So if you want to do like a fisheye lens or that kind of vibe, you can actually play around with these to get extra depth and distortion. Based on that, I don't want that. I want it to look realistic how I've set it up. We can have depth of field turned on. We can look the Zoom. We can have two nodes. So you have control over the end point and the main point. I usually just use one point. We can also have created camera from current view. So that will just create whatever we've already got set up. There she is. So we'll do that and just shove it ANOVA because it will create it from wherever we are. And then we've got a camera. So if I open up position, it's focusing on the depth we've already got. Because that's the same we built. But now to move it, the position is not quite doing what we needed to. So what we can do is again, Mike, an owl layer, new null object and parent the camera to the null. So I like to think of the camera and the camera person. So the null can now be owl truck along. And that means that we have, we can add a bit more rotation in the camera. And the null, we've just got more controls. Basically, you can rotate the person and the camera. But also then you have the added benefit of all these cameras options, which Hello is a lot, there's a lot of stuff to play with. The depth of field is the one that everybody gets most excited about. And that's when we can change the focus depth so that everything that's out-of-focus is bluesy. Let's talk about cameras. So as I've said, I really don't know what I'm talking about here, but I know legally DVT, that will hopefully help when you're having a little play yourself. The truth, key things to know in After Effects working with their cameras is for that lack of convincing depth is aperture and focal depth. Aperture is in a traditional camera. You've got the lens and you've got a little hallway light comes in. And basically the aperture, the number there is how big or small that hole is, how much light is letting, how much information can get into the machine. The big as a whole, lot more information. But the flatter the image because we're not focusing in one area. The other part is the focal focus depth. So when you're using a camera, you can set how far away you are focusing. So if you're focusing along distance, that means everything upfront is really blurry and some Ghazi other way. So that focal depth in After Effects you've got like a pixel number, and that is how far in depth you actually want to focus. So if you know that your objectives 2000 pixels away and that's the thing that you want to focus on. That's the depth that you want. Now you can see it. Alright, so that's cool. So then if I was to animate it, it'd be the same kind of process. So at animate my position of my null moving over to he calmed down. Oh my God, what's happening? Because it's a tiny object. Rather than moving a whole scene. It's a bit more finicky, which I'm not a big fan off, but that's okay. You can see as you move closer, my focus depth is going to break everything. That's fine. We'll just have to balance that out as we go. Hopefully, just watching they struggle with this, you can see why that particularly love it. Because it's great when it works, but it rarely works easily anyway. It's just a bit clunky, but good God, it looks cool when it works. Go in the wrong way. So the other thing that you can do is you can parent the focus onto it a depth. And because we set everything to be on the same zed space, that would work. But I find that clunky and honestly quite frankly, I'm not very good at it. So I don't like this method, but it will be poor form of me not to show you this option. Because yeah, when you get the focus depth working, it looks funky. Looks real funky. Comes in and out of focus a little bit, but that's okay. You can kinda see what I'm going for. I cross, I just turn this off and then you don't get any of it. Let's get it looking like because I want to yeah. So that's the three ways. So we've got nested. Obviously very straightforward, but it's a little bit clunky to fix errors clear to keep jumping in and out. My absolute five MIGA an owl and move everything around. Perfect. Then the camera where you have 10,000 options. But they are complicated. That's it. That's the whole shebang goal. Next up, we'll package it and render it out ready to show off 14. BONUS Franny the Fancy Fsquirrel: So we've got a little scene Animating and we've got a pretty basic squirrel. I've actually prepared a, another squirrel, full use. If you would like to do this bit, it's kind of optional. And it's a little bit at slightly more complicated than the owl, but it's a good practice in figuring out how to do a little bit more of the Rigging like this, sitting up, parenting, that kind of thing. So I will show you how I would go about it. And I encourage you to have a crack and have a play. So I'm going to go up to File, Import File. I'm going to open that SQL query one. So I need to remember to Composition Retain Layer Sizes and then go import deeper. Now if I jump into my little comp, we are 0s. Just do enough. But there's all these layers that I've set up. So just like the owl, how we had all these different layers to create the owl eye, but he's have layers to create the screw. So I'm gonna go through the whole process. I'm going to organize my folders a little bit first, put my layers in my assets. And this is going to be a preComp because it's not going to be my main scene. I'm not going to render this out on its own. It's going to be inside Scene. So what I'm gonna do is go to my squirrel. I'm gonna do a little bit of color labeling so I can keep track of everything. Because