Transcripts
1. Introduction: Hi, I am Daniel Walter Scott, and I have teamed up with the
brilliant motion designer Kyle Hamrick for this After
Effects Essentials course. Together, we have
made the best After Effects course in the world.
You're gonna love it. Are you ready to make something totally out of this world? Well, good news because After Effects makes that possible. But don't worry. This
isn't rocket science. It's motion graphics,
which might be even cooler. Hey, there. I'm Kyle Hamrick, a
longtime motion designer, video editor, content
creator and instructor. I've been using
After Effects for over 20 years to create
content for big clients, little clients, and
just for myself. I love creating
with After Effects, and I love helping other
people love it, too. This course is for people new to After Effects and
to motion graphics. We'll start at the
very beginning and work through the
process step by step. In this course, I'll be helping you get comfortable
with the After Effects UI and the essential
tools and workflows in here. But more importantly,
we'll also talk about the why behind
what you're clicking on, helping you get a handle on the fundamentals of
how to think about motion graphics and work with time as an aspect of
your creative toolbox, so that you'll be able to
create multimedia projects that are both effective and
engaging for your audience. As I said, I'll be guiding you step by step
through everything, and we've provided you
with assets and links so that you can create your own projects right along with me. You'll be able to use what we've provided or you can find or create your own elements to put your own unique spin
on each project. If you're already comfortable designing Adobe Photoshop
or Illustrator, I'll be showing you how to properly structure
your designs for animation and how to smoothly import them
into After Effects. If you've already got some
experience working with video, After Effects also integrates
well with Adobe Premiere. I'll touch on that
functionality later as well. So I hope you're
excited to explore whether you've never opened
After Effects before today, or maybe you've tried it and
felt a little overwhelmed. Either way, I'm here
to help you feel comfortable and
confident in here so that you can make out of this world motion
projects that will grab people's attention and open up a whole new universe of
possibilities for your work. So buckle up. We are cleared for creative liftoff in
three, two, one.
2. Getting Started in After Effects: First of all, welcome
to the course. I'm excited that you're ready to learn all this cool new stuff, and I'm looking forward to being your guide on this journey. First things first,
make sure you have Adobe After effects
installed on your system. This course is designed
for a lot of follow along, so you won't get
too far without it. You don't need other Adobe apps installed to complete
this course, but the class projects do have several opportunities for you to work with your own
designs if you'd like. So if you want to take
advantage of that, you'll obviously need to use
an appropriate app to do so. After effects
integrates well with Adobe Photoshop and Illustrator and also with Adobe Premiere. And I do recommend having at least some of these installed if you're planning
to work much in after effects
beyond this course. Other apps may also be useful depending on the type of
projects that you're doing. To help equip you for success, we've included many
of the project files that you'll see me using
during the lessons. You'll also be getting my
completed examples and several assets that
you can use for practice and to complete
your own class projects. The files will be downloaded onto your machine as a ZIP file, which you'll need to unzip
before you can work with them. One very important note on
these downloaded files. You can put these files wherever you like on your own machine, but you should really
keep everything together. Don't split things up or mess with the
folder structure at all because it's likely that you'll mess with some
of the file linking. Any files used in an
after effects project are simply links to those files on your computer's hard drive. So if you move them,
change their name, or anything else that
might alter that link, after effects won't know
where that file has gone, and it'll be replaced
by these color bars. If this does happen to you
or if you need to download any project elements
that I might not be able to include directly
for licensing reasons, let me show you how to fix that. If you ever open
a project and get this message that you
have files missing, you'll need to relink
them before you can start working. So just press Okay. You'll probably see this
crazy color bar version of your animation that
you're expecting to see. And over here in
your project panel, you'll see assets with
the color bar icon. That means those are missing. What you'll need to do is
select one of your assets, right click and choose
replace footage File. Now you simply need
to navigate to the place on your hard drive
where that file lives. Tell it which file you
want and choose Import. If there are other files missing from the same project
in the same location, after effects will actually find them and relink
them for you. If they're not grouped
together like this, you may need to repeat this
process for each element. I also want to
point out that I'm recording this using
After effects 2026, but almost everything
I'm covering should be available in at least the
few previous versions. If you're on a much
older version, congrats on holding on
to that collectible, but you may run into
a few places where the UI or the functionality
has changed a little bit. You should also know that after effects can be a demanding app. And if you have an older
machine or one that was built for more of a
static design workflow, you may find times where
your system struggles a bit. Generally speaking, you want a decent, relatively
modern processor, a decent amount of RAM, an appropriate amount of
space on a fast hard drive, and ideally a
dedicated video card. Later, I will be giving
you some tips on how to maximize whatever
you're working with. But since the definition of decent is always changing when it comes to
computer hardware, on the Adobe site, you can find recommendations for appropriate
and current system specs. These obviously
evolve over time, so this can be a
good place to start. You'll usually find that the more complex your projects get, the harder your machine
will probably have to work. If you're using a lot of layers, creating something at
very high resolution, using great big video files or working with
three D features, that's when you
might start feeling these limitations
on older machines. As I said a minute ago, I'm so excited to be your guide as you start your journey
with after effects. I love this app, and I've been using it almost
every day for over 20 years to create
work for clients all over the globe and for
personal creative projects. I think of it like a
huge creative playground where almost anything
is possible. Parts of this app
will, of course, have a little bit of
a learning curve. But if you're also
brand new to animating, keep in mind that it's
not just software. You're learning a whole
new way of thinking. So be patient with yourself
and be ready to learn, and I promise that
you'll be creating amazing new things
before you know it.
3. After Effects Overview: Before we dive into the lessons, I want to give you a quick
overview of what After Effects is and what
you can do with it. The answer to both of
those things is a lot. You'll often find a
description like After Effects is the industry standard software
for motion graphics, visual effects, and
digital compositing. Okay, but what does that mean? After Effects allows you
to combine images, video, audio, two D, three D, digital elements,
real world elements. But the key is
that it allows you to animate these
things over time. While it's not a requirement, pretty much everything
that you'll make in After Effects
will probably move, change, or evolve in some way. And that in itself may be a
new way of thinking for you. Here's a very incomplete list of the kinds of projects you might use After Effects to
create. Social media ads. Videos that explain a
product or service. The title sequence for
a movie or TV show, animated typography,
character Animation, removing an unwanted logo or background element
from a video. Creating motion backgrounds for a performance or sports event, putting someone into a
virtual environment. Creating animated mockups
for app development, giving a person superpowers, and using automation to create hundreds of customized
versions of a template. After Effects is kind
of a combination of several digital
design apps you may have used before with
a lot of features from a video editing and
post production suite, and that's probably
half of what it does. You can create 100% of a project directly
within After Effects, or it can be purely
a place where you assemble pieces you've
created in other apps. Because it's part
of the Adobe Suite, you'll find that
After Effects has good integrations
with many other apps, and you should
absolutely continue to utilize those apps for the
things that they're good at, especially if you're already
comfortable with them. If you're cutting
out photos or doing digital painting, do
that in Photoshop. Create beautiful
vector artwork in Illustrator and edit
your videos in premiere. And then After Effects might
be the place where you combine all of these elements into a single cohesive project. But listen, you don't need
to be overwhelmed here. After Effects may be
a Swiss Army knife, but that doesn't mean
that you need to worry about every
tool right away. I would bet that 10% of the
program is probably what you'll end up using
for about 90% of the work that you do in here. And then there are several specialized tools that you might touch every day or never
depending on what you're making. This course is designed
to help you get comfortable with the basic
functions and the concepts behind those functions
and then introduce you to the huge range of what's
possible within After Effects, whether that means
helping you see ways that can extend the work
you're already doing or helping you discover
a whole new realm of creative possibilities.
Let's get started.
4. Your Design Brief: In addition to the lessons, you'll also be assigned
projects that give you a chance to put your new
knowledge into practice. To make sure we don't
just end up with a ton of the exact same
animations, though, we've created this random
project generator, which will give you a
unique creative brief for you to use as
a starting point. You just need to find
the name of this course, which is After Effects
essentials and click on that, and all you need to do is answer one question. What's
your favorite color? I'll type in red and just
click Generate My Project. And boom, it's just that easy. You'll get a creative
brief, just like this. Your details will be a little bit different than mine, though. Let's look through this and
see what we're dealing with. So we've been asked to create motion promotional materials
for Sagitta Star Lines. Congrats. You've been chosen as the motion designer for Sajoa
Starlines. What an honor. A premier space tourism
brand preparing to advertise a new travel
offering to Jupiter, the Stormy Gas Giant. The company specializes in luxury orbital travel and
interplanetary excursions. That sounds like fun. Your goal is to use
After Effects to create multimedia assets centering on the brand's signature color red. You'll be asked to
produce a variety of digital assets like
motion graphics, videos, composited
visual effects scenes, animated infographics, and
other marketing collateral. Think you can have these ready in time for
the big launch? I'm pretty excited to
get started on this, but if for some reason you
don't like what you've got, you can click on this
retry button down here. But I will warn you that if
you retry too many times, say, three or so, bad
things might happen. Will it cause the end of the
universe? Maybe, maybe not. But I wouldn't test
that if I were you. If you are happy
with your brief, just click right here to
download as a P and G, and now you'll easily be
able to reference this as you work through your
projects later in the course. I absolutely encourage
you to get creative and put your own spin on
each of the projects, but this unique
brief will give you a great starting
point. Good luck.
5. Navigate the Interface: This section is really just
meant to be a tour of the After Effects y and some
basic functionality. So you can totally just watch these next few lessons
and be good to go. But I know some of you like
to learn with your hands, so you're free to follow
along if you like. I obviously won't explain every single button
right up front. So if you do break something, don't worry, we'll
get there later on. And as long as you don't
save over anything, you really can't do too
much damage here anyway. When you open After Effects, you'll see this home screen. And if you have any projects
you've previously opened, you'll see them listed
right over here. Nice and convenient. Before
I open up this project, I do want to call
your attention to this learn tab over here. If you click this, you'll
get access to tutorials available from Adobe either on their website or
directly in the app. So that can be a great way to supplement some of the stuff
that I'm teaching you, or that can be a
nice little break if you get tired of my voice. I have a project I've prepared specifically as a little
tour around this app, so I'll come up here to open project and choose that project, which is called Welcome to AE. And open. The first thing I want to point out is
this top right bar. These are the workspaces. I'm currently working in
the default workspace. If you're on something
else, you can just click on the name
to choose that one. Overall, I think you'll
find that this UI is actually a little more familiar than you expected it to be. And there are several features
here that are not all that different from the
other Adobeaps if you're already used to those. We'll start off over here on the left side in what's
called the project panel. In short, this is where you put your stuff so that
you can work with it. Once you create compositions, which are the things
that you work inside, those live over here. And when you import assets
like images or video files, those live over here, too. You can also see that I have the ability to
organize these assets, and when you select something, you'll get information about it up here in this little
thumbnail area. This main area in the
center is our viewer, specifically the
composition viewer, because there are
some other ones. And in short, this is where you look at the things
you're creating, either looking at them as designs or previewing
them as animation. You can select and manipulate
layers directly in here. So again, similar to
the design apps where you can just drag things
around. I'll just undo that. And one of the biggest things I want to draw your attention to is this little area in
the bottom left corner. Now, After Effects is
a pixel based program. So if I click here and
change the magnification, that's obviously going to have an impact on what
this looks like. If I choose a smaller number, I'll be zoomed way out, right? And if I choose a
much bigger number like 800%, I'm zoomed way in. And since these are pixels, of course, this
looks bad, right? Because I'm zoomed in to 800%. So if you ever get too
close or you get lost or you're wondering why
things look low quality, this is probably a
good place to check. I'm going to leave this
set to fit up to 100%, so it will always fit this into the available
space I give it, but it won't go over 100%
unless I tell it to. Right next to that, you'll
see another drop down. This is your quality or
resolution because After Effects can get a little
heavy when you start having lots of layers
and lots of effects. So it gives you the ability
to knock down the resolution temporarily so that you don't have to wait so
long for previews. Right now, I have
this set to full, so it's showing me every
single pixel, full resolution. But let's say I'm
working on something and I don't need to see
every single detail, I'm just focusing
more on the movement. Could actually set this down to something lower like quarter. Now I'll be able to work
and preview much faster, but just at a lower resolution. It won't export your
animation this way. This is just for previewing. But once again, if you're
looking at your viewer and wondering why things don't look quite the way you expect, this is a good place to check. I would recommend leaving
this one set on auto. That way, it will
always keep it set at the resolution
that's appropriate for the magnification
you're set to. Down at the bottom
is our timeline, and this is where you'll
do most of your work. The timeline is
layers plus time. So we have layers
of elements here, both imported things
and things we created, and they're stacked in a
top to bottom arrangement, just like in the design apps. Then to the right of
this, we have a timeline. This particular
one is 8 seconds, as you can see over here. And as you move through time, different layers may appear or disappear or move or
change in other ways. Let's come up here
to about 1 second where I've placed this marker, and we can look at
the way this works. I have these three planets
here in different colors, and if I take the purple one and move it over the red one, it looks like it's on top of it, because in the
layer stack, it is. Let's move this blue one
over here and take a look. It's on the bottom because
it's below both of these. But if I were to
take that layer in the layer stack and drag
it above those other two, now it looks like it's
on top because it's above them in the layer
stack. Let's undo. In this timeline,
different things can exist or be visible
at different times. You'll see that all of
these planets are trimmed off so they don't
exist before 1 second. Then each of them
has their outpoint trimmed so they vanish at
a slightly different time. Up here at the beginning
of my timeline, none of them are visible yet, and then poof, all
of them at once. And then one, two,
three, they disappear. As I move further through time, other layers will disappear, and then eventually,
some animation. The last major panel
we'll look at is called the Properties panel over
here on the right side. What's displayed here
will depend on what you have selected
because it's contextual. If I select this video layer, it shows me the
layer transforms, so I could adjust position,
scale, et cetera. But if I select this text layer, now it also shows me all of the type properties
that I can adjust. Or if I select this shape, it shows me all kinds of
properties that I can adjust or animate
for that shape. After Effects can also
deal with three D layers, including actual three D models. So this one has several
additional properties over here, including a third dimension
on the transforms, and then additional
options for things like lighting and shadows
and even materials. There are plenty of other
panels here in After Effects, and we'll get to several of
them later in the course. First, I'm actually going to
take this time to customize my workspace just
a little bit to simplify things for
the upcoming lessons. I'll deselect that layer so you can notice
that we actually have several other panels
over here arranged in this collapsible stack.
And I do like that. You can click on any of these, and it exposes that panel. Click it again to close it. But we actually don't need
some of these for our lessons, so I'll just hide them to
keep things a bit cleaner. If you find the little three
bar menu or hamburger menu, if you're feeling
hungry, you can click in here and
choose Close panel. Bye bye, audio, a line is handy, but we don't really need
that one right now, either, so bye bye. And we'll look at preview later. But for now, I'll just
close that one, too. Now I just have properties
and effects and presets. With only two panels here, I personally don't care for
the stacking arrangement, and if you don't either, here's
how you can change that. Come back to that Hamburger menu and look under panel
group settings. If you don't want them stacked, just uncheck stacked
panel group. Makes sense, right? There we go. I would like this
a little wider so I can just drag on
this divider here. Perfect. Now these are
still sharing that space, but with clickable
tabs like this. If you don't like that, you're free to
leave them stacked. We'll be doing a few
other minor works baased customizations as we go, and you're always free
to use a layout that works best for your
screen and your brain. Though I would recommend
keeping yours fairly similar to mine just to make
it easier to follow along. If you ever want to save
a workspace layout, you can come up here
to Window Workspace. In here, you can reset
the current workspace, save the changes you've
made to this one, though I would not recommend
saving over the default, or you can save this layout with a new name that
makes sense to you. In future videos, you
might notice that I have several custom
workspaces in my list, which can be very helpful
for different kinds of projects using multiple monitors or just your
personal preference.
6. Understanding Compositions & Projects: I Everything you create in After Effects will live
inside a composition. Compositions live inside
the After Effects project. So if you think of
an After Effects project like a magazine, a composition is a page. You can have multiple
compositions within a single project, but you could also have just
one or literally hundreds. You can create
compositions from scratch, and then you'll need to
make decisions to determine the size and duration and other specifics of
that composition. You can also create compositions
from imported assets, and those will simply
inherit the properties like the frame size
of that asset. You can even nest compositions
inside other compositions. Those are called
pre compositions. If I were to grab this one named Transform and drop
it into my viewer, now it's been added to the layer stack just
like any other layer. But if you look here, it
has a composition icon. I can manipulate this
and move it around, treat it just like
any other layer. But I can double click on it, and now I can see all the layers inside that that make up
that composition itself. These can be a very helpful
way to organize things, or sometimes you need to
do this out of necessity. Conceptually, these are
similar to grouping or to symbols in Illustrator
or components in Figma, where you can create
reusable pieces that you can use several times
throughout your project. We'll be taking advantage of these in some of
our later lessons.
7. Transform Properties: Every visible layer in
After Effects has layer transforms that allow you to change the position,
size, and so on. Whether you choose to edit
them directly in the viewer, in the properties panel
or down in the timeline, where you can access them by twirling the layer
open like this, these numbers
express those values either relative to
the composition or to the layer itself. Position, for example, tells
you where the layer is located relative to the coordinate system
of this compositions. The first value is X horizontal, and the second value
is Y, vertical. You can drag layers
in the viewer, or you can also click
and drag on a value. This can be very
handy if you want to only move in one
direction, for example. Scale expresses the
size of a layer in a percentage relative
to its default size. So if I want this to
be half the size, I could drag this
value down to 50%. Scale is linked by default, but you can unlink it by
clicking this little chain icon, and now you can scale these non proportionally. I'll undo. Since this is a
pixel based program, if you scale a layer above 100%, you will start
seeing quality loss because, again, pixels, right? Because this is an
animation program, rotation is expressed
in two values. You have both full
rotations and then degrees. If I click and drag on this, you'll see that it goes
into the positive degrees. Once I get all the
way up to 360, it clicks over to one
rotation and zero degrees, and then it works
its way back up. Eventually, I get to two full
rotations and resets again. Anchor point is a bit easier to explain once you
understand those other three because anchor point is actually the point
around which position, scale, and rotation all happen. And once you're potentially animating those values,
this is very important. See this little cross hair
in the middle of my layer, that is the anchor point around which it's
rotating and scaling. But what if I were to
move this over here? Now when I rotate the layer, that's the point that
it rotates around. And if I scale the layer, this is where it's scaling from. See what a difference that could make once I start animating. Lastly, we have opacity, which is just how opaque or
transparent this layer is. Each of these properties
has a keyboard shortcut, as you can see right
here, A reveals anchor point, P for position, for scale, R for rotation, and T for opasa If you want
to see more than one at once, you can simply hold Shift and then press that letter to
reveal another property. Right now I have opacity. I can hold Shift and press
P to reveal position. Hold shift and press R
to also see rotation. To hide one of these,
do the same thing. Hold shift and press T, now it hides opacity. The properties all still exist. They're just not
currently revealed. As you start dealing
with more layers, vertical space becomes
quite precious down here, so it's good to be able to be selective about what's
currently visible.
8. Animating with Keyframes: Keyframes are a
foundational concept of computer animation. I like to think of
them as holding a specific value at
a specific time. Once you create two
different values at two different times, what happens in
between is animation. Let's take this planet layer
and move it over here. I'll come up to my
properties panel, and right next to
the word position, there's this little
stopwatch icon. When I click on that, it enables animation
for this property. After Effects is now essentially listening for me to give
it a different value. I'll come down to my
timeline and notice that it created this little diamond
shape. That's a keyframe. It's holding that
specific position value at this specific time,
zero, in this case. And if I click and drag
this blue time cursor, it's called a CTI or
current time indicator, and I drag it up
here to 2 seconds. Now up in the viewer,
let's drag this planet somewhere else to give it a
different position value. Notice how After Effects created a second keyframe
down in the timeline. Now I have two different
values at two different times. If I bring my CTI back
to the beginning, you'll see that this
is moving Animation. I added the preview panel back for this lesson
just to point out that it does
have a play button that you can use to
trigger previews. But there's a much
more convenient way to do that. Just
hit the Space Bar. So I'll hit Spacebar
to do a preview, and we'll see that the planet moves during those
first 2 seconds, and then nothing else
happens because there's no other value for it to move to after the keyframe
at 2 seconds. Once it gets to the
end of the timeline, it loops back to the
beginning and previews again until I press the
spacebar to stop it. If I want to change something
about this animation, I can either change one of these values or the time
at which it occurs. Let's come back to that
second keyframe at 2 seconds and change
its position value. I can again just grab the layer in the viewer and
move it up here. Now my animation will
look more like this. Or I can change the time at
which this value occurs. If I drag the keyframe up here, now that same animation is
going to happen very quickly. Or I can grab the
second keyframe and drag it all the way to
the end of the timeline. Now the animation happens
much more slowly. Of course, this
isn't very exciting, so maybe we could add some
more stops along the way. Remember, this property
is basically just listening for any new
values that I give it. Maybe I'll come up to this time and drag the planet over here. Move up a few more seconds,
drag it over here. Position in particular is
handy for this because you can actually visualize where it's
been and where it's going. Let's do one more
preview and check out this slightly more complex
animation I created. This is just a start, of course, but these ideas are the basis of almost everything we'll be doing in the rest of the course.