through that, the arms can go together. The body, everything on the head can be one, then the other. Cool. Now what I'm gonna do is I'm going to go through the rigging process and a bit honestly, a better process than the first time because we don't have any complicated letters that we need to drop off. It's just the character as Matt. What I'm gonna do is I'm going to grab everything with Control a. And then I'm going to open up my transparency with T, which is called opacity, but I call it transparency. So I can remember the shortcut. I'm just going to drop these down to 50%. Doesn't really matter what value as long as it's slightly less than 100. Now the reason is, now I can see where things overlap and it will make it a lot easier to put the anchor points where I need them today. This is just a temporary setup so that I can I can see what I'm doing. I'll stop. I don't know. I'll start with the polls. Now what I wanna do here, because I've got perfectly circular joins. I want the anchor point to be in the middle of that circle. If I jumped to W just to see what's happening now, that is a broken arm, that's not good. I'm going to use Y and jump up a little bit. And then back to WWE to test. It is looking pretty **** good. If you find that it's popping out at all and you can just go back to why and adjust it. That's totally fine. And part of process. And then I'll do the same for this one. So why to get the anchor point tool and W to test what default that's just von. These ones are a little bit harder to test, but that also means they just don't matter as much because they're going to blend straight into the body wherever we put them. But we don't want them to pivot from the middle. So he's still want them to pivot from wally think the shoulder socket to match be again, a very stylized characters, so it's best judgment. At the ears. I'm gonna do the same. I don't want them to pivot on the head because right there because the bottom-most again, I'm gonna go back in heel. Won't be the eyeballs will be perfect already because they are circles ready to go. Though it'll automatically put things in the middle of your layer, which for some is absolutely fine. Sammy, the notice that doesn't need to be anywhere else at the tail. Going to put it that socket as well. We'll do just fine. Now the head, same as with the owl. We want that to be in the where the neck joint is because it's transparent. We can see this is where the head neck bit goes. I can try here. I'm just looking at this edge because that's where it's really going to show I don't mind if the cheek moves and sticks out. That's fine. But I don't want it to get that indent if I can avoid it. That's probably as close to the need to get I don't think he's going to tilt that much. Obviously it's going to break if I do that, but that's already a broken neck. So it doesn't need to be perfect. It just needs to be convincing. Something some people do is when I set things up in Illustrator is make a guide layer on top and put little crosshairs in the center of each circle. Because it can be easier to figure out when you to do what the shapes to work with. And rather than kind of eyeballing it and testing. I tend to novel them because I'm lazy and close enough is good enough for me. For the body. I've just popped it at the very bottom and that is so that I can do squash and stretch. Because if I have it in the center of gravity, that will mean that because he's jumping up onto a little ledge is little will pop off. And I want him to stay perfectly on the edge. So I want to have that nice night control. So I'm doing that here instead. So really does depend on your action. But that out because it's floating through the air. We want that middle point because that's kinda where he pivots from. This one just because of the way that the tools work, we want to have the squash and stretch nice and easy on that base. Then I think that's everything. I'll grab everything again and pump the transparency backup. And then if I hit U on the keyboard, that will close all my tabs for me. Now It's up to rigging and connecting everything together so that they don't move independently. They move together. So we'll work down, I guess we'll go eyeballs. I'm actually going to connect the eyeballs to the nose. The nose can kinda turn and will in fact a little head ten. So the eyes will parent to the snooze. You can do that. Then what we'd do to do a head turn is we'd move the objects over and then we'd move the E is in the opposite direction. Let's take a fake, a little Hinton. So then a snoop needs to be connected to the head. So do the ears. Ever grabbed the head, would that should have everything attached to grant smashed it. Then the hand connected to the body and the title connect to the body. Then we've got left is the little poles. So I've got Paul connected to forearm and alpha, right? I've done that thing again. I do this all the time. A name them interchangeably between the characters left and right and my left and right. This time I've done it for the characters right, gang. Pull left, or to the body. Forgot the body, everything should go with it. That great gravity's effect that down. And it snowed. We Excellent. Now we're ready to animate our little friend. And that is basically the same process that we've gone through. Everything else before. I already know the action that I want him to do because he's done at once. He so I'm going to just jumping up and bounce them. Now. I have two options. I could bring him into the scene and animate him and dual the position here. But because I want to have offset animation and secondary animation, I'm gonna do it all in here because it'll just be a little bit easier so I can line up my keyframes together. 