9. Preferences, Shortcuts & Troubleshooting: If you need to make adjustments to the After Effects
preferences, on Windows, you'll
find these under the Edit menu preferences. On Mac, you'll find that
under After Effects settings. If you're on an older
version of After Effects, 2025 or earlier, these may be arranged in a
slightly different order, but the options are the same. As new users, there aren't too many things that you
should probably mess with yet, but there are a few things I want to point out because they potentially affect the way After Effects runs on your machine. Let's check out memory and CPU. This allows you to set
how much RAM is used by After Effects and how much
is reserved for other apps. This will be something
you might need to determine based on
your system and how often you're
using other apps like Photoshop or Illustrator
at the same time. If you look under disk, you can tell After Effects where to put what's
called the cache. When After Effects
builds previews, it uses both your RAM
and hard drive space to hang onto those previews. By default, it just puts this
in your systems temp files, which will slowly fill up your hard drive up to the amount that you
allow it to use. So if you've been working
in After Effects a lot and notice your hard
drive is super full, this would be a good
place to check, and you can empty
it if you need to. Again, you'll need to somewhat navigate this for yourself, depending on the size of the
hard drive you have this set to and the types of
projects that you work on. You probably don't need to make huge adjustments to
either of these yet, but if you start
running into issues, these are good places to check. I want to call out
that I'm working in the English version of After Effects with an
English keyboard. So all of my shortcuts
will be based on that. If you're working in a
different language install or with a different
language keyboard, you may need to
customize things. So you can come up to
edit keyboard shortcuts, and you'll see this great visual keyboard shortcut Editor, which can both serve
as a handy reference and allow you to make any customizations
that you might want. If you ever run into
problems with After Effects, you can also trigger
a safe startup mode as the program is opening. You click on the application
and then as it's booting up, hold Control Alt Shift on Windows or Command
Option Shift on Mac. You'll then see these
startup repair options, allowing you to continue to open normally or open in a safe mode, reset your preferences or manage any third party plugins that
you may have installed.
10. Create Your First Composition: For this first project,
we'll keep it nice and easy just so you can
get used to everything. I'll come up here and
click New Project. And now we're presented
with an empty interface. Before we can animate anything, we need to make a composition
that our stuff can live in. After Effects often has
multiple places that you can do the same commands,
and that's the case here. You can come up to
composition, New Composition, or down here at the bottom
of your project panel, you can click on this
little composition icon. Or right in the middle
of your screen, there's a huge new
composition button. So we'll just do that one. Once you click that,
you're presented with some settings to choose
for your compositions. This first field is the
name of the compositions. I'll go ahead and name this
one destination Animation. We do need to decide what settings our composition
is going to have, and that's usually easiest to do by just choosing from
this list of presets. I'm going to choose
social media landscape HD 192-010-8030 FPS. So I'll just click on that and
it sets everything for me. That means our composition
has a width of 1,920 pixels and a
height of 1080 pixels. We'll be working at
30 frames per second, and I'll talk more
about what all of these settings mean
a little bit later. The only other thing we need
to worry about right now is our duration or how long
this composition is. Let's set that to be 10 seconds. So you can just
highlight this text and then type ten, zero, zero. It won't matter too
much for this project, but you can choose
a background color when you're creating
a compositions. So you could just click
on this color chip right here and choose a different color if you don't want black. Once you're ready,
just click Okay. And now that we have
a compositions, we're ready to start creating.
11. Create a Type Layer: We'll start off by just
creating a simple type layer. If you look up at the
very top of your window, you'll see all of
these tools up here. We're looking for this
T that's our type tool. So just click on that
and then come down to your viewer and click so
you'll be able to enter text. I'm going to type
out the name of my destination,
which is Jupiter. Once you're done typing, you can click somewhere else or you can press Control or Command
Enter to confirm that type. With this type layer selected, look over here at your
properties panel, and you'll see that you not only have the layer transforms, but you also have all the text properties that you can adjust. I'm going to choose a
different typeface. I have a lot installed, so I'm just going to
start typing the name of the typeface that I
want, which is Museo. I'm looking for Museo slab, and I'm going to go with this
big fat version of it here. I would like my text to
be a little bit bigger, so I'm just going to
click and drag on this value until it gets to be about the size
that I'm looking for. I also want to go
ahead and change this text to the red color
that I picked for my brand. So I'll click on this little
fill color chip right here. I do happen to know the hex code of the red that I picked. So instead of searching
around in here, which you can do by just
clicking and dragging around, I'm going to select this text down here and type
in the hex code, which for me is ef3f2 E. I'll just hit Okay
to confirm that. Now if I want to make additional adjustments to my text layer, I just need to make sure
I have my selection tool back because right now I'm still working
with the type tool, which you can see by
looking at my cursor. So I could come back up to the toolbar and click
on the selection tool, or you can just press V
to get that one back. And now you're free to drag
this type layer around and reposition it wherever you like until you get
it just right.
12. Import Media: For a little bit of
visual interest, we're going to add
a background image. And if you look in
your student files, you'll see that I actually
supplied you with a couple. So you're free to just
use one of those, but you can also find or
create one of your own. After effects will import any of the most common image
types like JPEG, PNG, and even PDF files. It will also work with most professional and intermediate
formats like Targa, TIF, and Open EXR. You can bring in layered Photoshop and
Illustrator documents. Those have some
extra functionality that we'll talk about later, and it will also take
other vector formats like EPS and SVG, although those work a little differently than normal images. The biggest thing to
remember is that any of these assets must be
in RGB color mode. To import one of these files, just come up to file, import file, and then navigate to the
place on your hard drive, that the file you
want is stored. I'll grab this background A right here and
just click Import. Once the file is added
to your project, you can just grab it
from the project panel and drop it right
into the viewer. Well, it covered up my type, and that makes sense
because remember, these layers work top to bottom. So I can just grab
this image and drag it below my type layer so that I can see
what I'm doing. I'll come back up to
the viewer here and just adjust this
visually right here. I think that looks pretty good. You'll see that this
particular image is bigger than my canvas. If I use my scroll wheel
to zoom out on the viewer, I actually have quite a bit of flexibility here,
which is nice to have. I'll just scroll back in and now we're ready
to start animating.
13. Introduce Keyframes: Going to add some simple
animation right here. Let's start with the type layer. So I will select that
layer and you'll see that it opens it up
in the properties panel. We can just work right
there if we like. I want it to just move
up into place here. So I'll just grab my layer and drag it right
off the bottom. If you want to keep it
going perfectly vertical, you can hold Shift
to constrain that. I have my CTI right here at the very
beginning of my timeline, frame zero, and I'll
come up here to the Properties
panel and click on the little stopwatch right here for position to activate that. You'll see it changes the icon there in the properties panel, and it creates a keyframe
down here in the timeline. I'll drag my CTI forward
a bit to about 1 second, and then just bring this
back up into place. You can see it kind of
leaves a little line behind where it was going. That's called the motion path, and again, we'll talk
more about that later. I'm also going to add some
simple animation to my image. In this case, I think left to
right kind of makes sense. So let's go ahead and bring the CTI back to the
beginning of the timeline. I'll select my
background layer and then again come up and
create a position keyframe. I think having this move over about 5 seconds
maybe make sense. So I'll bring my CTI
to there and just move that layer a bit
to the side here. So it's just kind of creating
a little bit of movement. I'll bring my CTI back
to the beginning of the timeline one more time and press the space bar to preview. Alright, we've got some
animation happening. Oh, after we get to 5 seconds, there's no more keyframes, so there's no more
animation happening. Let me actually hit the minus key at the top of
my keyboard to zoom out, show you the whole timeline, and you can see
what's happening. So our type layer
is moving over the first second and then
it stops moving, and the background layer is moving over the first 5 seconds, and then it stops moving. So, you know what? I
don't think we actually need the last 5 seconds
of this timeline. But this is always flexible.
We can always change that. I will bring my CTI
back here to 5 seconds. And then this area right here
is called your work area, and you can actually
change this as you go, whether it's just for previewing or for your eventual export. I will grab this
little blue area right here and just
drag this over. And again, you can hold Shift
to snap that into place. If you are a hot
key kind of person, you can actually set
this with just hot keys. You could set the Bginning of this area with B.
I'll just undo that, or you can set the very
end of it with the N key. Now when we do previews, it will only show us this area. I'll prove that real quick by
just hitting the space bar. And you'll see when
it gets to the end, it will loop Press Space bar
again to stop the preview. And if I decide I
actually want to trim my composition
off to this length, I can actually just
right click here in the work area bar and choose
trim comp to work area. So you can always
change this as you go. Making it longer is
a few more steps, but that's possible, too. I'm going to keep my
animation pretty simple here because we're going
to be adding to this more in the next set of lessons. But I absolutely
encourage you to do some experimentation here and feel free to get a
little bit creative. This is really just you
getting a feel for how this works and just
getting used to keyframe. Once you're happy
with your work, we're going to make
sure we save it. So we'll just come
up to file, save, and then just choose a location and a file name that are
appropriate for you.
14. Export Your Animation: Last up, we need to export this animation so that we can
share it or post it online. If you come up to composition, add two Render Queue, you'll see that there's
actually another panel that shares space with
your composition viewer, and right here, we are setting up what's called a Render Queue. You can actually put several
items in here all at once, and then export them
all in one big batch. But we're just doing one
for now, and that's fine. There's all kinds
of options in here, and we'll go over
some of them later. But if yours defaults to this h264 match Render settings
15 MBPS, that's perfect. I just need to come over
here where it says, Not yet specified and choose a location
for this file to go. So if I click on that, it
will open up my file browser. I can just confirm
that. You can change the file name right here if you want to and then click Save. Once that's ready, you come up here and press this
render button. That chime means it's all done. So now you can find that file, open it up and watch
your Animation. We are going to get
more complex from here, but if this is the
first animation you've ever created, congrats.
15. Class Project 01 - Destination Animation: Alright, folks, it is
class project time. These class projects are
fun exercises that we've created for you as a good way to reinforce what
we just covered, and they really help ensure that the information
sticks in your brain. Watching something is good but doing it yourself
is even better. This first project is just meant to be a simple warm up exercise, but as we go, you'll be creating nicer stuff that you could even include in your
portfolio, if you like. So make sure that
you're following along, and I would love to see you put your own spin on each of these. Remember to get
your own brief from the random project generator
if you didn't already do. I ended up with
SaguaStarlines as my client. I'll be using red as
my main brand color, and I'm creating materials
about traveling to Jupiter. Now, the requirements
for this first project, I want you to create
a short animation. It should be 1920 by 1080
at 30 frames per second. Make sure you keep it easy on yourself and use those presets. I want you to create
your own design with at least one piece of type
and one background image. You're free to add more
elements if you want to, but we'll be expanding on the same concept in
the next section. So it's okay to keep
this one pretty simple. The whole point of
this first project is just to get you
used to working in After Effects before we start throwing too many other
elements into the mix. I want you to
keyframe and animate the position property of at least one layer to
create a short animation. If you want to add
more keyframes or keyframe more layers, again, that's totally fine. Feel free to explore and
try to have some fun here. I do want you to keep
this short so that you stay focused on just what
we're trying to do here. 5 seconds is probably a good length for
something like this, but if you want to make
it a little bit longer or a little bit shorter,
that's totally fine, too. Whatever feels right
for your animation. As a reminder, here's what I built for this first project. You can feel free to use some of the images that I provided, or this would be a great
opportunity to find some of your own cool visuals for your own brief and see what
that inspires you to create. I did share some links
to sites with tons of free imagery that you can
use for your own projects. Now, in terms of
the deliverables, I want you to export an MP four of your animation using
the render queue. That's exactly what
I just showed you, and using that default
setting is perfect here. Just make sure that
you name your file properly and export it
somewhere that you can find it. I would probably recommend making a folder specifically to hold all of the exports for the rest of your
class projects, but choose a system that
works best for you. Now, we actually can't host your videos directly
on the class site. So what we ask is
that you upload the videos that you create
to a video hosting site. YouTube is a great
free solution, but if you already have
an account somewhere else and you want to use that,
that's totally fine, too. I know that YouTube lets you
create multiple accounts. So if you want, you
could even create a special account
just for this course. So you'll post your video to the video hosting
site and then share a link to that video on the projects or assignments
section of this website. Just to be clear
that link should directly go to a hosted video. Do not link directly
to a file sharing site like Dropbox or Google Drive
or anything like that, where it would cause
someone to have to download the file to view it. If you accidentally do that, it's not going to be
the end of the world, but to get credit
for the project, you do need to make
sure that it's on a hosted video site like
one of the options above. On future projects, I will also encourage you
to be posting these to your own social
media channels just so that you can get
feedback there, too. But for this first one, again, it's really just a warm up. So just posting it on the
class site is totally fine. Alright, time for
you to dive in, have some fun and
make some stuff move.
16. Project Setup: I've expanded on
that previous design with an updated layout. I've got some
additional text layers, including a full tag line
and the company name. I brought in an image
of my destination, which for me is Jupiter and added some color
to the background. I did provide you this
start project right here in your project files,
looping promo Start. And you'll see the
After Effects file right here so you can
follow along if you like. I've also imported
a texture element that I would like to
add to my compositions. So I'll just bring that over
from the project panel here. But you'll see when I drag it directly into the
viewer like that, it puts it at the very
top of the layer stack, which in this case,
is not what I want. Of course, I could adjust it, but we could also just
save ourselves a click. So I'll just undo or I could press delete since
that's already selected. Instead, I'll drag it from the project panel directly
down into the timeline. That way, I can put it right where I want it in
the layer stack, which for me is right
between layers five and six. You'll see that it centers
it up in the viewer, as well as putting
it right where you want it in the layer stack. For my design, I want to
adjust the opacity just a bit, so I'll click on that
and set it down to 80. Just so that you can see
what we're working with, I'll come over to composition
composition settings. And you can always come
up here to check or adjust these settings
for your composition. You'll see that I'm working
in that same preset as the previous project, 1920 by 108030
frames per second, and I set this
duration to 6 seconds. If you want yours to be a
little different, that's okay. Because we have more layers, I think it's worth taking
the time to organize our project a bit so
that we don't get lost. Type layers are actually created with a red label by default, which works great
most of the time. But here, it's the same
color as the text, and that doesn't feel as
clear to me as it could be. So I would actually like that
to be a different color. If you click on the
little color chip next to your layer name, you can set that to
whatever you'd like. I'm going to choose yellow. That stands out a lot better in the viewer and down
in the timeline, too. I'll go ahead and select two and hold control
or command and select Jupiter also and set both of those
to yellow as well. I think it's okay for my
company name to stay red, so I'll leave that one alone and select this downloaded image. Huh, that's a terrible name. Let's rename that
by pressing Enter, and I'll type in Planet. Press Enter again to confirm. And then I'll set this
layer to be orange. I think that's a lot clearer for me to keep track of what I'm doing and probably a lot easier for you to
follow along as well. Just to make sure we don't
accidentally grab the texture or background layers while we're working on
the other elements, I'll look right here
under this lock column and click click to lock
both of those layers. And while this won't really
affect our animation, let's look back over
at the Project panel. I know we only have four
things in this project, but we don't want this to be
a messy garbage dump, right? You can actually create folders
to put your elements in. There's an icon down here at the bottom of the project panel, or you can right
click New folder. I'll just name this assets, then select those elements
and put them right inside. You can open it back up or
leave it closed if you like. For this project, it won't
make a huge difference, but it is a good habit to get into while things
are still simple. Now that we have
everything nice and organized and color coded,
we're ready to animate.
17. Add Keyframes: Before we start animating, let's think through our concept. I want this to be
a looping promo, which means I should
probably start with none of these main
elements on screen, bring them into place, let them sit here for a little bit, and then animate
back off screen. So if I were to start
animating right now with my cursor here at the
beginning of my timeline, I could move everything off, but it's going to be
pretty hard to get them back into the
correct positions, right? And I spent some time
working on this layout. So let's undo that.
Instead, you might want to think about doing this backwards if it's easier to think
about it that way. I'm going to start by
making my key frames at the frame when I
want these to land. I'll bring my CTI up to
about 1 second here. And for this project,
I'm going to work down in the timeline instead
of the Properties panel, though, you're free to
use that if you'd like. I could twirl this layer open and see all of these
transforms right here, but that's already taking
up a lot of screen space. I'm only planning to animate
position for this layer, so I'll press P, making that
the only property visible. I'll click on the Stopwatch to create a position keyframe, and then I want to move back to the very beginning of my
timeline, which I could, of course, drag the CTI or
just press home to get there. Let's go ahead and
drag this left off the side of
the screen, again, holding Shift, if
you want to keep it perfect and do a quick preview. Not that exciting yet,
but it's a start. And we're going to
use the same idea with all the other pieces. I think it probably
makes sense to have all of these move at
about the same speed. So sometimes it's easier to
do all of your animations and then offset the timing once you get a sense for how
they're moving together. And that's exactly what
we're going to do here. I'll bring the CTI back over to 1 second to match with
that second keyframe. Go ahead and select two, press P to reveal position, and activate that stopwatch, home to jump back
to the beginning, and we'll just drag that
one off to the right. Notice how you can still see
exactly where these are even when they're outside
that visible canvas, pretty handy, right? Come back to 1 second, select our Jupiter layer, press P to reveal position, activate the stopwatch, home to go back to
the first frame, and let's take that one, I
don't know, off the bottom. I know that's going to overlap
with the company name, but we'll figure that
out in a minute. Let's come back to 1 second. And I think for that company
name, let's use opacity. So I'll press T to
reveal that one. Make a keyframe, come
back to the beginning, and just drag that down to zero. I think for the planet, let's try something a
little different. We'll do both scale
and rotation. This might be a
good time for the properties panel
because remember, when you create
keyframes up there, it reveals those properties
down in the timeline. So I'll just click click, and both of those are now
revealed down in the timeline. Press home to go back
to the beginning. I'll scrub this rotation
value backwards a little bit, maybe around -50 or so. You probably don't
need to be exact. And then click on either scale value and
set that to zero. Do a preview and
see how that feels. Alright, well, this is the
basic idea that I'm after, but everything's kind
of happening at once. We'll talk about
that in a minute. But this is roughly
what I'm looking for. Right now, we are spending
a lot of our time looking at parts of the timeline
where nothing's animated yet. So let's go ahead
and temporarily trim that off, so we're
not wasting time. I'll put my cursor right
here around 3 seconds and press N so that we
trim off that work area. We are going to be using
the rest of this timeline, we don't need to
watch it right now.
18. Adjust Layer Timing: When you're bringing in several
layers at once like this, you want to think about
the viewers experience and how they're going
to interpret that. Particularly when you're
dealing with type layers, you want to think about
presenting those to the viewer in the order
that they would read them, which in this case,
is, of course, journey to Jupiter with
Sagitta Starlines. So if we make each word happen just a little bit later
than the previous one, it really helps with
that presentation. So let's come up here
and maybe look at, let's try ten frames. So I'm at frame ten right here, and I'm going to select
this two layer and drag this over so that it starts at frame ten
instead of frame zero. Now, I do want to point
out you don't want to drag from the
very beginning here. See how the cursor
changed because that would actually be
trimming the layer, which is not what we want here. We want to move it over
in time, just like that. And now, it starts
a little bit later. Let's go ahead and try
another ten frames and move Jupiter up here. Let's just see how those feel. These other ones are going
to kind of be in the way. But part of working on this is sort of training your eye to look at the pieces
you're working on and kind of ignore some of
the ones that you're not. That's better. I'm feeling that since journey moves a bit
farther than the other ones, it feels a bit faster. So let's actually maybe move that second keyframe
a little bit later, select both of these,
holding Shift to do that, and just scoot those over a bit more and see how that feels. Yeah, I like that.
Now, of course, Saga to Star lines needs to
happen quite a bit later. So let's bring that way over here so that
it's not getting covered up by Jupiter as
it comes up. There we go. That probably works. And let's figure out the timing
for this planet. I don't know, maybe about there. A lot of this is kind of ballparking things
and then watching it, making adjustments,
watching it again, keep tweaking it
until you're happy. And I think that
feels pretty good. M
19. Create a Loop: Now this is supposed
to be a looping promo, which means I need
to animate all of these back off
screen at the end. So I will press the end key to move to the very last
frame of my timeline, and then press N to stretch that work area back out to cover the whole timeline. Since we're focusing
on just the end, we could actually bring the beginning of the work
area a little bit later, maybe around here, 315. I'll press B, and now we'll only be looking at that second
portion of the timeline. We made our earlier
animations about 1 second, so that's probably
a good estimation for moving them back off. So I'll bring my cursor to
right around 5 seconds here. And I could shift select
these top three layers, come back over to any of them, and click on the
little empty diamond here to create another keyframe. See how it does all three
since they're selected. Then I could jump to
the end of my timeline. Just click off any of them here and just select each one and move it back off screen
wherever you'd like. Let's try maybe moving Jupiter
off to the side this time, just for a little variety.
Let's see how that feels. Seems a little fast to me. So let's actually
grab each of these. Let's just try moving
all of them back. Let's say five frames. You can actually use
the page up and page down keys to move
one frame at a time. So I'll just hit page up, one, two, three, four, five, and then move all three of these keyframes and
see how that feels. Not too bad. I'm
noticing that two feels quite a bit slower
because it's not moving as far, so maybe that one
could actually move back to where it was right here. And we could even look at slightly offsetting each
of these keyframes. I could drag a box
around these top two, move them over a bit like this. So it's creating, again, kind
of a top to bottom feel. I think it might be moving
in the right direction here. Let's go ahead and make our Sagitta Star lines
layer fade back off. We can actually select both of these keyframes
by dragging a box, and then I'll come up here, copy or Controller Command C. And then you can actually paste them reversed
to fade it back off. Control Shift V or Command
Shift V. And so now we've got those same opacity
keyframes pasted in reverse to fade back
off. Okay, not too bad. Let's make that planet move
off with position as well. So I'm going to hold
Shift and press P so it reveals position without
collapsing scale and rotation. Create a keyframe for position, press N to move to the
last frame of my timeline, and maybe just scoot
that off to the side. Let's see how all of this feels. Okay, not too bad. Let's press home to jump to the
beginning of the timeline. B, to expand that work area. And now we can watch our
whole timeline at once. I think that outgoing animation maybe feels just a
little bit fast. So I'll drag a box
around each of these keyframes here
at the beginning of that outgoing move and just drag them backwards
a little bit in time, so they happen a little
bit more slowly. Press home and do
another preview. Okay, I think that's
feeling pretty good. If you'd like to
offset the timing of these final keyframes
a little bit more, you can keep tweaking and previewing until
you're happy with it. So I like how this feels, but I'm noticing that
there's this chunk in the middle where there's
absolutely nothing moving, and that's a little bit boring, but there's an easy
way to fix that.
20. Animate the Texture: Let's give ourselves a little
bit of room to work here. I'm going to select all
my layers by hitting Control or Command A and then just twirl any of them
closed over here, and it will collapse everything. We're going to
animate this texture, so I'll go ahead and
unlock that layer and then press home to jump back to the first frame
of our animation. We're going to be animating
the position property, so I'll select that layer, press P, and go ahead
and create a keyframe. Now, remember this layer is quite a bit bigger
than our composition, which was very intentional. Gives us the ability to
easily move this around and add some life to
this texture itself. Now, remember that
you can use page up and page down to move
one frame at a time. Well, if you hold Shift, you can move ten
frames at a time. So I'll hold Shift
and press page down to jump me to frame ten. I'm just going to drag this
texture to some new place. It doesn't really matter where I'm just looking for
something a bit random. And then shift page down to jump another ten frames and
another random position. Just keep doing this until you've filled up
the whole timeline and everything looks kind
of nice and randomized. You don't have to be
too precious with this. Just make sure you
don't have the same position into back to back. You actually don't need
to make one at the very, very end here because you'll
never see that frame anyway. You can see I have a nice
randomized position here, so let's zoom in
and do a preview. Huh? Well, that's not really
what I was going for, but it's actually exactly what I told After Effects to do. Between each of these keyframes, After Effects is moving
between those position values. I actually want it to hold those values until
it gets a new one, creating more of a low
frame rate staccato feel. We want to select all of these position keyframes
so you could either drag a box around all of them or click on the word
position over here. And then right click
on any of these. And in this pop up menu, we're going to choose
this command right here, toggle hold keyframe. You'll notice that the shape
of the keyframes change, and now it's going to hold that value until
it gets a new one. And when you do another preview, you'll see that this,
even though it's subtle, actually does a really great
job of keeping everything feeling alive even when the
main elements aren't moving.
21. Smooth the Motion: Speaking of smoother keyframes, I'm feeling like the main
elements are just a little bit clunky with the way that they move and come to a hard stop, but there's an easy
way to fix that, too. Let's stop my preview, and to reveal all the
keyframes on all the layers, I'll press the U key. Now, I want to select
all the keyframes on every layer
except the texture. So I can click and drag to make sure that I
get all of those. Oops, I missed a you, I'll just hold Shift and make sure that I
get those as well. Notice that all of these
keyframes are selected, and I can right click on any of them and get that
same pop up menu. This time, I want to look in keyframe assistant and
find this command, Easy Es, or you can
press the F nine key. Again, you'll see that the
shape of the keyframes change, and this is going to
make all of them come to a smooth stop instead
of a hard stop. Let's see what that feels like. See what a different
feel that has. Here's a comparison between those linear keyframes that were created by default and the Easy Ease keyframes
we just made. Now, this may slightly change the perception of the animation. So if you want to
adjust the timing a little bit more, this
is the time to do it. I feel pretty happy with this, so I'll go ahead and
come up to file, save, save my project, and then just send that to the Render Queue and
export my Animation.
22. Class Project 02 - Looping Promo: Alright, class
project time again. We're going to turn that
first class project into a more designed
short looping promo. So you can expand on
that first project, or you can create a new design
if you'd like, either way. I do want that to still be 1920 by 1080 at 30 frames per second. It's a nice round
number that will make some of the animation
techniques easier for you. It should prominently feature the primary client color you should have multiple
pieces of type, including the client name. You should have a
background image of some kind and an animated
texture element. You'll find multiple options for both of these in your
Downloads folder, but you're, of course, free
to go find your own, as well. This should also contain an
image or icon of some kind. I obviously used a picture
of my destination, but if you wanted to create
a logo for your company or use some other image
that's relevant to them, then that is just fine, too. I do want you to make
use of position, scale, and rotation
somewhere in your animation. If you want to do more
than that, that's fine. You don't have to have every
single element animated, but I do want you to
have most of it animated and make sure that you use at least those three properties. Your animation should
also loop cleanly. So be thoughtful about
how you animate things. Having things start
off screen, come on, sit for a minute,
and go back off is probably the
easiest approach. But if you want to get
more ambitious and figure out other ways to
loop, that's okay, too. As a reminder, here's
what mine looks like. Mostly position animation. We've got some scale and
rotation on that planet, and then the animated texture. For your deliverables, this is going to start being a
bit repetitive here, but please export
your animation as an MP four using that same
preset that we did before. Upload your exported video to a video hosting site like Vimeo or YouTube or
whatever you like, and share the link to that on the class project
or assignment section. As a reminder, do
not submit links to Cloud storage sites like
Google Drive or Dropbox. Also, since we're
starting to create real things and not just
simple warm up exercises, we'd love for you to also be sharing this on social media, B that Instagram, Facebook,
LinkedIn, et cetera. Your design can look
very similar to mine, or you can make something
totally your own. Either way, we're really
looking forward to seeing your creativity and what
you bring to this project.
23. Working with Video: We've been creating video files when we export our animations, but we're going to start
using video files as source material for some
of the upcoming projects. So I wanted to make sure that
we're all on the same page with some of the
technical fundamentals from the world of video. First up, video is always
measured in pixels. There's no DPI or PPI here, just the actual pixel values that determine the frame size. What you're watching right
now is standard HD video, which is 1,920 pixels wide or 1920 by 1080 pixels
tall or 1080. You say the horizontal
or X value first, so 1920 by 1080. You'll also hear this referred
to as 16 by nine or 169, which is referring to the
aspect ratio of this rectangle, 16 units wide by
nine units tall. Those pixel numbers
also correspond to the After Effects coordinate
system that we've been using for the position movements
in the previous lessons. The top left hand
corner of any frame is always zero X, zero Y. This is the same
coordinate system used by Photoshop
and Illustrator. The bottom right hand corner
will be the full width of your composition on X and then the full height of
your composition on Y. The middle of any
composition is always going to be exactly half
of the frame size. So in this case, that's 96540. If we were looking at the
standard vertical video format often used on social media, that's the same thing
just rotated 90 degrees. In that case, we're
looking at 1080 by 1920 or nine by 16. And the middle of that
composition is 54960. You may also have projects
where you're asked to work in four K or use four K video elements as
part of your project. The standard size for
that is 38 40 by 21 60. Numbers wise, that's
double 1920 by 1080, but because of the way
area is calculated, that's actually one, two, three, four times the size. So it's going to
be that much more demanding on your machine. You can actually create things at almost any size in After Effects up to 30,000 pixels
in either direction. Your only real limits here are your machine and the format
you use when exporting. When we're talking about video, we also need to be aware
of the frame rate. We've been using 30 so far, but we haven't really talked
about what that means. A video file is really
just a series of images all packed
into one container. When you're talking
about film or video, those images are called frames, and the number of them you see every second is called
the frame rate. The higher that is, the more visual information
you have each second. If you're based
in North America, you're probably used to seeing the broadcast standard of
30 frames per second on TV. Although that's
technically 29.97 for reasons you probably
don't care about. In many other parts
of the world, the broadcast standard
is 25 frames per second, and the standard for films you see at the movie theater is 24. You might see higher frame rates like 60 when watching sports or video games or other
action content or even higher if you're working with slow motion footage. And you might see lower
frame rates in animation for either creative or time
saving purposes or especially in things
like Internet banners and animated gifts, where fewer frames help
keep the file small. Here's an example of
what these different frame rates look like
next to each other. As you can see, 30 and 24 might look pretty
similar to your eye. But as you get into
the lower frame rates, it gets very choppy
very quickly. Even all the way down at
two frames per second, with literally nothing in
between these two extremes, your brain can still kind
of fill in that information and you can still understand
what's happening. Cool, huh? You've seen me referring
to this little number that indicates when we are
in our timelines. This is what's called time code, which is the standard
way for video to keep track of time in hours, minutes, seconds and frames. And the point at which
it clicks over to the next second depends on which frame rate
you're working at. If you're working at
30 frames per second, once you get to frame 29, the next frame will be 1
second and zero frames. Now, while we can
work with video and After Effects I
do want to point out that it's not really
intended to be used as a Video Editing app. That's what Premiere Pro is for, much like how you could cut out an image in After Effects
using the tools in here, but it's often much easier and faster to do it in
Photoshop, right? Because that's what
it's built for. After Effects can
absolutely use video files as part of your animation
or compositing projects. But if you're mostly
doing trimming and it's more than a few clips, you probably want to do that in a dedicated Video Editing app. After Effects will support most video file formats
that you can throw at it, both consumer and professional. But you should
generally avoid using what I would call
delivery formats like the MP four files we created earlier as
inputs for your project. Those files are highly
compressed to make them a smaller size for uploading
or file transfers, so they're not ideal as an
input if you can avoid it. You might think about
this like working with a raw photo taken
with a nice camera. You have tons of editing potential and plenty
of pixels to work with versus a much smaller JPEG version
of that same photo, which might work great as
a thumbnail on a website, but not so great if you want
to do any kind of editing. You should also avoid
using what's called variable frame rate
footage as an input. You'll most often run into
these with files recorded on a phone camera or from
screen capture software. In either case, when recording, you want to try and make sure that you're actually
set to what's called a constant frame
rate, not variable. A constant frame rate means
exactly what it sounds like. It would stay at
exactly 30 frames per second or whatever
the whole time, whereas a variable
frame rate might actually change frame
rate slightly over the life of the clip
as another way to save space in that file
as it's being recorded. Within After
Effects, video files work much like any other asset. When you select them
in the project panel, you can see things
like the duration, frame rate, and some
additional technical info. When you add them
to a composition, they work just like
any other layer, except that they
have a set duration, meaning they have a defined
start and defined endpoint. Compare that to this JPEG here. Notice how it doesn't have
that little black corner. The video clip has that little
black corner to show you that this is the maximum
extent of that clip, in this case, the beginning, and you cannot extend it beyond that without
special re timing. If I start trimming layers, you'll see that when
I trim the image, it's just kind of gone. But the video clip leaves
behind this sort of ghosted area showing you
that the clip exists there. You've just trimmed
that part away, so it's not visible anymore. You can manipulate
clips on the timeline, and as you move them forward
or backward through time, you'll see those
different parts of the clip reflected
up in the viewer. If you don't have a composition
in your project yet and want to use the settings
from an imported video clip, you can simply drop that onto
the new composition button, and this new composition
will be created with the exact settings and
duration of that clip. When you already have a
composition existing, you can simply right click on a clip and choose New
comp from selection. Video clips often include audio, which you can see indicated
by the little speaker icon. If you want to
mute a video clip, simply click that to
disable the audio. There are also a variety of
ways to time stretch and even reverse video clips in
both simple and complex ways, and we'll do one of
those in just a minute. There we go. Now you're
officially up to speed. Hopefully, this helps
demystify a few things about video and give you some good tips for
future success. Time to start our next project.
24. Choose Assets & Project Setup: For this next project,
I'll be using this cutout photo
of a rocket chip, as well as this star background. Though you can see I've provided a few more options for you. And then we also have
this, which is a clip of some rocket fire and
smoke that I created. If you're following
along, you're absolutely welcome to
use what I've provided, and I'll give you some tips on changing the colors
later if you need to. But I would really encourage
you to start thinking about finding your own
assets as we go forward. There are several websites
with good options that are totally free
and more importantly, with licensing that
allows you to freely use these assets in your own
work, even commercially. Unless you're creating everything
yourself from scratch, sourcing assets is an important
part of this process, and it's good to
start developing a sense of what to look for. We will start by creating
a brand new project. If you're in the home screen, you can just click on New
Project right up here, or if you already
have another project open in After Effects, you can go up to File
New New Project. We're going to create a new
composition from scratch, so I can just click right
here on this big button. I'll use one of
the presets again. Let's try the social
media portrait this time for a vertical layout. We're going to set the duration to 3 seconds. It's a short one. And let's name this
rocket flight. I'm going to import those
assets that I just showed you. In addition to the other import
methods I already showed, you can actually just drag things right in from
your file browser. So I will control or command
click to grab the rocket, this fire, and I'll use stars A and just drag these
right into the project panel. There we go. Again, this
is only a few things, but it never hurts
to be organized. So while these are
still selected, I'll drag them right down to this folder icon and
name that assets. Now, let's go ahead and bring
these into our composition. I'll start with the
background, the stars. Okay. And then I'll bring
in the rocket cut out. Let's go ahead and scale
that down maybe about 25%. We'll fine tune
that in a minute. And then our rocket fire, which is actually going to
sit on top of the rocket. I know we can't see
this very well, but we'll fix that in a minute. Now that we have everything
in the compositions, let's look down at the
timeline and see if we need to do any
recoloring or renaming. I'll go ahead and change
the label on this fire. Orange might make sense here, but I'm thinking
ahead and knowing that I probably want
a color that I can see compared to the actual color of the fire in this clip. So I'm going to choose purple. My rocket is red, so I'll
set that one to red, and I think the default color
is fine for the background. I could update the names a bit, so on Stars, I'll press Enter and change
that to Stars BG. For the rocket, let's clean that up a little bit
by getting rid of cutout and get rid
of MOV on the fire. Great. I might as well go
ahead and save my project, file, save, and give it a
good name like rocket flight. Okay, I'm ready
to start working.
25. Composite & Parent a Video Clip: There are a couple
things I need to do to get this fire clip
set up how I Want it, starting with moving the anchor
point into a better spot. I will come up to
my tool bar and find this little cross
hair looking thing, which is called the pan behind tool or the anchor point tool. You can also press
Y to activate this. Back in the viewer, when
I hover over this layer, you'll see that my cursor
is a little bit different. And now I can click and drag
to move this anchor point. So I'll bring that over here, right where that fire is
sort of originating from. Yeah. And now when I rotate this layer
or scale the layer, that's the point
it happens from. I'll go ahead and rotate
this exactly 90 degrees. I can just click and
type that one in. I'll press V to get the selection tool back
and just scale this down by I. I'm holding Shift to make sure I'm
scaling proportionally here, and I think right around
50% is probably good. Of course, we can't really
see what we're doing. So we need to use
a blending mode to composite this
layer properly. I'll come down to my timeline, and by default, you probably won't see
your blending modes. But there's a little
button right here at the bottom that says
toggle switches and modes. If you click on that, you'll
see the switches disappear, and now you have two
columns of drop down menus, mode and track Mat. The one on the left is
your blending modes. And if you click
on this dropdown, you get a big list
of blending modes, probably more than
you've ever seen before. We want screen, which is about
a third of the way down. Screen makes all of the
black areas transparent, which is exactly
what we needed here. I'll go ahead and toggle
that back to switches, and now I can zoom in and do any fine tuning on that fire. Okay, I am planning
to animate this rocket sort of flying up
across the frame like this, and I obviously want the fire layer to move
along with it. But it seems kind of silly and messy to have to
animate both of them. Fortunately, After Effects has a feature called parenting, which allows you to connect
one layer to another layer, and it will follow
it anywhere it goes. I think it might
be easiest to just do it and show you how it works. So on our rocket fire layer, you come over here under
the parent and ink column. Make sure you're all the
way over here and not still looking at Track Matt if you
do have that open still. I can either use
this dropdown menu, which would be easy
because there's only a few choices in this one and just select rocket or there's another
way to do this, which becomes more helpful in a project with a
lot more layers. You also have this little
curly cue thing right here. It's called a Pick Whip. You can just click
and drag on that to point to the other
layer that you want this layer to
be parented to. Once I let go, you'll see that it says it's parented to rocket. And now I can select this rocket layer
and move it around. And anywhere this goes, the fire follows along. If we rotate, if we scale, if we change position, that fire is going to come
along for the ride.
26. Add a Mask: I am noticing that this
fire is overlapping the rocket booster
in a weird way up here because, of course, the fire layer sits above the
rocket in the layer stack, but I did that on
purpose because if we put the fire
below the rocket, we would have an issue with
this back tail fin thing. So we'll be using a
mask to clean this up. First, let's take a minute
and explain how masks work. I'll grab this star's image and just drop it into a
new comp of its own, so I have sort of a safe
little playground here. You have a layer selected, you can use the shape
tools or Pen tools up in the toolbar to draw
a mask on that layer. The shape tool is this one right here and when you
long press on it, you can see all the choices. You can choose
between rectangles, ellipses, polygons, and stars. I'll choose an ellipse for now. I'll come back
down to the viewer and just click and drag. You can see it draws from
the corner where I started, though if you want,
you can hold down Control or command to
draw from the center. In this case, it
doesn't really matter because I just need to
show you how this works. Once I let go, you'll
see that most of the layer has been cut away
and down in the timeline, this layer now has
something called mask one. If I twirl this open, there are additional options like feathering to
soften those edges. You can set the opacity for the mask independent from
the layer's opacity, and you can edit the
expansion of the mask, so you can push this in or out without having to actually
change the mask itself. Notice that these
have stopwatches, which means all of
them can be animated as can the actual
mask path itself. If we come over to the
right a little bit, we can check out this dropdown, which is our mask mode. By default, the
mask is set to add, meaning it's adding
only the mask and cutting away
everything else. There's a quick invert button
if you want the opposite. But if I click on
this drop down menu, you'll see several
other options. Setting this to subtract gives us the same
thing we just saw. It's the opposite of add. Let's set this back to add and come back up to the viewer. You will see that I still
have the mask tool selected, and I can click and drag another mask onto
the same layer. This is where those other modes become much more powerful. Right now, both masks
are set to add, so we can see both of these areas and everything
else is cut away. Also notice that both of these masks are
different colors, and those correspond to the little color chips next to the masks
down in the timeline. So you can tell
which one is which. And also, just like layers, we can change those to be either more visible
or less visible, whichever is helpful
for what you're doing. Okay, like I said,
I have two masks, and they're both set to add. But what if I set the
second one to subtract? Now that first mask adds the area inside the mask and
cuts everything else away. The second mask subtracts
from that result. But if I change the order
and put mask two on top, now that's subtracting
that mask area from the original image, and then mask one is
adding its area back in. Let's put those back
the way we had them and change mask
two to intersect. Now we only see the
areas where both of these masks overlap.
Makes sense? Okay, let's actually delete
both of these and take a look at drawing a custom
mask with the Pen tool. In addition to shapes, you can also use this Pen
tool or press G to select it. Again, make sure that
your layer is selected, and then Pen tool works just
like the one in Illustrator. If you click, it
makes a hard corner. If you click and drag, it will create Bezier handles, which you can then adjust. Once you've drawn a custom path, you can press V to get back that selection tool and then click on any of the points
to make adjustments. Remember, you can animate
the mask paths themselves, but it's important to note
that masks will always move with the layer that
they're applied to like this. Now that we've completed our
little masks side Quest, I'll go ahead and come
back to the Project panel. This example comp I
made is still selected, so I can just press Delete
to get rid of that. And back to our rocket. Alright, I'll select
my rocket fire layer, zoom way in, and
I bet that I can probably get away with just
using a rectangle here. So I'll grab that tool
and just draw this on. I'm actually drawing
the area I want to cut away because that seems
easier in this case, and then I'll come down and either invert or just
set that to subtract. I might see how this looks with just a little
bit of feathering, so I'll twirl that open and just drag that
up a little bit. Yeah. If I want to make any
adjustments to the mask, I can come back up
to the viewer using my selection tool and
double click on the mask. Now you get a little
transform box for the mask itself. All right. Lastly, you can hide masks if they're ever
getting in your way. Down at the bottom
of the viewer panel, you see a couple extra buttons that I didn't
talk about yet, and this one right
here that kind of looks like a little mask. Clicking on that toggles the visibility of masks
up in the viewer. You can still see the results, but this way you can
actually see what everything looks like without those masks being in the way. To bring them back,
just click it again. I think we are ready to animate.
27. Animate Your Scene: Remember, we've got the
fire parented already, so I can animate just the rocket and the fire will follow along. Since this is a short animation, I'm not planning to have it
go all the way out of frame. We're just going to have it move across kind of like this, and we'll be animating
the background to help sell the overall effect. So I'll start it down here and create a
position keyframe. Then press end to jump up to the last frame and bring it
up and across like this. I pointed this out earlier. When you animate position, you'll be able to see what's
called a motion path, which shows you
where the layer has been and or where it's going. We'll get more in depth
with these later, but even a simple
straight line like this one can be really
helpful as a reference. This is going to be a good guide for rotating this rocket. There are ways to make a layer automatically rotate in
the direction of travel, but I think for this one,
we can just keep it simple. I'll just try to match
this pretty closely. And if you ever need
to be more precise, when you're adjusting
these properties, you can hold control or
command to fine tune these. Let's preview and
see how that feels. Alright, I think
that's pretty good. I think a little bit
of subtle scaling would probably be
nice here, too. I think the current scale is probably a pretty
good ending point. So end and create a keyframe. Hop back to the beginning
with home and bring that down just a bit, preview. You know what? Maybe just
a little adjustment here. And this is always the process. Adjust, preview, adjust, preview until you're
happy with it. Sometimes when you add
other things later, it might change how this feels and you'll need to come
back and touch this again. Now for the stars, those are really going to be doing
most of the work here. Scroll wheel to zoom out. If you need to adjust the
placement within the viewer, you can hold the
space bar to get a temporary hand tool
and just release that. Back to the start.
And let's bring this up so the bottom left
corner almost matches here, position keyframe,
hop to the end, and go for kind of a
diagonal movement. But this isn't going to match
the movement of the rocket. So this is where we can
use that motion path to help make sure that these look like they belong together. It probably won't be perfect, but since we lined up the
rockets rotation already, that should be a
pretty good guide. Now, I could hop back and forth and adjust the
keyframes themselves, but you can also actually do this on the motion path itself. These vertexes represent
those keyframes, so I can just drag
those in the viewer to get this lined up.
Let's check that. Okay, that angle feels right, but I think this is
moving way too slowly. I'm planning to add some blur
to this background later, so I think that we can
actually bend the rules a little bit here and
scale this up to 200%. Alright, now I'll
go back and adjust these position keyframes
for that new size. Zoom back in, preview.
Yeah, much better.