15. BONUS Animating with Rigs: So what I'm actually going to do, I'm going to scale them down because he's currently massive. Here's the sides of our whole composition and we don't need him to be their big, so I'm just going to scale them down and that will give me room to do the jumping pop. I'm going to pick a nice neat number. Seems like a good one. When I say Nate, I mean, if I just scale down loosey-goosey, I'll have decimals and that's a hot mess. I don't like doing math with decimals, if that feels like something. Now this is gonna be where I want him to end. He's going to start down here into the overshoots. I'm going to do that whole process again. Hopefully you guys feel comfortable jumping in and doing that. I'm just gonna kinda do a bit of a speed round on getting the basics of the animation back into this guy. So this animation is around about what we have on this guy. Beginning. That's all we've got. So what I'm gonna do now is show you how to make it fancier. This is where we add owl secondary animation. So primary animation is the movement of air squirrel. I want to add some blobby bits, some reaction to that movement. So an easy one to start with would be the tail. Let's go there, shall we? So that these guy will be rotation. And I'm just keeping it super simple. It's still just one big solid layer. I don't need to mess around with anything else. So it's being dragged behind. And then once we get to the peak of our action, is going to start coming back down. So it will be all the way back up to the point of mental tucked in. And then on the impact, that's when we'll do EBI back down. It's still not going crazy because it's a it's got muscle in it. It's not a piece of fabric. And we will keep reacting to it. So there'll be negative something. Back to a setup. Ease. Let's see just some basic gaze how that works. That's already keeps Kula might make that drag for a lot longer. I reckon. That's cute. I can look like little bands, the balloon town, which I think suits my style there. So this is the other thing is same with the Keyframing of the main action. It's up to you and your style, what you think works. There's no real rules on it. There is some solid guides, but they're also much rules. So next up I'm going to animate, I guess I'll just work out. So I'll do the little pause and do them together. Now because they are doing the same action, I am just going to animate them together. That because they're parented. If I just rotate them, they will work beautifully. Going to straighten them out of it. And then the forearms, because this is all about the drag spin. The arms are hanging by the Assad. It's not until similar to the title. It's just dragging until we reach the top. And then there'll be flipped up the other way. We, and this is why this forum is at the top. Because it needs to be able to go in front of the face. So that is just another little insight into why to set up the way that it is. Then it's kind of a big impact here. So what are loops is what I'll do is lazy Wyatt and set it back to zero. Then tuck. That looks about right. So I'll make that negative over 16 cause again, I love enough to get the BOL number. This depends half probably you want it to make. These might be too many or I settled, but let's just see how it looks. All right. It's adorable. Isn't not the cutest thing you've ever seen? Beautiful. Now I'm just keyframing everything. I don't want to worry too much about upsetting. I already have I don't to worry too much about offsetting alkene crimes yet, I want to get all the keyframes in. And if you don't know what I mean by offsetting, that's fine because we're not doing it yet. So next up I'm gonna do the head. Sometimes we will do the headfirst, but it's not as impactful. So I thought I'll go obvious things first. We'll do a little bit of a rotating Tukey's little noodle on there. And as he reaches his peak, miss the make. And then Dan, we're going to impact. There'll be look, you've ten. If you can hear a lot of squeaking in these video, that's because my cat is shuffling around the name box and it's very cute, but probably annoying for you. Not do a set of limbs would be five and then zero because the head has a lot more control than the ROM as a that is brilliant. I delighted with that. Next up, I will do the same process they are dragging first. So we stop, pin down. Then we hate heat, heat opaque, and we wing it back up on lots of vertical earlier actually. Yeah, that's nice. Then that would allow us to Dan 20. I'm gonna go over why Gang? All low. Why? A lot of bounce on these lobby little cutie pants is every time I'm doing one of these kinds of animations, I'm trying to learn it up with keyframes and that have come before. So I don't have to re-engineer the timing age, Time. It's all based on the same primary action. So the secondary action is kinda following suit. That doesn't feel bands enough. Let's do more. Blue. That's better. Sometimes you gotta go super exaggerated to make it visible little, and that's fine. Now that I've got all my secondary actions in what I like to do is a bit of offsetting the moment. It's all kind of bump, bump happening at the same time. So if we're going proper flops, like these polls, for example, I, what I will do is I'll grab those keyframes. Poor, and I will stagger them. So they happen a little bit lighter than the forearms. And then the forums. Those and make them happen a little bit lighter than the body. So basically the body hits, then the forums than the polls will blip. If you have a chain of reaction that look even extra floppy. And then I'll do the same with