28. Find & Add Effects: I think that this background is visually competing with the
rocket a bit too much here, so I'm going to use some
effects to adjust that. We'll come over here to find the Effects and Presets panel. For me, that's sharing
space with properties. If for some reason you don't
have this in your interface, you can always come up
to Window and find it in the list of panels here,
Effects and Presets. After Effects has literally
hundreds of effects. It's half the name of
the program, after all. And while I've got them
pretty well memorized, that's probably not a normal
or necessary thing to do. So, fortunately, they gave us a search bar red up here
at the top of the panel. I'm just looking to
adjust the brightness and overall contrast of
the star background. So I think either curves or levels would be
a good choice here. They are basically
the same effects that you'll find in Photoshop. So if you're familiar
with those already, I'm going to use curves, but if you're more
comfortable with levels, that's just fine, too. I'll just type in curves. And there it is, under
color correction. If I already have
the layer selected, I can double click the effect
name and it will apply it, or I can drag it over onto
that layer in the timeline. And as soon as you
apply the effect, look over on the left side of the UI where the project
panel was before, and now you'll see
effect controls, which exposes all the
effect properties for anything applied
to the selected layer. Curves works with this
little graph interface where the bottom left represents black and the top right
represents white. I want to bring down
the overall brightness, so I'll drag this
top point down. And I'd like to darken
the whole thing overall, so I can kind of grab
this in the middle here and just make this
into a gentle curve. I'm keeping an eye over in
the viewer as I'm doing this so I can see the
results of what's happening. I'm just using this in a
simple way, but if you like, this effect allows you
to make the same kind of adjustments on individual
color channels. So you're free to explore
that if you like. Let's do another preview
and see how this feels. Yeah, that helps a lot. Really
helps the rocket pop out. If you're using
one of my rockets and you need to change
the color, of course, you're free to edit
these images in Photoshop if you're already
comfortable over there. But here in After Effects, you do have several
different options. Depending on the image
you're working with, it's possible that
something like change color or change to
color would be good choices. These two are a little more complex than what I'll be using, but I will point out
that clicking on this little
information icon right here takes you to the Adobe Help site with more info about
the selected effect. I'm going for something a
bit simpler like tritone. And I can also just drag that directly onto the
rocket in my viewer. See the bounding box here? And now that I've applied that, you'll see that I have
effect controls again. This time, it looks very
different from curves. Here we have color controls for the highlights,
midtones and shadows. And for this image, I think
this will work just fine. By default, it applies
sort of the sepia look, but all we need
to do is click on that midtones color control
and pick something different, like, I don't know,
bright green. Now you can see here
that I'm getting a lot of that green in
the white parts as well. But since we're just
learning about these, I wouldn't fuss
about it too much. This might take a little
trial and error because, again, it will depend on the image that you're
actually working with. So don't be afraid to explore. Worst case, you can always reset an effect back to the
default settings right here, or you can toggle an effect on and off with this
little FX button. Or if you really don't like it, you can just click on the
effect name and press Delete. Next up, I would like
to add some blur to my animation to help
sell the idea of speed, and there are effects I
could use to do this, but there's actually
a better approach.
29. Apply Motion Blur: After Effects has another
feature called motion blur. You can apply this to a layer, and it calculates the
appropriate blur relative to the speed that
the layer is moving. You'll often use this if you're trying to match a
graphic element to a piece of footage
that already has motion blur baked
in from the camera. But you can certainly
use this on an animated piece like
this one, as well. You're going to find
this in your switches. Remember that if you don't
see these right now, you can use this button to toggle between
switches and modes. Or you can also press the Four key on your
keyboard to toggle these. Now, I'll look at my
switches column and find this one that looks kind of
like a little bouncing ball. This switch enables motion
blur for these layers. I want all my layers to have
this so I can just click the top one and drag downward while still holding
that mouse button, and it turns this on for
all the layers I drag over. You probably saw the difference immediately, but if you didn't, that's because there's actually another switch that controls whether this is visible for
this entire composition. And that is right up here in
this little row of buttons. Notice this other motion
blur switch up here, clicking that will
either enable or disable this for the
entire composite. If we have a lot of layers, this can end up being
a lot to calculate. So After Effects gives
you a quick way to turn it on and off when
you want to work faster. Right now, I want it on, so I'll just make sure
that it's enabled. The star background is
moving a lot faster, so it's blurrier
than the rocket, which is not moving as much. Just to make a more
direct comparison, here is a rocket that's moving a lot further in that
same amount of time, as you can see from
these motion paths. That means the pink
one is moving faster, so it has a lot more
motion blur. Makes sense?
30. Adjust Video Clip Speed: I think this is
looking pretty good. Although, now that
I'm watching this, especially with
that motion blur, the fire feels a little
slow by comparison. So we're going to speed up this clip, making
it play faster, and hopefully making it match better. I'll stop the preview. To apply this, we can
either right click on that clip in the timeline or
come up to the layer menu. You're going to get the
same options either place and look under time. We're looking for this option
here called timestretch. It gives you this
little pop up menu with some additional options, and the main one we want to
look for is stretch factor. Right now it's playing
at 100% normal speed, and we can see
that this clip has a duration of 18 seconds. Okay? So if I type in 50 here
in the stretch factor, that means it's playing in 50% of the time or double speed. Notice how the duration
is now 9 seconds. Alright, that works for
me, so I'll just hit Okay. On this short compositions, we really can't see anything
different about the layer, but if it were longer, we'd be able to see
that that layer is now half the length. Doing a preview,
we can see that, yep, it's definitely faster. I think that looks pretty good, but we could totally
experiment with this. Even at double speed, this
clip is still 9 seconds long, and our composition
is only three. So we actually have a
lot of leeway here. If you want to adjust
it again, sure, you could keep going in
and out of that menu, but you can also
expose this time stretch property directly
in the timeline. If you come over here to
this area of your timeline, where the column labels are and right click
somewhere in here, there are actually other
columns that you can enable and customize
which ones are visible. I'll enable stretch, and now I can see that
down in my timeline. If I click and drag, now I
can edit this super easily. Of course, if I go too low, you will eventually see
that this clip is playing so fast that now it's too
short for the timeline, probably wouldn't
look good anyway. But something like 20%
would still be safe. I think that's a
little too fast. I'll just undo and
leave this at 50, but I wanted you
to see this option in case you wanted
to experiment. Once you're happy
with this, if you don't want that column
taking up space anymore, you can just right click up here on the name and
choose hide this. Just to point this
out, if you're going in the opposite
direction and trying to slow down a clip so that it plays slower than
its original speed, it's likely that it will
start looking choppy because you're
actually duplicating frames to make that happen. There are some ways that you
can make this look okay, but generally
speaking, you want to try to avoid this
unless you have to. One more note about using
clips in your projects. If you looked closely
at the three D rocket, you might have
noticed that it has multiple booster cones, which means we probably need multiple instances of our fire clip to make
this look right. That's easy enough.
With the clip selected, I'll come up to the
edit menu and find duplicate or just press Control or Command D. Now we have a second copy of that clip
down in the timeline. I'll just move that
over into place. Now, ignoring that I haven't
made the masks on here, there's another issue in
that these clips look, well, identical, and that's
not very believable. But since even at
this faster speed, this clip is still quite a bit longer than our compositions, that means we have a
lot of room to adjust. Note that right now,
both of these clips are starting at the exact same
time on the timeline. But if I grab this top copy
and drag it to the left, now I'm moving that one to a different time
just for this clip. Offsetting like this
means that while they're ultimately still using the
same clip as a source, they'll look just different enough that they don't
feel like copies. If you want, you
could certainly do a little bit of
scale adjustments, maybe even flip one of these, so it's reversed, and this is a really great
way to mix things up and create visual variety without needing a ton of assets.
31. Create an Animated Vignette: Let's say that we have an
effect that we want to apply to all the layers
instead of just one. Sure, you could go through
and apply that same effect to every single layer and then keep adjusting the
settings back and forth, but that sounds pretty annoying. Fortunately, there's
a way to apply one effect to multiple layers. That's called an
adjustment layer. It's a different type
of layer that doesn't do anything on its own
except hold effects. To create one, I will come up to layer, new adjustment layer. You'll see that creates it at
the top of my layer stack, and now I can add an
effect directly to this, and it affects all
the layers below it. Just to quickly demonstrate, I still have tritone over here and my effects
and presets panel. So I'll bring that over and apply it to the
adjustment layer, and you can see this
is now applying that tritone effect to
all the other layers. But if I were to take
this adjustment layer and drag it below
my rocket fire, now that's no longer
getting the tritone effect, so it shows in its
original color with everything
else being tritone. So I guess if you want to make an old timey rocket animation, this is an easy route
to do this, huh? But it's not what I'm after, so I'll delete that
tritone effect. I'll come back over to
Effects and Presets, and I'm looking for one
called CC vignette. I'll apply that to
the adjustment layer. Alright, nice. And
a quick preview. Okay, I think that
adds a nice look, but it's a little dark over the rocket at the
beginning and the end. You've probably noticed
that most of the effect controls we've seen have
stopwatches next to them. Of course, that means
that we can animate them. I'll press home to make sure I'm at the beginning
of my timeline, and then up in the
effect controls, I'll find this property
called Center. You can move this by
dragging the values, or you can just click on this
little cross hair control, and now you can click over in the viewer to put that
at a specific point. See how that changes the look? I'll come back over and
click the stopwatch, and now I'm animating
this effect property. Jump up to the end
of my composition, grab that little cross
hair and drag it up here, so it's over the rocket again. I think this is a
little intense, so let's change that
amount to maybe 75 and then we'll come down here and rename that
layer to vignette. Alright, I think
this looks great. That vignette is following
my rocket through the scene. Really helps the viewer
focus on that hero element.
32. Final Touches: As a final touch, I think it would be nice to
add a little bit of shake to this rocket to help play up the power of
the rocket engine. And there are a
couple different ways that we could do this. The first is a special panel, which is maybe a little more
intuitive for beginners, but it's not as flexible. The second way is a
lot more flexible, but might feel a little
more intimidating. I'll show you both
of them, but you don't have to use either of
them if you don't want to. Here's the first way. I'll
come up to Window wiggler. This opens up a panel
called wiggler, and let's just open that up a little bit more so we
can see what we're doing. You'll see a lot of this
is grade out right now. I actually need to select the property I want
this to apply to, so I'll come down and choose the position property
for my rocket. Just click on that
property name right here. And now those controls up in the wiggler panel are active. Spatial path. Yep, that's fine. Smooth. You know what? Let's try jagged, and all
independently is fine. This frequency is how often this property
is going to wiggle, and magnitude is how much. This is often a trial
and error thing. So let's try, I don't know, 15 and five and click Apply. Notice down in the timeline, it added a bunch of keyframes
to that rocket layer. And if you look in the viewer, you can see all those
extra keyframes. The motion path now
is all jaggedy. Well, did what it
said it would, right? Alright, let's see
how that looks. Okay, I think
that's not too bad. The only issue here is that this is kind of an all or
nothing solution. So if I don't like it,
I just have to undo, try new numbers
and try it again. Once I go forward, I have all of these keyframes
in position, so it becomes a lot harder if I want to adjust that
motion path again. So that totally
works, but I'm going to undo and show you
that other route. And I'll go ahead and
close that panel. After Effects has another
feature called expressions, which are these little pieces of code that you can add
to a property to either make changes to the animation
you've already added or even make properties animate without
adding any keyframes. You can add this to
pretty much any property in here by coming over
to the stopwatch, holding Alt or option, and then clicking
on the stopwatch. Now, if the word code made
you freak out, just relax. Expressions are indeed a
pretty deep rabbit hole, but this one is very friendly. We don't need the code
that's already in here. That's just sort of referring
to the property itself. We want to use a wiggle. So if I just start
typing the word wiggle, you'll see that auto completes
that function for me. Now I can just hit Enter and it adds that into my
little code box. And like in the panel before, we just have to add some values to tell us how we
want it to work. This takes two numbers. First, you enter a frequency, how many times per second this wiggle happens
and an amplitude, how much it gets wiggled. For frequency,
let's try 15 again, and then I need to type a comma, and for amplitude,
we'll do five again. Just click out of that box and
the code has been applied, basically doing this on top of the keyframes
that we created. But you'll notice that it
does not add other keyframes, and the property itself
is still editable. Okay, so that looks the
same, which I would expect. Just to prove my point, let's
get a little crazy here. I'll click back in here
and change this to 30 30. Okay, that's obviously
way too much, but hopefully this
doesn't feel too scary now that you
understand it a little bit, and you can feel free
to play around with this and find values
that work for you. I think my previous ones were pretty good, so I'll just undo. Or if you decide you
don't want this anymore, just come back over
and alter option click that Stopwatch again
to remove the expression. Alright, I'm considering
this one ready for launch, so it's time to save
and export my project.
33. Class Project 03 - Rocket Flight: Time for another class project, and this one is pretty
exciting, I think. We're asking you to
create a short scene of a rocket flying through space
towards your destination. This time we're working
at 1080 by 1920, so it should be that
vertical format, but the frame rate and the overall duration
are up to you. We've supplied a couple of
different rocket images, but you can also find or
create your own if you like. Your rocket should be
branded in some way. Color is obviously the
easiest thing to modify, but if you want to add
some additional client branding to that
rocket, go right ahead. We do want you to use
a video clip to create that trail of exhaust
behind the rocket. We've supplied you with one, but if you want to look through stock sites and try to find your own, again,
that is all right. And then for the
background, which again, we've supplied you with a few options or you can
find your own, you should use that movement
to really help create that illusion of speed
in this short animation. As a reminder, here's
what mine looks like. Pretty fun. And for deliverables, you know
the drill by now. Export your Animation as an MP four using that same preset, upload your exported video to a video hosting site
and share that link. Please don't submit links
from Cloud storage sites, and then make sure to
share on social media. Rocket puns Encouraged.
34. How to Think Like After Effects: Hey, hope you're enjoying
the course so far. Before we get into the
next group of lessons, there's an important concept
that I want to cover, which is the way you build or structure something
either in After Effects or in a design app
before importing it into After Effects is determined by the way that you
plan to animate it. Let's say that we're
in Photoshop and we wanted to add some
texture to this shape. A pretty common
workflow would be to control or command click the
shape to make a selection, grab the brush tool,
and paint this on. So that looks fine. But let's think about what
we actually just made. This texture only exists
within that shape. So from an animation perspective,
this is very limiting. If you want the flexibility to animate the brush
strokes individually, you would instead
want to approach this by putting each stroke on a completely separate
layer and making sure the full stroke exists
regardless of that other shape. In After Effects, you'll still
have the ability to trim those strokes so they're
only visible over the shape. But now you have
the flexibility to animate each of those
pieces however you like, which makes the final
result much more dynamic. See the possibilities here? Or let's say we're creating the arm for an
astronaut character. For a static design, you can
just do this and be done. But if this is all you
have to work with, you won't be able to do much when it comes time to animate. Instead, you want to think about this almost like a paper doll, making sure that each piece
has enough coverage for the areas that might be exposed when this
moves around later. This kind of
thinking can be very important when creating
things in After Effects two. You've already seen
that there will often be multiple locations
for the same command so that you can use
whichever one is most convenient for whatever
you're currently doing. But often you'll also
find that there are multiple ways to set up a
particular look or design, which might appear the same
before they start moving, but will potentially give you
very different capabilities in terms of animation options
and overall flexibility. And which one is right may depend on what
you're trying to do, whether you need to easily
update this thing later, whether you'll be reusing
it often and other factors. For this next
project, I've created frames in both Photoshop
and Illustrator. In the real world, you would likely be getting
everything from one place, but it's also not uncommon
to combine elements from multiple sources within a single After Effects
compositions. And of course, this is all about exposing you to these
different workflows. We'll even be recreating some of the main elements directly
in After Effects, which you might need to do
if you aren't supplied with editable designs or sometimes it just makes them
easier to animate. There will often
be multiple ways to build a particular piece, so hopefully these examples help prepare you for the future when you aren't animating
these exact infographics. Of course, for now,
you'll be free to choose whichever way makes
the most sense to you.
35. Import a Layered Photoshop File: Let's take a look at a few strategies for creating content in Photoshop that you plan
to animate in After Effects. Firstly, anything that
you're going to import into After Effects needs to
be in RGB color mode. If you're working in Photoshop
and need to convert, you can just come up to image, mode, and set it to RGB color. If you're working with
a provided design, make sure that you save a copy of the original and
don't save over it. That way, you can
always look back and make sure that you
haven't messed anything up. I like to use a file name that makes it clear
which one's which. If you're creating
content from scratch, there are some good
presets in here. Film and video is usually
a good place to go, and you can grab
the one that works for you, HDTV, for example. The only thing I would
point out is that videos typically aren't going
to have a white background, so you might want to choose
either black or transparent. And this is created with guides that match what's
called the safe zone, making sure that you keep
any important content or text within a
safe visible area. When creating designs
in Photoshop, every Photoshop layer can become an After Effects layer once
this is imported later. Any layers that are inside of a group like these grid lines here will get imported as a pre composition
in After Effects. So they'll still be
individually editable. They'll just be nested away. One important note is that After Effects does not
recognize artboards. So if you're designing
multiple frames in one place, which is pretty common,
you'll need to save them individually to import
them to After Effects. And you can do that easily
by coming up to file, export artboards, to files. When you're importing
a Photoshop file into After Effects, you'll get this pop up giving you some options of how
you want to import that. This import kind dropdown
lets you choose from footage, which would basically be like importing a flat
image like a JPEG. Although if you
update your design in Photoshop, it will refresh. I usually like to recommend composition retain layer sizes. So each Photoshop layer will get imported as an
After Effects layer, but it will have a bounding
box the size of that asset. If you choose this one,
each layer will have a bounding box the size
of the entire document. And while this does
have its uses, that mostly means
you're going to spend a lot of time fixing
anchor points. So I'll choose composition
retain layer sizes, and you can decide whether
you want layer options to stay editable or be
merged into your footage. I'll just hit Okay. And now After Effects creates
a composition for me, which is that document,
and then a folder with all of the layers
contained inside that document. Let's double click this
compositions, and you'll see, indeed, all the layers from my Photoshop document have
been transferred over. Those two groups from Photoshop imported
as pre compositions, like I said, and I can
double click one of those to see all the
individual layers inside. Here's one more piece of
really useful functionality. Photoshop text layers
can be converted directly into editable
After Effects text layers. Let's just grab
these top four here, and I can right click or choose
this from the layer menu. Same options in both places. And you're going to
look for create, convert to editable text. Watch the little icon next
to each of those layers. It will change from a
Photoshop file to a T, meaning it's an
active text layer, and now the properties
panel shows me text properties that I can change for each
of these layers. One last thing to note is
that imported designs from either Photoshop or
Illustrator will always import with the duration of the last composition
that you created. If that was really
short, sometimes this won't be a very good fit. But a little trick I like to do is create a new composition with the duration I'll want
this incoming file to have and just click Okay. Now when you import that file, choose your options, hit Okay, it will come in with that
exact same duration, and you can just delete
that dummy compositions.
36. Import a Layered Illustrator File: Now let's look at a few
strategies for creating content in Illustrator that you plan
to animate in After Effects. Some of this will be a repeat
from the Photoshop lesson, but there are also
several key differences. The biggest one being that we're adapting vector artwork to be used in a raster or
pixel based environment. Some of this will be a little
on the technical side, but I'll try to keep it
as friendly as I can. Firstly, anything that
you're going to import into After Effects needs to
be in RGB color mode. If you're working
in Illustrator and need to convert an
existing document, you can do that under
File document color mode. If you're working with
a provided design, make sure that you save a copy and don't save
over the original. That way, you can always
look back and make sure that you're being faithful
to the original design. In Illustrator, especially,
you're probably going to do some restructuring of the file to get it ready for animation. So I like to use
a file name that makes it very clear
which one is which. The flexibility
of vector artwork means that you can
design things at basically any size
and then scale them up or down
without quality loss. But when you're
designing for video, it's best to make sure that
you're actually creating at an appropriate size for how
you'll be using this thing. Even though AfterVx
works with pixels, there is a way to keep
your vector graphics crisp when they're
scaled above 100%, but that doesn't mean that you should be reckless about it. Sure, you could create
a tiny little design while you're zoomed in
to 1,600% magnification, and this will technically work, but that means
you'll be working at a really crazy scale
in After Effects, and it's just not a
very smart approach. Since we are
designing for pixels, it's also usually
a good idea to use this Snap two pixel
command under the view menu so that you aren't accidentally creating elements
that fall between pixels, which can make it
look a little weird. When creating a new file, you will find some
appropriate sizes under web, but I do recommend using
the film and video presets. This is especially
important if you're making a design
that extends beyond the edges of the canvas and you want to have access
to that full shape. Check these out
in After Effects. I created these two similar
layouts using the web 1920 by 1080 preset and the film and
video 1920 by 1080 preset. On the web version,
watch what happens when I move this shape
away from the edge. Uh oh. But the film and video version
gives me the whole thing. Here's what those two designs
look like in Illustrator. First, the web, then
the film and video. Those of you with
Illustrator experience may have noticed
this right away, but the secret is that the film and video preset actually creates
an extra artboard, so technically, none of the
content is outside of one. Okay, so let's create
another new file here with the video preset. Some people don't love
these weird green rulers, so you can actually
turn these off under view rulers hide Video rulers. We've still got
these green guides which mark the safe area. This is a bit of a holdover
from older display types, but it's still a good
guide to make sure that your important elements
stay visible on screen. That said, if you want to turn these off, it's a
bit more hidden. In your Properties panel, find this Edit Artboards button, but make sure that
you have Artboard one selected before
you click it. Now you're looking
for artboard options, and then these three
checkmarks right here will turn those elements
off or back on. Of course, now that you know what's happening
behind the scenes, you could just create
an extra artboard for yourself using
any preset you like. But perhaps somewhat
confusingly, if you have a document with separate non
overlapping artboards, like how you might design different style frames or different aspect ratios
of the same design, After Effects is not going
to import these correctly. Instead, you'll again need to save each of these out
to a separate file, which is part of
the save dialogue. If you've already
saved your document, you may need to do a
save as to trigger this. In the pop up menu, you're
looking for this right here. Save each artboard
to a separate file. Once you hit Okay,
Illustrator will handle that for you and save these
out as multiple files. Alright, so here in Illustrator, you need to be a bit
more intentional about how your layers
are structured. This time, every top level layer has the ability to become
an After Effects layer. So each of these layers that you see will become layers
in After Effects. But any objects
contained within one of these layers are all grouped
together as one thing. So this dot just has
one shape inside of it, and that's what I'll
get in After Effects. But this bottom line plus ticks has multiple
shapes inside, and those will come
in as a single layer with all of these shapes
treated as one object. Of course, this is
not really the way that most designers
structure things in here. I've found that it's
pretty common for people to work mostly in
one or two layers, even if they're good about
grouping and naming. So if you inherit a
design from someone else, you're probably going to
need to do a little bit of surgery before it's
ready for animation. And that goes deeper than I
can really get into here, but I do have one big
time saving tip for. Breaking this out to
individual layers would be pretty tedious. But if you select
the whole design and then look inside this
little hamburger menu at the top of the
layers panel and choose release to
layers sequence, it drops each of these into
its own little layer folder, and you can just drag these out. You'll still want to
take the time to rename, but it's definitely saving
you a lot of steps here. Switching over to After Effects, I'll import the properly structured version
of my line graph, and we'll see that
import pop up, though a few details are slightly different from
the Photoshop one. Looking under Import kind, again, we could import
this as footage, which would give us a single
sandwiched Illustrator file, and that might be fine
for something simple or where you don't need any of the individual pieces to move. If you make updates to
the file in Illustrator, you will see that updated here. What you'll usually want
to choose is composition, meaning you'll get
full access to all of those top level
layers from Illustrator. Then down here on
footage dimensions, you'll typically want to choose layer size unless you want every layer to have
a bounding box the size of the full document, which usually just means you'll have to fix a
lot of anchor points. One quick note that
any composition created from still assets like this will actually
use the duration of the last composition
you created. So a little trick I like to
use before importing is to create a dummy comp and set
my duration. That looks good. Now when I import my
Illustrator file, it will use that same duration and I can just delete
this extra comp. Even though we're
working in pixels now, remember I said there's a way to scale your Illustrator
layers cleanly, but they don't actually
do this by default. Let's grab this dot
2016 to demonstrate. Let's scale that
up, and I'll make it yellow just so it's
easy to keep track of. If you look under switches and find this second
one from the left, it looks a bit like a sun. Turning this on enables what's called continuous
rasterization, meaning it now stays
clean and crisp, no matter how large I scale it. Again, you can do a whole
stack by holding down the mouse button as you
drag past all of them. Let's bring that
scale back down. There's one other
bit of functionality in here that will give
you even more options. After Effects has its own native vector layers
called shape layers, which you can draw
directly inside here, but you can also convert imported Illustrator files
or layers into shape layers. Let's try this online here. To do this, simply
right click on the layer or look under
the layer menu uptop. You'll find the same
option in both places, and we're looking for create create shapes from vector layer. You'll see that my
original Illustrator layer is still here, but
it's disabled, and now I have a new layer with this little star icon.
That's a shape layer. Now my properties panel
gives me additional options. In this case, it knows
this was a stroke so I can change the color or
even the stroke width. And again, notice
that you'll see stopwatches by most of these, which means they
can be animated, including the
actual path itself. Now, if you convert
a more complex layer like bottom line and ticks, it's actually aware of all
those individual shapes that were used to create
that layer in Illustrator, and it turned all of them into separate little shapes for me, which means I can
edit them in here, but they're all contained within a single layer within
these individual groups, so it's a lot more to navigate. Long story short, even if you're planning to
convert like this, you do want to be
intentional about how these files are
structured so that you aren't once again
wasting a bunch of time trying to dissect your
designs in here now. We'll be exploring
how to work with and create shape layers more
in the next lesson. One last thing before
we do that, though. Unfortunately,
Illustrator text cannot be converted like
Photoshop Text can. But if you have your design
open in Illustrator, select your text and copy it. Flip back over to After Effects, select the Text tool and click to create a
new text layer. Paste, and now you've
got that same bit of text with all the same
settings, fully editable.
37. Intro to Shape Layers: Shape layers are one of my favorite After Effects features. They're like a mini version
of Adobe Illustrator, but contained within
a single layer. That means they can
get a little complex, but you can also use
them in basic ways, too. We already looked at converting
artwork from Illustrator, but sometimes it's
easier and gives you better control to create your elements right
here in After Effects. I'll come back up to
my toolbar and grab the shape tool again
and choose a rectangle. Yes, the same shape tool that we used earlier
to create a mask. Before I draw, notice the fill and stroke controls right
here in the toolbar. You can click on these color
chips to change colors. Change the stroke width
before you even draw, or you can click on the
actual words here to choose between solid,
gradient or none. This time, I don't have
any layers selected. So when I bring my cursor
down into the viewer, you can see this little star
icon next to my cursor. That means I'm about
to make a shape layer. If I do have a layer selected, this displays as a mask cursor. See the difference? Click
and drag to draw that shape. If I want a perfect
square, I can hold Shift. If you'd rather be
drawing from the center, remember that you can hold
control or command to do that, or hold both at
once, if you like. But I'm going to keep
mine over here for now. Now, I have a shape layer with Rectangle one down
in my timeline, and looking over at
my properties panel, you can also see that same
rectangle one right there. Let's take a look at
these shape properties. I just drew what's called
a parametric shape, which means that these values determine the way
that shape looks. I can click and drag
on these to resize it. You can click this
little chain to unlink them and change this
in just one dimension. You also have corner
roundness right here. And, of course, any of
these can also be animated. We have settings for stroke
and fill, and again, we could change this to
a gradient or to none, but I'll just leave
this as solid for now. Other shapes will have
different properties in here, or you can also create Bezier shapes that are
made up of path points. These can be regular shapes
like rectangles and ellipses, or we could come back up and grab our friend the Pen tool. Again, click to
create a hard corner, click and drag to create
a rounded corner. And now I've drawn a
totally custom shape. Since this is just
a Bezier shape, it only has a single
path property over here, but I could still
edit or animate this. Now notice that I actually
made the second shape on the same layer as that first rectangle
I drew. That's right. Shape layers can totally just be a single object or they
can hold multiple shapes, which can be grouped together. You can add modifiers to change the way
they look and behave, and all of this is
totally procedural, super flexible, entirely
non destructive, and it can all be animated. Pretty crazy. The
secret here is that a shape layer is really
just a container. If you have sharp eyes, you probably notice that there are two sets of transform properties visible in the properties
panel right now. Layer transforms up top and shape transforms down
here. That's right. Each of these shapes I
just drew actually has its own set of transforms independent from the
layer that it lives on. So if I adjust the
layer rotation, both shapes are getting rotated
and it's happening from the layer's anchor point right here in the middle
of the compositions. But when I select rectangle one, that object has its
own shape transforms. So I can adjust the
position or scale and rotate and notice that these are happening from the anchor
point of that shape itself. Alright, let's take a step back. If you're a less
technical person and this is already
freaking you out, you can mostly ignore that
extra level of complexity. Just draw one thing and then use the layer transforms
just like anything else. In fact, if you look under
preferences composition, there's even a setting
in here that will center the anchor point on the shape you draw no matter
where you put it. So if that approach makes more sense to you, you're
welcome to use it. I'm going to select shape one
and change the fill color. This should help
you follow what's happening as we go
exploring here. Obviously, you can do
a lot of editing and even animating from just
the properties panel, but the real power
of shape layers is actually hiding down
in the timeline. Let's grab this little
divider and make the timeline panel bigger so that you can really see
what I'm doing here. Again, we have rectangle
one and shape one. If I twirl open Rectangle one, you'll see a variety
of things inside here. The shape layer is
just a container, and Rectangle one is
actually just a group, which I could rename if I wanted to. But I don't right now. After Effects was
just being helpful. When I drew a shape, it
automatically put it into a group for me and named the
group for the thing inside. Inside this group is a
parametric rectangle path, as well as a stroke and a fill. Twirling those open
reveals even more options. And then this group has its
own transform properties, which is actually
what we were seeing and adjusting over in
the properties panel. And just to prove I'm
telling the truth, here are the layer
transforms totally separate. I'll close those back up
so you don't get confused. Let's adjust this position, so our two shapes overlap. Shape one rectangle one. Shape one is on top, so it looks like the top
object up in the viewer. But if I grab Rectangle one and bring that to the
top, makes sense. Very similar to the layer stack. Well, just wait
because there's more. Check out this ad flyout. That's where all the
really good stuff is. It's full of these
additional modifiers that you can add to the shapes. I'm going to make
sure that I have the word contents selected
instead of either of those groups and
then come back in here and find merge paths. This lets you combine
the above shapes in different ways to
create a more complex, unified shape with its
own stroke and fill. Opening up merge paths, this has different modes. And if I set this to subtract, now it's cutting
that second shape away from the first shape. What if I move shape
one back to the top? Is this feeling familiar? Let's change that back and
then set this to intersect. So while this is similar to the mask modes we saw earlier, this is also just like
Illustrator's Pathfinder tool, but totally non destructive. And, of course, this is
an animation program, so any of the pieces
inside here can move. Okay, before we look at some
of these other features, I'm going to simplify
a little bit. Let's delete this layer and I'll create just
one small square, about 100 by 100. One of my favorite things in this ad menu is the repeater. This gives you a controllable
number of copies of whatever object or
objects you feed into it. Let's say that we want
eight copies, and yes, this thing has its own
transforms which apply only to the repeated copies.
Let's update this. So each copy is being offset by 130 pixels in X and
ten pixels in Y, and maybe rotate each
one by five degrees. And let's try setting
the scale to 95%. Maybe bump this up to ten
copies. Let's get crazy. Select my group, add
another repeater, and change that
position to 0200. And all of this is
referring back to the one parametric
rectangle path up here. So if I adjust the size, that affects all the copies. But what if I press Controller Command D to
duplicate that rectangle path, change the size, and oh, wow, these have their own
internal positions, too, so I'll just adjust
that a little bit. Is this super cool or what? Now, I could play
around in here all day, but let's get back to
the stuff that you're actually going to need
for the next project. I'll delete this layer,
grab the pen tool, turn off that fill. And click drag, click drag to
create a bendy little path. Down in my timeline, I'll
twirl that layer open, twirl open contents,
open shape one. Right, so we have a path, a stroke, and a fill
that's turned off. Makes sense. Let's animate this line so it draws itself on. I'll come back into AD
and find trim paths. Inside here, you'll
find a start and an end that trim the path I
just drew from either side. To animate this, set end to
zero and click the stopwatch, move forward a bit, and
set that up to 100%. Tara we'll be using almost that exact thing
in the upcoming lessons, but one last idea I
want to leave you with is that the order of
these modifiers matters. Each of them is actually
applying itself to the result of everything
coming into it. Let's also add a zig zag
and then an offset paths, and come back up here where this is about
halfway complete. Right now, this path is being trimmed, then being zigzagged. Let's adjust that.
Then being offset. Let's adjust that too. So here's what that looks like
when it's moving. Kind of a scrunchy
French fry thing. But if I move trim paths
below both of those, now the path is being zigzagged, then offset, then that
is being trimmed. Totally different feel, right? As you can see, Shaplers are full of creative
possibilities, and I was barely even
animating anything yet. We're going to be
leveraging some of the simpler uses in
the next project, but I really encourage you
to get in here and explore. Play around. You can make some really amazing stuff once you get a handle
on how these work.
38. Set Up a Bar Chart: Before we import
our first design, I'm going to create that dummy
comp like I recommended. I'll just press New composition
and set this to 24, set the duration to 10 seconds, and instead of clicking on
Okay, I can just press Enter. We can also import elements by just double clicking
in the empty area of the project panel, so I'll just do that and grab this bar graph PSD
is my first one. Import, and I'll get that
same dialogue we saw earlier. I want to make sure that this is composition retain layer sizes. I don't think I need to edit any layer styles on this one, but it never hurts
to leave those editable, so I'll press Okay. We see that that is
indeed 24 frames per second and 10 seconds
just like I wanted, so I can go ahead and
delete that dummy comp. Double click this to open it up. Great. There's all my
layers from Photoshop. Let's do a little
color coding here. I think I'll start with these
two title layers up top. Yellow feels pretty good. Those are going to be prominent. And let's go ahead and right click and set those
to be editable text. I think the bars are going to
be kind of the main pieces. So let's set those to fussia
something nice and visible. And then these numbers also
seem pretty important. So let's maybe set those to pink so they kind of go
along with the fussia. And you know what
while we're at it, let's go ahead and move those. 24 goes with Earth and
ten goes with Jupiter. That way, they're
just kind of with their friends a little bit more. Bottom line, I think,
needs to stay on top of these to make sure
that everything looks clean at the bottom, so we'll leave it
up there. BG color. Let's set that to blue and
go ahead and lock that. I don't think we need to
do anything with that. And I can see that the
two groups from Photoshop became pre compositions
when they got imported. I can double click that to
look inside and see that, yep, we have all of
those individual layers. So we'll be able to
animate those separately later if we want to.
I'll just close that. Now, when I'm working
with something that's a little more precise
like a graph, and I want to make
sure that I don't accidentally bump
anything out of place, I often find it's
helpful to bring in a reference image that
I can compare this to. So, fortunately, I already
exported one of those from Photoshop and Illustrator for the other graphs. So
we'll just bring that in. And there are a few
different ways that you can work with this, whatever
makes sense to you, you could just drop
it right on top of your design and turn this on and off to check as you work. Now, sometimes when you're
dealing with a lot of layers, it's easy to forget something. So an important step here is right clicking
on this layer, or again, you can find this from the layer menu and find this option right
here, guide layer. When you enable this, you'll see this little sort of teal
hash tag symbol right here, and that means that
this layer will not render when you export
your animation later. So even if you
accidentally leave this turned on when you
go to export this, it won't be visible
in that export. Very helpful. Maybe
you don't want to keep toggling this layer on and off as you work, and
I don't blame you. So sometimes it can
also be helpful to just scale this down
and stick it up in the corner if you're a
little less concerned with exact position and more just making sure that you keep
the composition the same, or this can be a good way to eyedrop or colors later
if you need that. But speaking of colors, I actually exported
some color chips. So if that's all we need, we could actually just do those. Let's just delete this layer, import our color chips here. And you could work with
those the same way. You could stick
them over here on the side of your composition, move them around, rescale
them, whatever makes sense. But if you don't
want them taking up some of your precious
composition space, I'll just delete that.
There's another option. When you double click
any element over here, be that an image or a
piece of video footage, it will open up in what's
called the footage viewer. Notice that this is different from the composition viewer. Over here is the footage viewer. This lets you just look
at one specific asset. You can't work or
animate in here. It's just for
reviewing this asset. But that can be a good
way to look back and forth and make sure that you're keeping everything
in the right spot. A way that I
sometimes like to use this is for color chips. If I double click that, someone was smart enough to
make this a nice, skinny vertical alignment
that works perfectly. If I wanted to adjust this to be a really thin panel that
just sits over here, out of the way, and I can eyedrop or these
colors from later. Now, if you like to
work with CC libraries, you could actually do that, too. I'll come up to
window libraries. And that will just open
up in your interface. You can grab colors
from that and you can mouse over them
to see hex codes. So if you already have libraries set up for your projects, this is a great way to do it. If you have a library
that includes images, you can actually drag them from that right into your
project panel as well. I think this little
footage viewer setup is going to be great
for this project. So I'll just go ahead
and close this panel. Looking at my composition, I think I'm going to be working top to bottom and left to right. That seems to make
sense when you're presenting information
like words and numbers. And at least in
Western cultures, that's how people
read, so that makes sense as a way to
present these things. Now, the titles up here
are going to be important, but I don't think
those are the heroes. They feel like kind of second
place behind these bars. Those are going to be our main attention focus for our viewers. And I will plan to have all
the pieces reveal themselves, maybe over about
3 seconds or so. And then after that,
we'll just let the elements sit so
that our viewer has time to actually digest this information before we
move on to the next graph. So even though most of our work is going to
be right up here, I went ahead and made a
slightly longer composition just to give us that leeway. A lot of this comp isn't
going to have any animation, so we'll probably shorten up
our work area to about here. And every one of our
previews is going to start at the very
beginning of our timeline. So there's actually
a setting that we can change in our
preview panel to save ourselves from
having to press Home every time we
want to do a preview. Let's come up here
to Window preview. There are actually a lot
of settings in here, and we will explore some of
them later in the course. But right now I want to look at this play from current time. That's the default setting here, and that means that every
time you press the space bar, your animation will preview from wherever your CTI currently is. But if you're
working on something where all of it starts
at the beginning, every time you want to preview, you'd have to press
home and then Spacebar. So instead, let's change
this setting right here from current time
to start of range. And now my previews will always start from
the beginning of the composition as long as I don't move the start
of my work area. Go ahead and close that panel, and I think we're ready
to start animating.
39. Animate a Bar Chart: Let's take a look at
animating these bars. These are a great example of what I was talking
about earlier, which is the way that we
want them to look kind of determines which approach
is going to work best here. I think it makes sense
for these bars to grow from the bottom of the
graph. That's pretty easy. There's a few different
approaches here. What we want to do
with the numbers may determine how
best to do this. Let's go ahead and check
out some examples here. So if I select this blue bar, you'll see that the anchor point is right in the middle of it, which makes sense because I
imported these at layer size. Now, one easy way to do
this is to press Y to get my anchor point tool and bring this anchor point right down to the very bottom
of this layer. You can actually hold Control or command to get it to
snap right there. I'll press V to get my
selection tool back. And now, if I adjust the Y scale by unlinking these and just adjust the scale,
look you there. Perfect, right? Okay, okay. So let's go ahead and create some keyframes here and
see how this looks. I think about a second and
a half is probably good. I'll press S and
reveal this right down here in the timeline
since I'm already here. Make that keyframe, come back to the beginning and set
the Y value to zero. Okay, there's my bar
animation. Perfect. Let's go ahead and parent
this 24 right here and Uh oh. Well, yep, that makes sense
because I'm scaling the bar, and 24 is parented to the bar. So right now it's
only about 27%, and so that number
is getting smushed. And, boy, that just
doesn't look good at all, which means this
approach isn't going to work if I want the
numbers to be attached. Now, maybe you don't
care about that, and you could have the numbers fade on after the bar grows. If that's the case, then this
approach would be great. But let's try a few other things just to show you some options. I'll go ahead and disable
that animation by just clicking the stopwatch and deleting all
those keyframes. Now this next
approach doesn't make as much sense here since
we only have 2 bars. But imagine we have a
graph with maybe 10 bars. Then it's helpful to
think about doing this in a way that's very
repeatable and modular. And to me, that
means shape layers. Let's come up here and
grab our shape tool, a rectangle, which
mine is already on. I'll zoom in a bit and making sure that I have
no layers selected. Notice I have a shape
layer cursor right there. I could try to draw this
perfectly from the top of this graph down to the bottom and see if I
can match this width. Okay, great. Now, of course, this one's the wrong
color, but that's okay for visibility right now. In fact, I'll go ahead
and choose this red just so it really stands
out against our real one. Now, there's a few different ways
that you could animate this, but a pretty easy one would
just be to select that layer, grab your anchor
point tool again, and use that same strategy. Animate scale here. So again, in this case, attaching
the numbers wouldn't work. But if you think about
this, now we have this easy modular
bar that we could easily duplicate to quickly
cover up each of these. So let's make a duplicate and
just scrub it over here to cover this other bar and adjust that scale
until that's right. So again, here with only 2 bars doesn't
make a lot of sense. But in a graph with a
whole bunch of these, this might be an easy
way to repeat this. Or if this is something
where you have to update this graph
every single week. This might be a
really good way so that these values can
be very flexible. And imagine that we
had a graph where 100 was the maximum and
zero was the bottom. If that were the case, well, scale is just a value 0-100. So this Y value right here would actually be exactly the
value on the graph. Of course, that's
not the case here, and we already showed why this probably isn't
the best approach, but now you've got that in your pocket in case
that comes up. So let's go ahead and
delete both of these. And try one other approach. I would like for the
numbers to come along for the ride with these
bars as they move up. So I think the only
option here is to animate the bar's position and we
can parent the number to it. But we need to figure out how to deal with this area down here because obviously if we select
this bar and move it down, well, that doesn't
really look right. Let's undo that. Let's go
ahead and animate this bar, and then we can figure out
that visibility problem. I'll press P to reveal position. And because graphs tend
to be kind of precise, I want to make sure that I can't accidentally nudge
this left or right, so you can actually right click on the word position,
and right here, you can separate dimensions, which will make your X and Y actually function as
two separate properties. Now I could drag this and
only affect that Y position. Let's make a keyframe, come back to the beginning and
drag this all the way down until both the bar and the number are down off
the bottom of the graph. But of course, they're
still visible. Okay. Well, how might
we approach that? Let's come kind of
in the middle here. We know that masks can change
what's visible on a layer. So I'll come up here and
grab my rectangle tool, and I've got the layer selected, so I'll be making a mask. And well, there we go, except masks move with the layer that
they're attached to. And sure, you could
animate this mask path, but that's not very flexible. So let's undo. Instead, we need something
that can restrict that visibility without being
attached to this layer, and that is called a track mat. You can actually use
a separate layer to determine the
visibility of this layer. Let's go ahead and come back up here to where that's
all the way up, and I will deselect this layer. I still have my
rectangle tool selected, which is going to
be perfect here, and I'm actually going to
draw a shape that starts up here above the top
of my graph and then ends perfectly
at that bottom line. There we go. And if I need to, I can just zoom in
and use my up and down arrow keys to just
nudge that into place. I'm going to turn
this just kind of a crazy color for
visibility here. So you can really tell
what's happening. So I have this big
orange rectangle here, and that is going to be the mat through which this
other layer is visible. Let's go ahead and
rename this to Mt. And I'll just turn off
this visibility for a second so that we remember what we're working
with here. It's this bar. And then I'll come
down to my timeline and toggle my
switches and modes. Remember that track
mats are right here in between your blending
modes and your parenting. This is a whole other
column of these dropdowns, and they also have
that pick whip again. So for that Earth bar, I have this dropdown menu and I could select MAT up there, or again, you can use the pick whip and point of the layer that
you want this to use. As soon as I release
my mouse button, you'll see the mat layer has
its visibility turned off, and the little track
mat menu will update to say MT so now this layer is using
that layer that we named mat as a track mat, meaning it's only visible within the boundaries of that layer. You'll notice that
the mat layer has its visibility turned
off and it now has this extra little icon right here indicating that it is
functioning as a track mat. And the layer that's being
matted also has a little icon. So now watch what happens
as we move through time. This blue bar is only visible within the boundaries
of that mat layer. Let's move all the way
back to the beginning. Notice that we can still
see the 24 right now. Well, sure, we haven't
done anything with that. But one of the things that
makes really flexible is that multiple layers can all use the same other layer as a mat. So I'll just set this
to the same mat. And now both of those layers
are being revealed. Great. Let's go ahead and
animate the Jupiter bar. We can also use J and K to jump to the previous or
next visible keyframe. So I'll press K to jump up to where that
second keyframe is. Select my Jupiter
rectangle here, press P to reveal
position, right click, separate dimensions, create a
keyframe for my Y position. I'll go ahead and parent my ten now before I move this bar. And then press either
J or home to jump back to this first keyframe or first frame of
the composition. They're the same in this case, and just adjust that Y position until these are both off
the bottom of the graph. Select both of these layers using control or command
to multi select. Click on this dropdown menu and choose Matte and they'll
both take that setting. So now all four of
these layers are using the same one layer to
determine their visibility. Let's go ahead and set
this to some other color, maybe just none to kind of clarify that it's doing its job, but we don't really
need to touch it again. Let's check out that
animation. Hey, not too bad. Now, we're wasting a lot of time on a preview that
we don't really need, and press N to trim off that work area
at about 4 seconds. Okay, not looking too bad. Let's go ahead and
select both of those and press F nine to Easy Ease. Okay, already looking better. And remember, I
said, I'm going to work top to bottom
and left to right. So I think just offsetting these a little bit
would look really nice. I'll press home to jump
back to the beginning, press page down to go, let's say six frames, one, two, three,
four, five, six, and I can select this
number and this bar, and I could drag them over, or you can also press the
open bracket key to move any selected layers so they now begin at the current frame. And now we have just a
bit of an offset here, which I think works
really nicely. If you were to add any
additional bars here, they could all use that same mat and all be very flexible. If you start combining
some of these techniques, maybe you could have a very
modular shape layers bar so that you can
easily and quickly change the color or
change its final size, and then combine that with this track mat technique
to make it very flexible.