the hint, makes that a little bit lighter. And the tail is already kinda doing it. So that's what the ease though, I'm gonna do with them as well. And something FUN. I'm going to make them happen after the head because it's the head that they following. So what I will do to add some extra pizzazz at is I will make the is Pepin at slightly different times and a single brand that's different. It's not anything crazy, but it gives it a little bit more of an organic stepped VOD. Big kid. We go. Now I can animate the eyeball is doing something because at the moment that deadpan stare, it's crepes for I'll start with the eyes look now. And then they going to look at as we can. And then once he hits, he can look properly up towards our little owl friend and a zinc because men do it. Now. Something else that I just super duper, lazy way to do things but lazy is effective is why you should do some blinking. With this kind of style. We can use a bit of liberty to make it work. So what I'm gonna do is I'm going to open up my opacity is less transparency. I'm gonna go to the very beginning and I'm going to hit the stopwatch. It set at 100 per cent. Fantastic. Now on this keyframe, I'm going to right-click and toggle hold keyframe. What that does is it changes your little icon. It's no longer the little diamond, all the hourglass, etc. those this is I keyframed that doesn't Twain want interpellate between keyframes. It's just when it's that keyframe, it will be that setting. Then when it hits the next one, it will change. It won't animate between. So that means on my little impact here, wish I can make that down to zero. And say there'll be a little square. Then I'll move along two, maybe three frames. I'll do two times and say, and grab it both again and drag them back up to 100. So I've got three keyframes. So this one's 100%, 0%, 100% on both eyes. If I play that back, He's got a little blink. Just want to move it slightly. Little blink because it happens so fast. I can copy and paste. That can happen again. Because it happened so fast. We don't notice that the layers are just turning up. It looks for all intensive purposes, like his little eyelids closing over it. It's brilliant. Just turn the eyeballs off ganglions. I'm very chatty way to do blank. Because our little monkey buttons really want to, Blades is character is real. We, we perceive the eyes than unevenly 16. BONUS Upgrading Our Scene: Now if I go back to my scene, I need to bring him in hopes and severe. Watch. I will do. I'll pop up just in my null one. What I can do eels, I want to maintain the track matte. I want that to be the same. So in our comp, we've got a little squirrel friend. We've got all these settings on it. Go the keyframed, you've got everything set up. And you scene is different to this main one. So that's a bit annoying, but that's okay. What we're gonna do is we're going to bring him in funky minute. You're use. Now while he's there, I'm going to move my anchor point. So it's gonna be running these little bump, bump. Just like we had it set up in the main comp. I'm going to make it 3D. Don't panic, that has disappeared. Everything's fine. I just need to get it into the right spot because I've got all this dead space facts I forgot to my two views is in the middle of everything. I need him way over here, in the middle of my scene. So because I've moved my scene around, the default setting isn't gonna work. That's fine. If I use my little pick whip, my parent, clip, and hold Shift and Tab on to this girl. Varies. So what that does have you hold Shift when you parents happening, it will move it to them position as well. So that's great. Now, I can unapparent because I don't actually want it to be parented to the screw because then it will do all this animation that I don't want. So I'm going to parent it to the tree. Why not Parenting to the train the first place? Because the anchor point for the trays way down here and then needed to pop up into the tree hole. Whenever I've got that, I can adjust it to actually fit in my scene because at the moment is big boy, I don't want it to baby boy. Beep that layer. And if I can at least Squirrel off, That's great. The only other thing that's missing is my Track Matte. Now I need it to have the same track matte and this one. So I'll just do that in my little tab. Now, what is different is that the animation of the jumping up happens over here. So I just need to move that to here. I can do that by selecting the layer and do open square bracket. Now if I play theories, the Q1, then I just need to do all of that animation again to get her to jump up and grab the male. Looking at Abu Dhabi, it looks durable. So it's a bit of a tedious process, but sometimes it's worth it to have blocked in animation a really simple layers. And then added proper parents had rigged characters, lighter, super squishy, handle. It depending. We got we've got a little buddy jumping up. So I'm going to jump in and do another little speed round animation on him jumping up to grab the mile. So in this case, I'm going to need to jump up at this point. So I'll start my little action here and then move on to here. So what I like to do is just jumped inside the cockpit. Lab noise. I'll hit asterix. That's a handy thing to use. Asterix is how you can quickly make them aka jump back to my main comp. That's my high point. So I'm going to asterix again. Then inside. So then this is where my key jumping actions need to happen. So the beginning of the action, the high point, the land, then it will timeout with what I've already done. I'm just going to jump up here to remind us of that process again, just one more time to really ramp at home. So