40. Animate Secondary Elements: Now that we have
the bars in motion, let's tackle the titles and all the other
supporting elements. I'll stop that preview and
select this top title there. We're going to apply a text
Animation preset to this. So we'll come over to
Effects and Presets, and you're free to look
through all of these yourself, but I happen to
know what I want, so I'm just going to type it into the search bar right here, which is slide
down by character. Now, before I apply this, I want to make sure that my
CTI is at the correct time because animation presets get applied at the time that
you're currently at. In this case, I want to
make sure that I'm back at the very beginning
of my timeline so that this gets
applied correctly. Again, with my layer selected, I could double click this
or drag it to the layer. You'll see that text disappear because it's being animated on. So as we move through time, you'll see those letters
come on. Perfect. And we'll be able to open this up and adjust these properties. We could twirl this open, but since we're
already getting a little crowded down
here in the timeline, let's look at some
other shortcuts. I could press you to reveal
the keyframes on this layer. And that's helpful.
It shows me that the timing actually lined up perfectly with the
other keyframes. But I'd like to be able to adjust the amount
of this movement, which means I need a
slightly different command. If you press U twice quickly, it will actually
reveal any property on the selected layer
that's been changed from its default value,
which is perfect here. Looking down here, you'll
see that I actually have a separate position value
that's kind of inset here. That's on what's called
a Text Animator, and we'll learn more about
those later on in the course. But right now,
we're just going to make a small adjustment to it. I point this out because it is different from the
layers position. This is only affecting
these text characters here. So this is moving that
character by -73. I'm going to change
that to positive 20, and let's see how that feels. Okay, I kind of like
that. Nice and subtle. I think that same
animation would actually work pretty nicely
for the other title. So I'll jump back to the
beginning of my timeline, select this whole slide down by character and Controller
Command C to copy, scroll down, select in hours and Controller
Command V to paste. I'll select both of those
layers and press to see those keyframes. And
let's take a look. Okay. I like that. Again, let's try offsetting
the second layer by six frames. You
can just drag it. And if you hold Shift, it will actually snap to that other existing
layer endpoint, which is very handy here. Alright. I think this is
working out really nicely. Let's go ahead and animate
all these secondary elements, and then we can do
our final timing. I'll stop this
preview, and let's start by animating
the grid lines. I'll scroll down and
find that grid lines pre composition and double
click to open that up. This way, we're just looking at these isolated grid lines and
each one is its own layer. I'll jump back to the
beginning of my timeline, and I'm actually going to create the same keyframes on
all of these at once. I'll press T to
reveal the opacity, and let's go ahead and
move up 12 frames. Just click and drag down all of them to activate all those
stopwatches at once. Come back to home, and with
all of them still selected, I'll just click and drag
any of these down to zero, and it adjusts all of
them. Quick preview. They're all just fading
up, not that exciting. We'll offset these again, so it creates just a little
bit of visual interest. I'll press home to come back to the beginning
of my timeline, plus to zoom in a bit so we
can see what we're doing. And I think this
would look nice if we offset each layer by two frames. So we could press page down, page down, move this over, page down, page down. Remember, you can also press
open bracket, page down, page down, open bracket, page down, page
down, open bracket. Let's set that work area
over here by pressing N and check that
out. There we go. It's not that
exciting on its own, but as part of the whole,
this will be perfect. Before we leave
this composition, let's go ahead and
grab one set of these keyframes and copy them because we can just paste these onto some
of our other layers. We'll close this pre composition and come into side labels. When pasting keyframes,
you also want to make sure that your CTI
is at the correct place. So I'll press home, select
all of these layers, and then control or
command V to paste. Let's press U to reveal those. There we go. Again, I'll set my work area sort of over here. And we'll offset these again. Now, the strategy that I just
showed you is just fine, and it works great when you
only have a few layers. But let's say that you have several layers like this and you don't want to have
to keep clicking through in that tedious way. You can actually hold Control
or command and Alt or option at the same time and
notice my cursor change here. Now I'm doing what's
called quick offset, and I can click and drag on any group of layers to offset them
progressively like this. Now, you do want to make
sure that they're selected in the order that you
want them to move in, which I didn't do here. So let's undo that.
Deselect, and I'll select the top layer, hold shift, and select
the bottom layer. Now I can hold Control
and Alt for me, command and option
if you're on a Mac, and then start dragging over. Notice that it actually
shows you how far each layer is being dragged
and the total offset. I want two frames per layer, which is exactly what I'm at right now, so I'll just release. And now I have exactly
the same offset as in that other compositions. Perfect. Let's close this up and see how
everything feels now. Okay, I like where
this is going. Of course, everything's
kind of happening at once, so we need to start
working through that. I also think we'll need a
little more space here. So let's bring this up. And since my viewer
magnification is set to fit, it just adapts right along
with me. Let's go ahead. Add those same opacity keyframes to this bottom line
Earth and Jupiter. I'm just Control or Command clicking to multi select those. And with my CTI up
at the beginning, I'll paste those
opacity keyframes, so those all come on too. Deselect those, and
now if I press U, it will reveal all the
keyframes on all the layers. Since I have some open first, it will close them
first, press again, and now it reveals all of them. And now we can figure
out our timing. So we already did a
six frame offset, one, two, three, four, five, six, to get to
this first thing. Maybe it would make sense to start grid lines and
side lines right there, so I'll press open bracket. And I probably should have paid attention to the timing inside there because I need to base the bottom line
timing off of that. So let's come back in here
and find that last one. There we go. I'll go ahead and
move two frames past that. And when I go back to
my main compositions, my CTI stays in the same place, so that is my start
time for bottom line. Perfect. Let's maybe move
up another six frames, one, two, three,
four, five, six. That feels like where
the Jupiter bar and its number should start. Maybe six more. For
Earth and its bar. And I'm not sure. Is that the time where
these labels should begin? Let's try just two frames beyond that and
see how it feels. Personally, I think
this works pretty well. We see the titles come on, and then the graph lines
guide our eye right down to where those
bars are going to reveal themselves. Nice.
41. Create a Line Graph: It's time to tackle
the second graph, so let's go ahead
and import that. That's our line graph here. That is a layered
Illustrator file, so I'll make sure
I'm importing that as a composition, layer size. Okay. And now that we've gathered a couple
of things in here, let's take a minute to
organize our project panel. Here's the structure
I like to use, one comp for compositions, two pre for pre compositions, which we will be using here, and then three assets. This way, everything sorts in a particular order
because alphabetically, they wouldn't quite line up the way that I
would like them, but you're free to do
whatever you want in here. And I'll take both of
these compositions and put them inside pre
because we're going to be using these as
individual scenes in our final export
compositions. I'll just grab all
this other stuff and put that into assets. We can open these back up just
so we can see everything. Alright, let's take a
look at this line graph. Now, a lot of this is very
similar to the previous one. So there's a fair amount of copy and paste that we can do, but the lines and
dots are unique here. So let's open this back
up so that we can see, and let's maybe make
those dots pink again. And I would turn the line pink, but we're actually just
about to replace that layer, so we could go ahead
and do that first. This line is already a
stroke from Illustrator, so it will convert perfectly. If it weren't, you could get out the Pen tool and just
trace a new one. But fortunately, this
was built as a stroke, so I'll just right click Create
Shapes from Vector layer. Now we have our outlined
version of that. You can glance over at
the properties panel and see it recognized that
this has a stroke, so it knows that it
is a stroked path. Now I'll go ahead and
set that to Fuchsia. We could hang on to
this other copy for insurance or just press
delete to get rid of it. Alright, let's open
up our line here. We could twirl this open, and we'll see, Yep, we
got a path and a stroke. Great. We're going to have this line draw on
from left to right, so that means trim paths. We'll come down here
and add a trim paths. And let's go ahead and
solo this layer by clicking right here just so that we can focus on
this for right now. Open up trim paths, and let's see what happens. Ooh. Sometimes, depending on how the path was drawn
in Illustrator, start and end may work backwards
from what you'd expect. In this case, we could just animate the start value instead, and that would work just fine. Or right here is a little toggle so that you can change
the path direction. If I click this now
reverse that path, and will work just
the way that I want. Perfect. So let's go ahead
and set down to zero, create a keyframe, and
I'll bring this up to, I'll say 2 seconds,
bring that up to 100%. Let's set our work
area to around four, trim that off by pressing
N. And yeah, there we go. Great. Let's press U so
we can collapse that, but still see the keyframes, and now it's time to
tackle these dots. We can go ahead and just drag down here to bring those
into the solo group as well. I think just having those scale on probably makes
a lot of sense. So let me open one of those
up, open up the scale. And I'm going to say maybe
eight frames is appropriate. Go ahead and create
that scale keyframe, press home to jump back to the beginning, set that to zero. I'll go ahead and
highlight those and press F nine to Easy Es. While I have those selected, we can copy, select the
rest of them and paste. Let's go ahead and press U
to open those up as well. I think we're going to need
a little bit of lead time here for the text and some of the other
elements to come on. So I think I'll move my line over so it begins
at maybe frame ten. So shift and page down
to jump right there, select that open bracket to move the layers
point right there. And now I can select
all these dots. Since I've color coded,
I could click right on the color chip and choose
Select Label Group. I'll move those over
just a little bit. I think it makes sense
for the first one to be ending right as the line begins so that the dots kind of visually
lead the line on. And then I will
use quick offset. So Control plus Alt and drag or Command plus
option and drag. And I'll just try to line that up so that it ends right
where that finishes up. Let's deselect and take
a look. Hey, nice. All right. That's
enough of that. We'll go ahead and unsolo these. For the type, remember that Illustrator type
unfortunately cannot be made editable in here. Fortunately for
us, we just built something with the
exact same layout. So I'll grab these two
titles, copy them, come back into our
line graph composition and paste those in here, maybe press T to knock down the opacity so that we
can see what we're doing. And these are editable, so we just need to update
the actual text. Uh, Perfect. Yep. All right. We'll bring that opacity back up and turn off that original
type layer or delete it. If you're confident you won't
need to look back at it. You may have noticed that these text layers did not update their titles when I changed
the actual text on them. Because these got converted
from Photoshop layers, they're still pulling the
layer name from that. But if you select the layer, press Enter to
update the name and just delete what's here,
and then press Enter. They will pull their name from the text that is actually
entered into the layer. All right, let's preview again. Now we just need to tackle
these graph elements. So let's stop this preview
and take a look at that. Scrolling down, let's solo
these graph elements, and it turns out these
actually aren't quite grouped in the way that we would want them to be for animation. Well, we could certainly
take these back into Illustrator and
rearrange them there. It's probably easy enough to just tackle that here
in After Effects. And again, sometimes
you'll get designs that aren't quite structured
the way that you want. You'll need to be able
to pivot into some of these strategies directly
here in After Effects. So I'm going to
select backing lines, bottom line, years
and AU numbers, and we're going to
group all of them together as a pre
composition and then use masks to
break those up into individual layers that we
can then offset the timing. With all four of these selected, I'll come up to
layer, pre compose. The first thing we need to
do is give this a name, which I'll call
lines and labels. There are a few
other options here which right now we
don't need to change, and you can directly open this new compositions
soon as you create it. But in this case, I
don't think that's really necessary. So
I'll just press Okay. Now, all those layers have
been grouped into one thing. We could double click and see
all of them individually, but I don't think we need
to. So I'll just close that. Let's unsolo that Au label. That's just that far left title. And if we want to take the same approach as the previous graph, we just need the first number and line to fade on at once, and then each subsequent number and line to fade on
two frames later. And while we could do a bunch of back and forth between
all those layers, it just seems easier to sort of collapse
all of those into one thing and then use masks to carve them into the pieces that we actually
want to work with. So while this is already
named lines and labels, let's actually rename it
into lines and labels one. And then I'm going
to hit Control or Command D so that we have five total copies of
this layer. Great. Scroll down a little bit. I like my stuff to be in the order that I'll
be thinking about it, so I'll just quickly
drag these into order. Now lines and labels one is
going to be that top line, so I'll just come up and grab my mask tool and just
quickly do that. Now we can still see
the other elements because they're on the
other copies of this layer. But since we're
only doing a few, I think we can quickly work through this and not
get too confused. We'll select lines and labels two and just draw
a quick mask here. Lines and labels
three right here, four right here, and five
will be this bottom one. There we go. This is
a good way to prove that nothing else is
copying this anymore. Thinking through this, it
might look good to have the years revealing themselves
left to right like this, but maybe that's not necessary. Let's get everything
else in motion, and we can decide whether
that feels like it's needed. Now that those are handled, we could select all of those
and close them back up. We can go ahead
and unsolo these. And we just need to grab
those opacity keyframes from the previous compositions, paste them onto this,
as well as AU label, and just do a little offsetting. So let's hop back to
that other composition. Find one of those layers that uses those opacity keyframes, select those, Control
or Command C to copy, come back to our composition, add Au label into our selection, and jump back to the beginning, Controller Command V to paste. Great. Let's reveal those
keyframes by pressing U, and now we just need to offset. I think starting the Au label up at frame eight
probably makes sense. So I can open bracket to move
all of them right there. I'll control or command click Au label to take it
out of my selection. And now I can offset each of these by two frames
just like before. And let's see what we've got. Looking at this one more time, I think I would actually like the years to reveal
left to right, but we can quickly do that
inside the pre compositions. I'll just stop that
preview and scroll down. These are all copies of the
same single pre composition, so I could double
click on any of them. Takes me inside, and I'm just looking for
that year's layer. We can just quickly use
that same strategy. I just need to make enough
copies for what I need. I like to go ahead and add a number one to this first copy. It's just a little
easier to keep track of. So I'll rename that. So we've got 2010, 2012, 2014, 2016, 2018, 2022. When you do have a
stack of layers that you want to quickly
reverse the order of, you can actually quickly
do that using cut paste. If I select the layer
that I want to become the top and then shift select the layer that I
want to become the bottom, Controller Command X to cut, and then controller command V to paste now reverses that order. I'll just drag those
back down to the bottom, and I'm going to quickly
select each one of these. Still have my mask tool, so I will select that first
one in mask 2012, 2014. And see while this
takes a minute, it's really not so bad. There we go. And now each
of those can be selected. We'll close up those
masks by pressing M that reveals that and
then press it one more time to hide it.
Come back to home. I do need to go grab
those opacity keys, so let's come back out and get those from any of these layers. Copy, paste, U to open those up, control and alt or
command an option to get quick offset and push those
until they're two frames off, and that should be
exactly what we want. Beautiful. Oh,
42. Create a Ring Chart: All right, now it's time
to do the ring graph. So let's get that imported. Composition, Olayer size. Yep, and get those sorted over
here in our project panel. Open that up and uh oh, looks like someone did not structure this one
properly in Illustrator. Although I don't think that's the worst thing here
because we would probably have been rebuilding
this ring graph anyway so that we could actually control it
the way we want. The background and the titles, we can copy paste from one of the other
compositions anyway, and these middle labels shouldn't be much of
a problem either. So let's start out by grabbing the titles and background
from this other composition. Copy, come back in
here and paste. Now we'll move up a bit, and let's turn off
this background layer. Select both of
these and press T, bring the opacity down so we can see what the words
are supposed to be. Quickly update that text. Jupiter and elemental
compositions. Great. I'll bring
that opacity back up. And those are already animated, so those are done. Perfect. Okay, let's
assess this ring graph. Now, we have a circle here, so I think a shape layer is going to be the
easiest way to go. I'll come up here and
get my ellipse tool. I could certainly try to
draw a centered circle. But since our
composition is already a square, 1080 by 1080, if I double click this, it will actually create an ellipse at exactly
the comp size, which is already
a perfect circle. Now I just need to size it down. So I'll come over to
my properties panel, bring this size down. We don't need that stroke,
so let's turn that off. We can actually see
what we're doing here. Looks like I got
in the ballpark, and I'm actually glad this
is a different color, so I'll be able to
see what I'm doing. Let's adjust the layer
position to get this lined up. I think right around 674
is probably what I want. I'll just nudge that
with my arrow keys. And adjust the size until
it feels just right. There we go. There is an effect we could use to
get the look that I'm after. So we'll come over
to our effects and presets and search for radial wipe and just apply that to my circle.
Let's check this out. It has a transition
completion 0-100. Okay, well, that looks
like the right idea, but the wrong spot. Let's figure that out. Start
angle, won't be that. No. Okay, here we go. Wipe center. That looks like Yep, that will adjust where the wipe
is happening from. By default, it's
happening at 5:45 40, which is the middle
of the composition. Okay, well, that makes sense. But our circle isn't centered
in the compositions. It's actually
located at 5:46 74. So if we update our
wipe center to 54674, now it's perfectly
centered on that layer. Okay? So let's see if
this is what we want. Looking at it, I think this is actually the reverse
of what I would like, so we probably need to set this to happen counterclockwise. Okay? Yep. There we go. And then we just need to
offset that starting angle. Looks like 90
degrees right there. And perfect. Okay, so I'll just
fine tune this. Now, I am noticing that these numbers maybe seem kind of backwards from what
I would want them to be. It will animate just fine. It just won't be
quite as intuitive. But I think that'll
work okay here. I'll create a keyframe,
jump back to the beginning, and push this up to 100%. And then as we move through, it wipes on, filling up
exactly as much as we want. So here we would
just need to update the color and then make
duplicates for the other colors. Of course, we do
have an issue in that this middle circle needs to be cut out or covered
up. That's easy enough. Let's go ahead and name
this as radial wipe. And make a duplicate
of this circle, I can press E to
reveal that effect, and we'll just get rid of
the radial wipe on this one. Let's rename this
as Blue center. And looking over in
the properties panel, we can update that color
and bring the size down until we match what the center point
is supposed to be. And now we do have a nicely
animated ring graph here. However, there is one other
issue with this approach. In addition to the fact that the transition completion feels a little backwards, watch this. If I were to move
the layer itself, that wipe center actually
doesn't move with the circle. By default, any effect that
has an internal position like property like this actually doesn't follow the layer when
you use layer transforms. There is a way to link this, which I'll quickly show you. Let's go ahead and undo
that movement of the layer. So it's back to 54674. And I'm going to twirl
a few things open down here in the timeline so that I can see all the
things that I want. So here's that wipe center, and here's my layers position. Now, you may have noticed that in the parent
and link column, in addition to every layer having the ability
to be parented, each property actually
has a little pick whip, which means that you can link like properties to one another. So the solution here, if you wanted to be able to
move this circle around, is to find this little
pick whip right here and link it to the
layers position. See how the number turns red. That's actually
After Effects having created a little
expression for us, just to tell it to look at this layer's position property. And now if I update
the layers position, that wipe center travels
right along with it. So great solution. I could make duplicates for the other colors, and
this would be done. I think I'd like to show you
one other approach, though, because I don't love this number being backwards because this is a graph just makes
it a little bit harder if we were going to be
updating this again later. So let's close that up. I'll go ahead and make
one more duplicate of this and turn off
my radial wipe. On this new copy, I'll
press E and again, delete radio white, and I'll
go ahead and name this trim. Just so that I can
see what I'm doing, I'll also turn off blue center, and we'll see that we're just back to having a filled circle. But if we were to use a
stroked circle and trim paths, that would also be
a very easy way to create exactly the
effect we're after. So let's see how that works. Let's come back to
the properties panel and turn on our stroke. Turn off our fill. Let After Effects do some
math for us in here. I'll click on that size value, press my right arrow
to get just past the number and then
type in divided by two. And if I were to tell the stroke width to be this same value, so 290.9 Hey, look you there. That matches the exact
circle that we had. Coming over into
our timeline here, I will add a trim paths
added right there, and then let's see
if this end value, Yep, does exactly what we need. All right. So maybe
that's a little more flexible if you
prefer to work this way and the numbers are correct. So if I set this to about 80%, it's 80% of that circle, which in my head, since we're doing a graph, this makes a little more sense. We need to offset that
start angle again, which is right here, this
offset property, 90 degrees. And now we just need to
match that end value, which looks like
right there, 89%. Et's animate that, jump back
to the beginning and set it to zero. Okay, perfect. Now, I certainly
could have eyeballed the circle size and created a stroke that was exactly
the thickness of the ring, and that would be
very effective. I think just to make this
a little more dynamic, I'm going to animate this blue center so that we get a little bit of
extra motion here. So let's update
the name from trim to red and eyedropper
that red stroke color. Duplicate this, name it peach. And we can work from the
properties panel two. We'll just grab
that peach color, press U to reveal
those end keyframes, J to jump to the keyframe. This is going to be a
little harder to see, but I think that we can find it because it's probably
perfectly at 99%. Then we need one more
copy of the gray. Grab that color. Press you to open that up and
set that up to 100%. Now I just need the red on
top, peach in the middle. Let's go ahead and color
these so that we know what our hero pieces are and
press you to open those up. We'll go ahead and easy ease these and see how that
feels really quick. Okay. Let's turn off our reference layer so that we can just
focus on that circle. Okay, I think that's feeling pretty good. Maybe a touch fast. So let's select all of
these and move these over. Let's go ahead and maybe offset those like our other
elements have been. Okay. And let's turn that
blue center back on. And I bet if we
scale this one on, which could be either
the layer scale or the circle's size property, we'll do size because why not? Jump back to the beginning
and set that to zero. I'll easy ease those again, and let's see how that feels. Okay. Might be interesting. Let's turn on that
background color so we can see that in context. Oh, better set my work area. I think that's happening
a little too fast, and maybe that needs
to be happening just a little bit already
as that comes on. Just kind of tweaking
as we go here. You just have to keep adjusting until
you're happy with it. I think that feels pretty good. All right. Let's maybe make this a different
color than the background. That cyan feels pretty good. We've been starting
our other layers a little after the titles. So maybe around, say, frame ten is a good place for
all of these to start off. I won't use the bracket here because I don't want all
of them to start then. So I'm just dragging
them as a group. I'll go ahead and bring
that down below the titles just so that we have kind of a nice visual stair step here. Click off of those,
and I'm going to press U once so that everything
reveals itself. I'm going to go
ahead and get rid of my radio white version. You're free to use that
approach if you like. I just wanted to show
you both of these. So we're pretty
close here, I think. We just need to do those
labels in the middle. So I'll just bring that up above my blue center and
turn that back on. And once we mask this, it won't be covering up anything else of importance anyway. Just to show you a slightly
different approach, we can also put
multiple masks on one layer and animate the
opacity of each of those. So let's try it just
to give you options. I'll zoom in and with
that layer selected, come up and grab my
rectangle tool and draw three masks
with each one just getting one of the
labels. There we go. Notice they became mask one, two, and three as I drew them. And if you open
these up, remember, in the mask properties
is an opacity. So we could animate each
of these animating on. So let's bring our
CTI back to zero and click the stopwatch on all three of these mask
opacity properties. This is already using
up a lot of space, but if I press U, now we're only looking at
those three properties. I actually want those 100% keyframes up here at 12 frames, so I'll just drag
all three over, hop back to home and
drag them down to zero. Now, quick offset also
works on keyframes, but this is just a few, so we could also just move up one, two frames, select these, and bring them over, one, two, and select these
and bring them over. And now we have our
nice little offset, and all of these are
contained in one layer, so it's a little
bit less to adjust. I'm not exactly sure where this one needs to
go timing wise, maybe somewhere around here. Let's try that out
and see how it feels. Zoom back out, bring that
up, and do a preview. Maybe just a few frames earlier. Okay, I think this is
feeling pretty good. When we see this in context with the other
graphs in a minute, we may make timing
adjustments on any of them, but I think this is
feeling pretty good.
43. Assemble Multiple Scenes: Now it's time to assemble
all three of our graphs, which we treat like
scenes in one place. Now, we could just create
a new composition, but there's an easy way
to put them all together. I'll just select all
three of them and drag them down to the
new composition button. And in this pop up,
we can choose whether all the things we've selected
go into one compositions, which is what we
want or creating multiple compositions with
each item in its own. We don't need to mess with
any of this other stuff, but notice that you can
automatically sequence layers. You can set still durations. So there's a lot
of options here. Now I do want to go ahead and
rename this compositions, so I'll press Control
or Command K to get my composition settings and
rename this infographics. And let's go ahead and
update this duration because we're going to need
room to offset these a bit. 20 seconds should
be plenty of time. We can zoom out a
bit on our timeline, and let's go ahead
and move this. Since this is our
main composition that we're going to export, that's what we go up
here in the comp folder, and let's make it
another color just to really stand out down
here in the timeline. Perfect. So now we have our main export composition as well as the individual
scenes that make it up. Now coming forward a bit, right, looks like our bar
graph is the first one. We'll drag this over just a little bit so we
can see the names. I think it will make sense to actually reverse this order, so we'll put bar
graph on the bottom, then line graph,
then the ring graph. And the idea is that we'll
offset each of these just a bit like this in time so that we see the
graph reveal itself, sits there for a
second to absorb, and then we'll shift
over to the next graph. And then the last. I'm planning to make each of these shift to the left to reveal the
next oncoming graph, so we'll use some position
keyframes for that. Let's go ahead and look at about 4 seconds here
and see how this feels. I'll start with bar graph,
since that's the first one. I'm actually going to
reveal all three of these, and with those selected, I could come to my
properties panel, right click and
separate dimensions. We're only going to be using
the position on these, so that just seems
a little easier. E to reveal those position properties down here
in the timeline. I'll go ahead and
make a keyframe here and then move
forward 1 second, which since I'm working at 24 frames per second
is 24 frames. So I'll hold Shift
and press page down, page down, let go of shift, and page down one,
two, three, four. That's 1 second. I
want to make sure that my movement is precise and goes exactly the right distance. Remember that After Effects
can do that math for us. Now, I know that this
composition is 1080 wide, so I could just tell
After Effects to move this 1080
pixels to the left, which is negative, so minus
1080, hey, look you there. See the bounding box.
Perfect. Now, we were covering this up with
the other layer here, but there we go. That's moving
exactly how we want. Perfect. Let's
turn that back on. Now, we know that
we're going to want to parent these together so that this one slides in
with the other layer here. But you want to make sure
that when you do parenting, you do it at the proper time because if I parent
this layer right here, for example, it's just
going to kind of ride right on top of the first
one as it slides off screen. So I'll press K to make sure
that that move is complete, so that bar graph is over here, line graph is right here, and I'll go ahead and parent it. Now, we'll need to figure
out our timing here. Probably want to line this
up with that first keyframe. We'll go ahead and easy ease these and just
see how this feels. Okay, so I see a couple little adjustments
that I want to make. I think for starters,
I'm going to bump these keyframes over 12
frames, just half a second, but it will give us just a little more time to absorb this, and then we can kind of
establish that as our pacing. So I'll select both of these. And you can actually nudge
keyframes by holding Alt or option and then using the left and
right arrow keys. So I'll hold Alt and
nudge them one, two, three, four, five, six, seven, eight, nine, ten, 11, 12. Press K to jump up there, select our line graph and open
bracket to move that over. Okay, now I'm noticing
one other issue here, and it's that this graph is already halfway animated
before we see it. So there's a couple of
different approaches. We could just start this later, but then we're going to
have kind of this gap here. So, you know, that could work. We could just put a blue
layer at the bottom and make it so that this
one starts around here, or I'll just undo the other approach is to
quickly jump back into this precomp and just
nudge everything over about 12 frames so that
it's a little bit offset. Let's just do that.
You'll come in here, lock my background color
so that it stays in place, I'll select everything else, and just drag those over so
that they start at frame 12. So all of our existing
timing is still in place. We just moved it a
little bit later. Let's see if that is
enough to make this work. Yeah, that looks much better. Obviously, the ring graph is
happening a bit too early, but now we have our general
timing figured out, so we can just make
those updates. Let's scoot this over so we
can see what we're doing. If we had our other move
happen at 4.5 seconds, that means 9 seconds is where the next
move should happen. I'll select the line graph, make a keyframe and move
up 1 second, 24 frames. And we can use that
same approach, even though this is
a different number here because it's parented, and so the position
values become relative. It's a little more complex than you probably want to
think about right now, but the math still
works the same. We can just type in minus 1080, and it will move
perfectly off screen. Easy ease those keyframes,
move this one over, hold shift so it snaps
and make sure that we're lined up with that
second keyframe or later and then parent that. Again, we'll need to hop
into this ring graph. Let's lock that background,
select all the rest, get our CTI at frame 12 and just bring these over so that
that's where they start. And let's watch this
whole thing and see if everything feels like
it's pasted out properly. If we want to go
for a perfect loop, we could do that same
idea one more time. I think actually 13.5
seconds seems about right. So we could create some
more keyframes here. And this time, we could
actually just enter the value manually because it would be
the same as the line graph. So 540 should move it
perfectly off the left side. Select those easy Es. Now I will move back one frame, press end, and that is
the end of my work area. And this should create
a perfect loop. We just need a little bit
of buffer here at the end. So let's grab our
rectangle tool, double click that to create a rectangle exactly the
size of the compositions. Get rid of that stroke, add a fill eyedrop or
that dark blue color. We'll just update
this to BG color. Move that down to the
bottom and close it up. Let's watch the
preview one more time. Ah, perfect. We just need to add a little bit of branding,
and then I think we're good. Let's zoom in a bit, and I'll be adding the
name of my company, which for me is
Saget to Starlines. So I will grab my type
tool and click right here. Select that text. Let's go ahead and
set it to red, and then I need to make
sure I find my Museo slab. I'll try a nice thick one here. I think 36 feels fine. I'll just kind of
bring that right down into the corner here. I believe that will be
out of the way of all of my graph elements.
Yep, that looks good. And then maybe let's just draw a quick little box for
that to sit on top of just about like that. Hard to see, obviously. We'll stick that below
the type and maybe grab, I don't know, this
gray color. No. Let's just try
darkening that up a bit. See how that feels. Yeah, that looks like it'll
do the trick. All right. Let's make this bigger. Make sure this is set to fit
and do one final preview. Great. I think this is
ready to export and get posted on the company's
social media channels.
44. Class Project 04 - Animated Infographics: Class Project time
again and this time we're getting
all infographicsy. The social media team for your
client would love to have a few short animated
infographics to help educate the public about the
benefits of the destination. We're looking for at least
two different scenes here and making sure that you give the viewer
appropriate time to read some of
that information. This time, you can customize the composition size
and frame rate, if you like, as long
as it's something that's relatively
social friendly. And we would like you to create at least two different
infographics with different kinds of graphs
that you will then animate. If you want to do a little bit of research and come up with some completely accurate information about
your destination, that's super cool, but
that's not required here. It can also just look nice. You can create your designs
in Photoshop or Illustrator, if you're comfortable
in one of those, or you can work entirely in
After Effects if you prefer. Or, of course, you can do a
combination of all three. We do want to make sure
that you incorporate your primary brand color and
the client name in some way. And while the
individual graphics should have some animation, I also want you to create a smooth transition
between the scenes. Yours doesn't have to
be a perfect loop, but if you want to do
that, go right ahead. And most importantly, this is a little squishy
for a requirement, but I really want
you to think about using motion to help guide your viewer's eye through your designs in a meaningful
and thoughtful way. As a reminder, here's
what mine looks like. We've got these three
different types of graphs, really thinking about
those hero elements, those secondary elements,
and then the way that the motion flows through to kind of direct
people's attention. Again, you know what to expect
here on the deliverables, export your Animation as an MP four file using
that same preset, upload to a video hosting site and share
the link with us. Please do not use any
Cloud storage sites. And make sure to share
this on social media. Especially if you used actual facts about your destination, somebody else might
learn something.
45. Create the Planet: For this next project,
we're changing gears, moving away from
the precision of those graphs to something much
looser and more artistic. So far, we've mostly
been importing assets, but this project actually involves zero imported elements. In fact, we'll be
creating 100% of this one right here in After
Effects using solid layers, a tiny bit of shape layers, and several different
combinations of effects to create
a space scene. Let's get started. Before
we create anything, I'm actually going to rearrange
my workspace just a bit. You can see I have
my library's panel open for some color chips, and I'm going to take properties and just drag it
over right here. So that I can keep
my effects and presets panel exposed
all the time, but also work in properties without having to keep
clicking back and forth. We'll start off by creating
a new composition. I'll name this planet scene. And I'm just using this HD
24 frame per second preset. If you want a different frame
rate, that is just fine. And 10 seconds feels fine to me. The next thing we'll
do is actually create another empty composition to build something that
will go into this one. I'll click on that
new comp icon. And name this one planet. This time, I want to change
the size of this composition. I actually want this one to be twice as wide as it is tall, so I will uncheck
this little checkbox that locks the aspect ratio, and then let After Effects
do the math for me. I'll just type in 1080 and then use the asterisk for
multiplication 1080 times two. And then once I
click anywhere else, that does the math for
me, 21 60. Perfect. We may need to zoom out just a bit to see the whole
thing. There we go. Now, we could be
using shape layers for most of the stuff
we'll do in this project, but they actually have
more functionality than we need in most cases. So I'm going to be using
what's called a solid layer, which is just a flat layer
of color at a specific size, and it's great for
holding effects. I'll come up to
layer, new, solid, or you can press
Control or Command Y. I'll name this
one planet base, and you'll see that it gets
created at composition size, and you get to choose the color, which for this first one
actually doesn't matter. So I'll press. Okay. And while it doesn't look any different, you can see a bounding box now and see the layer
down in my timeline. We're going to add
an effect to it called fractal noise,
so we can come over. You can search for
it if you like, or you can find it under noise
and grain fractal noise. This effect allows
you to generate noise patterns in all kinds
of interesting combinations, just to give you a really
quick overview here. Up at the top, you
have a fractal type, which changing this creates all kinds of crazy different
combinations here. Maybe choose strings,
for example. See, already a vastly
different look. And you can change the
noise type to be different. We'll say blocks. And without even touching
any of the other properties, you'll see this
is already pretty different than it
started out, right? I'll just reset
this. We're going to be using this to create a land texture that will then wrap around a sphere
to create a planet. And we'll just be using
the basic fractal type, but usually good place to start out is the contrast
in brightness. We might crank that
up a little bit here. It will actually be easier
to see what we're doing once we apply another
effect to recolor this. And I'm going for tritone. So let's grab that and
apply it to the layer. First, the fractal noise is happening and then the tritone. If this were the
other way around, we wouldn't see the effects of the tritone because the fractal noise is covering that up. Let's set the mid
tones to this kind of medium blue and the
shadows to this deep blue, and then the highlight to maybe this kind
of peachy color. That kind of looks
like land with oceans, but you're, of course, free
to use any colors you like. And now I can actually
see this result. Now I can play with
the contrast and brightness to kind of decide how chunky I want this to be. The lower you go
with brightness, the more oceans I have, the higher I go, the
more land I have. Somewhere right in the middle
is probably fine here, and I might open
up this transform and just change the scale a bit make this feel a little
more like larger land masses. If you're following along,
I don't feel like you need to worry too much about
using my exact values. Just figure out the
things that work well for your example
and go with that. Now, I'm not going
to try to create a realistic version of my
planet, which is Jupiter. I'm just going for a fantasy
planet vibe right now. I'm going to create another solid that I'll use
as a layer of clouds. So layer new solid. Name this clouds and black
is fine for this one again. We'll be using fractal
noise again for this one. We're going to use it
a lot in this project. I think in this case,
just cranking up the contrast a bit and maybe changing the brightness
down a little bit, that's probably
going to be good. And I'll come down here and
change my blending mode. Remember, if you don't
see that right now, you can toggle
switches and modes. I'm going to set this
blending mode to screen so that all the dark
areas become transparent, and now I have a layer of
clouds over my landmass. I'll maybe bring that
brightness down just a bit more so they're
not quite so intense. And just to give this
a little bit of life, let's look at some of
the settings in here. Under Transform, you have the ability to not
only re scale this, but actually offset
this layer as well. Now, if we were changing
the layer's position, this would, of course, have edges, but you
can use this to keep generating new
texture as it scrolls. So I'll just keyframe this, jump up to the end, and just
move it a bit this way. So it kind of creates some
slight cloud movement. Nice. Jump back
to the beginning, and I will also animate
this evolution control, which makes the noise pattern
itself change over time. Really useful for bringing
this effect to life. I'll create a keyframe,
jump up to the end, and just turn this
a little bit here. I don't know, maybe about 1:20. Let's reveal those keyframes. Alright. I think that's
going to be pretty subtle, but I would rather
have it be subtle. I can always come
back and adjust this if I decide that I want to. We're actually done for
now in this composition, so we can either close
it or just click back to the other tab and make sure that my project panel
is here so that I can grab what I just built. So I have that
planet compositions, and I'll just drop
that into planet CN, and then we're going
to use another effect to turn this into a planet. I'm looking for CC sphere. And as soon as I apply this, you'll see Poof instant planet. This has a radius control. Let's turn that up a little bit to make the planet larger. And we could use either this offset right here or just
move the layer itself. In this case, it won't really change our
eventual outcome. I want my planet
to be kind of over here about a third of
the way from the right. I think that'll create
a nice dynamic layout once we get more of
our elements in.
46. Create the Background: A we need a background
for our planet. You can also create solids by just right clicking in the empty area of your
timeline here. You'll get this pop up
and we can go New Solid. We'll just name this one BG, and I think black is fine here. Okay, put that below our planet. And then we're going to
make yet another one. So new solid, and we'll
name this one stars. But this time, we need to make sure that the color is white. And we're going back to
our Effects panel and looking for CC starburst. H just drop that red on my layer and you
can see what it does. If you preview, it's
actually pretty intense. We're going to dial
that back a wee bit. We can come up here and maybe bring that size
down quite a bit. I definitely want to
bring the speed down. I don't want it to be
all the way to zero, but maybe 0.01, it's
just barely something. I feel like these
are pretty dense, I might try, the scatter
and just loosen those up. Hopefully, you're already seeing several other cool possibilities here if you animate
this property. That feels pretty good to me. Let's go ahead and move
that below my planet. You know, white is fine,
but I'm going to try one other effect just to give these a little kiss of color. There's an effect
called color ama. Notice I don't need to
type in the full name. I'll add that to my stars layer. By default, it's going to turn everything red, not what I want. But if I go into output
cycle and choose one of these preset
palettes for fire, it's actually going to go back to almost everything
being white. But I've found
that if I crank up this shading value of CC
Starburs just a little bit, Colama actually works on the white and black values of
whatever it's getting fed, which right now is all white. So if we give it a
little bit of shading, it will start putting a
bit of color into that. And it might be a little
subtle on your recording, but you can see
just little kisses of yellow and orange in here, so the stars aren't
just pure white. Let me maybe toggle that. It's beefing them up a
little bit and giving them just a little bit of personality,
which I really like. So this is not going to be a heavily animated
piece, but again, with a preview, we can see just a little bit of
creep on those stars. And with that little bit of movement here and
the cloud movement, we're already bringing the scene to life with very little work.
47. Add 3D Rings: Whether it's scientifically
accurate or not, everybody loves a
planet with rings, so let's add a few of those. I'm going to create another new solid and name this one rings. And in this case,
the color doesn't matter again. I'll hit Okay. This one will have a whole stack of effects to get
the end result, starting with our friend
fractal noise again. And I'll kind of give you a
hint at where this is going. But again, this is one
where we won't really see the result until we stack up some of
the other effects. Now, in this case,
we're going to use the transform properties
of fractal noise, and you can actually make it so that the scaling is not uniform. By default, it scales
uniformly like layers do, but you can uncheck
that and now you can scale the width and
height separately. So if I make this width very large and the
height very small, you start getting kind of this streaky line pattern, okay? Now let's come over
here and look for polar coordinates.
Check this out. We add this to our layer and I'm going to change
this to rect to polar, so it's going to change it
from a rectangle to polar. And then as I crank
this value up, it sort of folds in on itself
until it becomes a circle. And I bet you can already
see where this is going. Now, this does have a seam. In this case, that's not
going to be a problem. We'll just hide it
behind the planet, but there are ways to fix
that when you need to. Of course, right now, we have a big solid
disc of streaks, which is not quite what we want. So I'm going to use another
effect called linear wipe. Get where we want to go, we'll just drop that onto
that same layer. And just like we've seen
with some other features, the order in which
things are applied makes a huge difference
to the end result. Linear wipe is intended
to be a transition, kind of like the radial
one we saw before. So if I crank this up, it will slowly wipe
across like this, just kind of a standard wipe
across the scene, right? But if I put this higher
in the layer stack, say, before the polar coordinates, it's going to have a
very different effect. Because remember, the
polar coordinates are wrapping that rectangle
into a circle. So if I change this transition completion
and change the wipe angle, look at this. Kind
of wacky, huh? Hopefully, you're already
going to start seeing interesting ideas that you could use for other
abstract things. But if I set this to
exactly 180 degrees, then I can turn that transition
completion up until I get just perfectly the
amount of rings that I like. There's a little
feather property here, if I want to kind of soften that interior edge, which
I think looks nice. And now we just need to actually place this
properly on the planet. So we can move
this layer around, but we have a bit of a
perspective problem, right? But After Effects
can fix that for us using three D. Now,
don't get freaked out. We're just going to use
a very simple version of three D. We'll come down
and toggle our switches and modes so that we can see the layer switches and look for this one right here
under this little cube. Clicking this for a
layer will enable three D. Let me select this layer so that you can see it in the properties panel, and then when I enable three D, watch what happens in
the properties panel. Suddenly, we have
a third dimension on several of the properties, and rotation goes from
one property to four. Now you can absolutely adjust these in the
properties panel if you like. You'll also see in
the viewer that we now have this three
D Gizmo control, which gives you three axis
control over this layer. Now, this can move still
in X and Y, but now in Z, which is towards
and away from us, but we don't need to
do that right now. More importantly, it enables you to rotate this in
three dimensions. I'm going to take this red one right here and just sort of click and drag that upwards
until I find the right angle, which is probably
somewhere around 65 ish. And notice as I'm dragging this, this is actually changing
the first value, the X value of the orientation property
over in my properties panel. Now, in this case, the rotation would actually be
doing the same thing. You kind of have two different
ways to rotate things, whether you are
just setting it or actually animating it.
I'll just undo that. For this project, we just want it rotated so
it looks right, and then I can just kind of
drag this over into place, maybe tweak that a little bit more that feels pretty good. Of course, we have a bit
of a layering problem because those rings should
sit behind the planet. Well, we could try to drag this layer down
below the planet, but that's not right either. What we actually need is for
the planet itself to also be three D. Even though this is a flat layer that isn't
going to be rotated at all, enabling three D for this
layer lets After Effects know that we want it to think about this perspective properly. So let's enable that and now that fixes that
layering problem. Let me just quickly give you an example of how After
Effects sees this. Notice that planet is
just a flat layer. It's kind of like you're
holding up a postcard, and then the ring is actually
in three D space around it. Even though it's flat, it helps
it actually look correct. We'll talk more about three D towards the end of the course. That's a whole
other can of worms. So for now, just know that it's another option to help adjust the perspective
of something. I do want to adjust the
color on these rings, so let's grab Tritone again. And it looks like I have
my planet layer selected. So I'll just make sure I put
that on the rings instead. And let's set this midtones to my main red and maybe get
a little wacky with this. Let's grab this dark blue and set the shadows to
be, I don't know, purple. Maybe we can zoom
in a little bit. This would be a good time now that we can really
see the result. We can crank up this contrast
if we want to get kind of wacky with the colors because the more contrast
you create here, the more tritone
has to work with.