we want to be looking at the blocking out the action first. So that's our position keyframe. Where are we going, what are we doing? So define the action. That is step one, step to timing and easing. Sometimes just split these up. But when they're keeping it simple like this little squirrel friend, we're going to do them together. So getting the timing way to the keyframes happen and how do they get from a to B with the aging. Then we're looking at the secondary animation, what things are dictated by that initial action. So in this case the jump, this is some squash and stretch that goes with it. All of that is following that nine action. That's why it's secondary action. Then any additional Animation, do we want to have the tile? Do we want to have some blinking? Do we want to have a side pays on the way out? Like what do we want to have a secondary or as additional animation? Then finally, funness. Make sure we've got it in the right spot, but it's all looking as good as we thought it was. And that will make sense in context with the whole finished piece. Now there's a little bit more complicated because we have got the envelope. The envelope doesn't perfectly match the animation because we've done lots more fancy stuff inside the comp. If we really wanted it to blend in. And what we would do is we will make the split one would bring that into our comp. And then we compare it to in their all we'd have this square rule. Rather than Animating inside this comp, we'd have an app. Yeah, I'm insane and they would have full control. But because we've kinda kept them separated, it doesn't feel to me like it's worth going into that detail. I encourage you to have a play if you feel like it, but I'm actually quite happy with how that's come across. I think that works perfectly fine, just as is. And again, it's a super stylized little thing, so I'm not too fast about it. Now. All that we have left to do is our agenda 17. Rendering: So go up to, with our comp selected. I'm just gonna do the one with a null because that's where I've gentle their squirrel friend stuck. So I'm gonna go up to Composition, add to Media Encoder Queue or Control Alt M. My favorite friends. Then we'll go H.264. Perfect, but we always want to double-check that I settings are correct. So I'm gonna go H.264 with action and Match Source, which means whatever settings we put into our comp is how it's going to render. So it's always good to double-check. They are what we planned. So 1920 by ten at 25 frames per second, square pixels, absolute smashed it. If they are not correct, needed to go back to your comp and change them there because this is just going to re-wrap it, which could be fine, but can cause glitches. So it's best to have it set correctly in your cup. Then we'll go click on the output name. Tell it where to save. Ski down Ski. Then we go play. You can watch it go. It's handy to watch it preview just in case there's any glitches. Sometimes I've rendered from wrong camera because when you're working, working away and you've got a top view or something and you've been playing around with cameras, you might not be rendering from the camera you expect to. It's good to check the preview. Also even more important, check your final render. That beautiful. She is all done. That's it. Then we can upload that to the interwebs. If we so choose. We can e-mail our moms with it. We can pop it on the youtubes. The other render format that I thought I'd show you is we can duplicate this Control D. Simons duplicating in After Effects. Rather than H.264, we can do a animated GIF. Now animated gifts from Media Encoder up, pretty massive. So it's not the best way, but it's a way to make a gift. And what I want to make sure though, is the source is not 1920 by 1080. That's massive for a gift, for video. Absolutely, but for a gift, my God, who's gonna be looking at that full-screen? Now what? I'm going to make it much smaller. If I go 100%, we can see how small is going to be. That feels far more reasonable to me. It's not a complicated graphic. I think that's absolutely fine. What else can we change? None. We don't have any transparency, so we don't need to worry about that. In theory, that should make the Files molar. But look, Adobe does what it wants to do. Let's say we want to save it same place because the gift lets us save it as the same name. So then again, we'll hit play. This for some reason is obviously always going to take longer because for some reason we haven't figured out how to do gifts quickly and well yet. Probably don't need a Windows machine. I never there you go. So you're saying that that automatically applied twice because of the gift that sets up to loop. All right, let's have a look. So we've got our video mp4, and then we've got a gift. It's not too bad. Again, if we could upload to wherever we want an email if you want. Obviously it's not the best quality, but that's not the point. The point is a's of sharing. All done. Now I'd love to see what you guys have made, whether you using my assets or your own, please include them in the project. That'll be flipping awesome. Love to say it. That hopefully you've learnt something we get 18. Wrap Up: We've done it, we've made it, we've exported, we've done a whole shebang. You've created a full 2.5D animated scene with a rigged character, snuck up on you. Very exotic stuff. So I hope you've learned something. I hope you've found that an easy way to explore adding a half dimension, not the full thing, but a little half abdomen. And I'd love to see what you've created. Please share it in whatever format you see fit. I'd love to hear from you and yet look forward to working with you on the next one.