48. Draw a Background Nebula: I think our background
is a little bit plain, so we can create sort of
a background gas cloud nebula thing back there to
give it some personality. You could absolutely use a solid layer and masks
to get the same effect, but I'm going to
draw a shape layer. That's just a little more
flexible for this case. I'll zoom out just a bit, grab my pen tool. I'm going to set my fill to maybe this purple that
I have lined up here. I might adjust that
later and just draw kind of a big sort of almost
bow tie kind of shape. Doesn't have to be
super perfect here, creating a colored object that can live in the background. Let's go ahead and
rename this gas cloud and I'll move that down
just below the stars. We're going to
break this up a bit with another fractal noise. So let's find that again. And, huh? Well, that kind of took away the color
that I just made. We could use a coloring
effect to get there. But also, fractal
noise actually has a blending mode built right
into the effect itself, which enables all kinds
of interesting things. But right now, we'll
just set that to multiply so we can see
that original color, but also get the
interesting pattern of the fractal noise, too. Let's open up Transform and just kind of play
with that scale a bit. I'm just sort of looking
for this to break this up. I might crank up
the contrast some, but, you know, this is abstract. I want to soften
this whole thing. So let's come over and find a blur effect like
fast box blur. And we'll apply that to my
gas cloud and just crank this up a bit until I feel
pretty good about that. Let's deselect that layer. Okay. I like that, but I feel like it might be a little too strong in the middle. So I'll select that
layer again and come up to my shape tool and
grab an ellipse. You can actually draw a
mask on a shape layers. You just have to
make sure to tell After Effects that's
what you want to do. There's a little
selector right here. When you're already
working on a shape layer, you can tell it that you instead want to be creating a mask. And I'll just create kind of a loose ellipse
here in the center. I actually want this
set to subtract, so we'll do that, open this up, and crank that feather way up, just kind of looking to knock down that center
so it's not so intense. Maybe I want that to be a bit
bigger so I can play with the expansion and just
decide when I'm happy there. I think that looks pretty good. Still maybe a bit too prominent. Let's bring down that opacity. Just maybe around 50% or so. There we go. Just helps break up all the black but isn't
drawing too much focus.
49. Add a Sun: All right. A good
space scene needs a sun and everybody loves
a lens flare, right? So we need another
solid new solid. We'll name this one sun. And we do need to make sure that our layer is black this time. That will be important for
blending modes in a minute. Let's go ahead and set that
to be yellow for the sun. And I'm looking for another
effect called lens flare. Okay, let's drop that on
here, and there we go. Now, these default lens flares are showing their age a bit, but you can still pull
something nice out of this. Let's come over here and choose a 105 millimeter
prime lens type. Okay. I think that
already looks better. And let's maybe add
a levels effect to this so that we can
tweak a little bit. Might need to adjust this just to touch so we can
see the top of that. Now, you could kind of
change the contrast on this, maybe sink this down
so that that's not such a hard edge around some
of those lens artifacts. We can take this flare center and move that over just a bit, but of course, we can't
see our planet right now. So let's come down to
our timeline and set the blending mode for this layer so that it composites properly. Toggle back to our modes
and set this one to screen. So all that black will
become transparent, and now we can see our sun. Let's nudge that flare center
over so that it's kind of right about there,
that's feeling pretty good. I'm going to lean into
the red that is my color. So on levels, I'll
actually set this to my red channel and
just play with that a little bit to give that a little bit more of
a reddish vibe. Now, I could go super over
the top if I wanted to, but I think just a little bit of it would probably
go a long way here. If I want to, I can change that flare brightness.
You know what? I actually like that
a little more subtle. It's not quite as overwhelming. Yeah, that feels good.
50. Adjust the Lighting: Now that we have a
sun, the lighting of our planet doesn't feel
very realistic anymore. So let's check out some of the additional options on
the effects for this planet. Up here we actually have light and shading for this sphere. Okay? Let's check that out. So you can change the
intensity of the light on it. I think 100 is probably good. I don't want to blow
this out too much, but being able to
change the color and the height and direction
makes a huge difference. So let's change that
direction. There we go. See? Where is the light
coming from on this sphere? Try to match up
that sun position here and then change the height until I think I like this where we're getting a nice cinematic backlighting on the planet. Let's maybe zoom in a bit.
That feels pretty good. We can also open up
this shading and decide how much of each particular
light type we want. You can go much
deeper with this. I'm just going to adjust
the ambient a bit. We could bring that up to see more of the planet
or bring it down. So that it could actually be
totally black if we want. I think maybe somewhere around
seven or eight is good. We can still see
what's going on, but we're getting a nice
cinematic backlighting here. Okay, now the rings we're
going to have to deal with a little bit differently because they're built in
a different way. Let's see what we can do there. We might be able to do
something with masking, maybe, but once you've rotated
a layer in three D, the masks are a little
less intuitive to use. I think we could actually use
this linear wipe to create a dark side of our
rings. Check this out. Let's close some of these
other effects down. And then duplicate
this linear wipe by pressing Control
or Command D, drag this new copy of it to
the bottom and reset it. Now I'll crank this completion
back up until Okay, okay. There we go. And then
play with this angle. Look at that. Now, think
about what's happening. We're generating
a noise pattern, wiping part of it off. The polar coordinates
are wrapping that result from a
rectangle into a circle, and then the whole thing
is rotated in three D. We're adding some color and then wiping away that final result, but still with that
three D perspective. If that blew your mind a
little bit, you know what? We're just trying to
make it look right. It's okay if you don't fully understand exactly how
all this stuff works yet. The more you play with it,
the more experience you have, the more intuitive
this will become. So I'm going to crank up this feathering quite a bit here, and then just keep playing with this completion
until it feels good. I think having a nice sort of hot spot on my rings feels good. But of course, I don't want
them to disappear over here. I just want them to be darker. You can also adjust the opacity for just a specific effect, which I think here will probably get us the
look that I'm after. Down in the timeline,
let's press E to reveal all the effects on this layer and look at that
second linear wipe. If I twirl that open,
you'll see I have all the same controls
that you can see up above in the
effect controls. But there's also something
called compositing options. And if you twirl that open, you get a control
called effect opacity. So you can turn down
this effect opacity a bit so that now that linear wipe effect is only
being applied at 78% opacity, meaning now we get back a little bit of what we
had before the wipe. So we just need to
kind of dial this in. I think something
in the 80s gives a nice darkness without too
much transparency here, and that feels
pretty good to me. We have a nice cinematic
back lighting. Our rings are nice and hot on the front side, but
dark back here. Our planet is nice and hot
over here, but dark back here. Yeah, that feels pretty good.
51. Animate the Scene: We do have a bit of subtle
animation happening here, but I think there's room to
just add a little bit more. Let's stop that preview. Let's start off by checking
out our planet again, and up near the top
of this effect, there's actually
controls for rotation. So you can rotate this
in all three dimensions, just like we did
with our ring layer. But now, since this is a sphere, it actually rotates all
the way around for us. Now, when you go
too far, you will start seeing some
weirdness where the pattern kind of converges
or has a seam in the back. But as long as you only
rotate a little bit, see, there's the seam here. As long as we only rotate
a little bit on Y, we can actually make
the planet spin. Which I think will look good. So let's come up to the
beginning of our timeline, create a keyframe, jump to the end and just
crank it up a bit. I don't know. 13%. Let's
see what that feels like. Just enough to bring it to
life along with those clouds. Okay. Let's see about
maybe the rings. Okay, well, again, we don't have those same types
of controls here, but up in fractal noise, I think we could offset the turbulence,
which we saw earlier. Let's zoom in and see what
that actually looks like. Hey, that's kind of interesting. Okay, I think that's
the way to go the X value of this
offset turbulence. So I'll create a keyframe, jump to the end, and
just scrub that a bit. I'm not sure how
much is too much, so you just need
to kind of trial and error this a little bit. Okay, I think that's just enough to give it some
life. I like that. Now, our nebula, realistically, would those clouds evolve
in a way that we could see? No, but hey, we're
making this up as we go, so we can do whatever
we like, right? Maybe that ooh,
evolution slider. Hey, there we go. Okay. So let's come
back to the beginning, make a keyframe for evolution. I can set that back to zero. Doesn't matter. It's
all abstract anyway. Pop up to the end and
just crank this up. I don't know, 114? Sure. Let's see how that feels. It's slow enough that you
really can't even tell, but I do think it just adds a nice little bit of
life to the scene. Those stars are already
animating themselves from that setting we did back
when we first created them, so I think those are good to go. And I don't think the sun
really needs any attention. So I think this
one's good to go. It has some nice life,
but keeps it subtle, just barely animated enough
to keep your attention.
52. Finishing Touches: Just a few final touches we'll really bring this
thing over the finish line. Let's create an adjustment layer to just add some
final polish here. So I'll right click
New Adjustment layer, and I'll name this look to this, let's add levels
would work fine, but just to mix it
up, let's add curves. And maybe just add a
little touch of contrast. I'll kind of click here and
drag down a little bit, click here and drag
up a little bit, adds a subtle little S curve. Let's just toggle that
on and off. There we go. Just kind of makes everything
pop a little bit there. I like that. Let's
try a vignette again. If I can spell it
right, there we go. CC vignette. Now, by default,
that's just at the center. Might play around
with this amount and kind of see how much
of that we want to add. Depends on how dark you
want your scene to be. I think just right around
100 is probably fine for me. We could adjust the center maybe around the sun here or
maybe on the planet, kind of up to you. I'll
put mine on the sun. And just for a little bit of stylization and just to make sure some of the
gradients look nice, if we were posting this online, I'm going to add a little
bit of noise here. So I'm searching for an
effect called noise HLS. Which allows me
to put noise into different channels by hue,
lightness or saturation. I'm going to add just a few
percent into the lightness, maybe about four or five here. And if I zoom in close, you can kind of see
what that's doing. Let me toggle that
on and off for you. I think for this scene,
that will look nice, give everything just
a little bit of texture so it doesn't
feel quite so artificial. And honestly, I think the
scene is ready to go, so we can save and export this. Of course, if you're
doing this yourself, I really encourage
you to explore, try out some other effects, try some different settings. This is just a little
appetizer of what's possible with all
of the hundreds of effects in this program.
53. Class Project 05 - Planetary Scene: Class Project Time again, I think this is a
really fun one. We want to help our customers
imagine the wonders of the cosmos by creating
a stylized space scene. You can try to be
accurate if you want. I know that will be easier with some destinations
than others. So if you want,
you can just make something fun and colorful. Obviously, I didn't try
too hard to be realistic. I was just kind of
enjoying myself here. Your composition size and
frame rate are up to you. You can customize that a little bit to make sense
for your scene. Do want you to create
a stylized space scene with at least one planet, a starry background, and a sun. If you want to add background
things like a nebula, if you want to add
rings to your planet, those are all nice bonuses. If you'd like, you
could try to add even more details,
whatever you can imagine. But the biggest
requirement is that all of these elements should be created directly
in After Effects. We want you to try to
do this without using any imported images or videos. Build everything
using either effects on solids or shape layers. I really want you to explore some of these various effects and other capabilities here and see what you can
create just using those. Do make sure to include
your primary brand color, and if you have any other
additional branding cues that you find opportunities
for, those would be great. And this one is a lot more about using After Effects
as a design tool. So you can keep any animation a little more subtle
and minimal here. As a reminder, here's
what mine looks like. I've got that big
planet I created with fractal noise. We've
got some rings. We've got some cool
cinematic lighting. We've got a sun,
star background, a nebula, the whole thing. On deliverables, as usual, export your animation as an
MP four using that preset. Upload your video to
a video hosting site and share that link with
us so that we can see it and make sure
to share this on social media so that people can follow along and see
what you've been up to. Good luck. Have some
fun with this one, and hopefully fractal noise
will be your new best friend.
54. The Text Animator Explained: You already know
that we can move text layers around
like any other layer, but After effects has a
special text animator system that lets you do so much more. We've already applied
a text animation preset in an earlier lesson. Here's that slide down by
character that we used earlier. Now that we've applied
that, let's twirl this all the way open and take a look at what's actually happening. Within the layer, you'll find a heading named text,
and inside that, you'll find an animator, which after effects already named as part of
applying the preset. Inside that a range selector, which contains an advanced
section, and just below, we have an internal
position and opacity value that specifically affect
only this text animator. Kind of like shape layers. These are separate from the actual layer
transform properties. If we move forward in time, you'll see the letters
are being revealed. Each letter is moving
downward while it fades on. This is those internal position and opacity changes in action. Of course, those can be changed, so let's adjust this to
a larger negative value, which would move it higher in Y. Now each letter is moving
much further before it lands. If we change that to
a positive value, now each letter will
move up into place. And that is all being handled by just two keyframes on
this offset property. Interesting. With the
knowledge you already have, you could certainly
make some basic adjustments to position and opacity and retime these keyframes until you're
happy with the result. But let's take a
deeper look at how this text animator
system actually works. We're going to build a
few things from scratch, and even if you eventually
decide not to go that deep, this will give you a much
better understanding of what the presets are actually doing. We'll start
simple, though. Let's delete that entire
preset from my layer. You can add text animators from this little flyout
in the timeline or from this button at the
bottom of your properties panel when you have any
text layer selected. For this first example, I'm
planning to animate tracking. You can adjust that here
in the text properties, which changes the spacing
between all the characters, but this is just a static change that I'm making to the layout. To animate that
property over time, I'll come down to that
add animator button, which gives me a big
flyout with a lot of properties to choose
from. Here we are. Ing. Once I select that, let's look over in the
timeline and see that our layer now has something
called animator one, range selector one, and
those tracking properties. For tracking, you
can get good results by just animating the
property directly. Let's add a keyframe
for tracking at zero, move up a bit and set
that to a higher number. There we go. Our tracking
is changing over time, and already you can see how useful this is compared
to the amount of work it would take to animate all these characters if they
were individual layers. And the cool thing
is that this text is still fully editable. I'll double click my text layer and just type in some
other characters. Kind of a game changer, right? Let's take a look at some
other properties and get a better understanding of how the rest of the system works. I'm going to start fresh
in this other composition, where I have my
main text layer and a couple other supporting
layers to help you better understand what's
going on under the hood. I'll add a new animator
this time for position. Again, you can see
we have animator one and range selector one, and then a position property
within this animator. This is telling After
effects how we want to change this text from
its original settings. If I set the Y value of this position property
to about minus 360, you'll see that
we've moved all of our characters up
to this new area, but the layer's
anchor point is still sitting down here
where it was before. And if I toggle this
animator on and off, everything goes back to
that original position. Okay, so I guess we could
animate this position property, but right now that's not much different than just
animating the layer itself. That's where the range
selector comes in. Let's open that up and
see what we're doing. Inside here, we have a
start and end property. To should be feeling a little
familiar at this point. If I change the end
value, there we go. Now we have some characters receiving that position change, and others are still at
their original settings. So the start and end are
actually determining which portions of this text
layer are being changed. If we instead change the
start value to about 60%, now we have the first
60% of this line not being affected while the
remaining 40% is being changed. You can also see the start and end values directly up
here in the viewer. You can actually click and drag on them right in
the viewer window, and those values
down in the timeline will adjust themselves
as I'm doing this. Let's use this to just isolate
a couple characters here. We also have this
offset property that actually allows you to move that affected portion back and forth through
the line of text. Let's undo that. Let's reset these and quickly
add some key frames to the start property,
zero to 100. Here's what that looks
like. These start end and offset properties are actually animating that change to and from the
original settings. So I can easily add other
properties into this animator, and whether I'm changing
one property or several, they can all be changed using
that same set of keyframes. Very similar to what you
saw with shape layers, we have a little ad
flyout that gives us additional properties that can be included in this animator. Let's add property, scale, and I'll bring that
down to about 30%. Now every one of those
letters is having its Y position changed
and being scaled down, and then they're
changing back to their original values for
both of those properties. Let's add property rotation
and change that a bit. Let's add property opacity
and bring that down some. I'll leave it a little bit visible so you can
see what's happening. And again, we have
this one set of keyframes changing every single
letters position, scale, rotation, and opacity, and
we could keep tweaking these values until we're happy with exactly the look
that it creates. Let's simplify by stripping
this back to just position again and then open
up this advanced section. So far, we've been thinking
about this in terms of a percentage, zero to 100, which makes it easier
to visualize and keeps it aligned with some of the other features
we've seen earlier. Either none of the things are back at their
original value, all of them are or
somewhere in between. But you can also change
these to an index, which means it's actually
counting the units, characters in this case, and allows you to be very
precise when you want to. Notice, I was careful
to say that this isn't only characters because
the next control allows you to choose
whether the animator works with characters,
words or lines. When you're set to index, those are obviously going to
be very different values, but percentage works the same no matter which
is being counted. If I set this to words, watch how that changes
the animation. Now it's treating
each word as a unit, but each character is
individually being affected by the changes
that we set up down here. But even that functionality can be changed if you want to. Another call back to
earlier things you've seen, these animators
actually have a mode. By default, it's set to add, but you can actually subtract this whole animator instead and reverse the entire process. You can also use
multiple animators or multiple selectors, and then you could use
these other modes to start intersecting those in
even more complex ways. We also have an amount, which is more or less
an on off switch for the entire animator, but you could key
frame this or you can actually set this negative
to reverse the whole thing, or just animate this property instead of the other ones above. Next up is shape, which is usually the trickiest for people to wrap
their heads around. To help you visualize better, I'll replace this text with a bunch of this vertical
pipe character. Get rid of those keyframes
and I'll get start and end dialed in so we don't have any partially changed
characters here. Shape is a little more abstract, but you can actually
visualize it directly by using
position like this. Right now, shape
is set to square, and looking up in the viewer, it kind of looks like there's
a square or at least a rectangle pushing its way through this line
of text characters. Let's adjust offset
and you'll see that square being pushed back
and forth through the line. Amp up creates a gradual change from the original value
to the changed value. Start and end are
essentially deciding over how many characters
that change occurs. I could change this to create a wider ramp or make
it really tight, so it happens over
just a few characters. Again, offset allows you to move that change
through the text. So if you're using a ramp shape, you're typically
going to be animating this offset property and using start and end in
a more static way to determine how
sharp that change is. Amp down is just the
opposite, of course, we're ramping down from the changed value back
to the original value. These next three shapes
all take you from the original values to the changed ones,
and then back again. Triangle pushes, yep, a triangle of change
through your line of text. And again, start and end, kind of determine how wide this is while offset moves
it through the line. Round does very much
the same thing. It's just more circular. And smooth gives you a
very similar result, but more smoothed out
like a Bezier curve. So basically, for any
shape other than square, you're probably mostly going to be animating the
offset property. To explore Es high and Es low, let's set this back to ramp up. Similar to the way that
we've been easing keyframes, you can apply easing
here to these changes. Es high eases into
that changed value. Es low eases out of
the original value. You can crank these way up
to make them super smooth, or you can actually
set them negative to create a really
abrupt change. Let's just zero both of
those back out for now. And of course, if you really
want to spice things up, you can randomize
this whole thing. You're still changing how the characters are being affected, but now it's not just in a simple left to right
arrangement anymore. Notice that this
entire range selector actually has its
own eyeball switch, so we can disable
this whole thing. And let's try adding
another selector, wiggly. That already does a lot. So let's open this up. This automatically wiggles
the property that I've added by the amount
that I've established, both positively and negatively, and then all these
other settings determine exactly how
that wiggle works. Oh, and using the mode dropdown, you now get to determine
how this intersects with any other selectors
that you've already added. Okay, I know this
is probably getting a little intense, so
let's take a step back. I'll undo a few times until we get back to
those actual words. And just delete this
entire animator. In addition to these animators, you can also make your
text follow a path. I'll grab my pen tool, and I have this layer selected, so I'll start drawing
a mask on this layer. But instead of using the mask to cut away part of the layer, I can actually just
use it as a path. Looking back down
in the timeline, you'll see that this text
layer now has path options. And if I open this up,
I can choose one of the masks on this layer to which the text
will be applied. Once you've done that, you
get additional properties, including being able to easily animate the text
along this path. And all the animators
that we saw before can actually be
stacked right on top of this. Let's finish up by creating a few practical everyday
text animations. I'll just remove that mask. Let's say that we
wanted to create a simple typewriter look. So I would add an animator for opacity and set that to zero. We'll open up the
range selector, and here we would just
animate the start value. But you're probably noticing that these letters are actually fading on instead of just appearing like
a typewriter would. We actually have all
these spots where it's kind of halfway
between characters, and it assumes that we want
everything to be smooth, which we probably would
for most other properties. To make the letters
go from completely hidden to completely
revealed all at once, we can look inside advanced and find this
smoothness property, which actually only exists
for the square shape. Set that to zero
and yeah, perfect. Of course, there's a typewriter preset that we could
have just used, but now you understand
how it works. Let's push this a
little further. I'd like to change this
into a smoother fadon, so I'll remove those
start keyframes, change this to ramp up, and we'll instead use
the offset property. See how it's kind of
halfway revealed here? If I bring this all
the way to -100, now the entire line is hidden. Let's keyframe that,
move forward a bit, and bring it all the
way up to positive 100. There we go. Not bad. Let's add a little bit of position movement into this two. Looking better, but this feels a little chunky, stair steppi. Let's see what we
can do about that. Since I'm using ramp up, I'll want to use Es low
to smooth this out. If you have trouble
remembering which is which, you can also just play with
them until it looks right. Nice. That gives a
much smoother landing. And you know what? I like this, but I kind of wish
that it was moving in full words instead of
characters. Let's update that. Yeah, look at this smooth, snappy little reveal
that we just made. And remember, this is
still fully editable. I could type in a few new words. And all my existing
animation still works, making this extremely
flexible and customizable. We're really just scratching
the surface here. You can actually also use three D properties for
individual characters, animate the properties of
variable fonts, and much more. If this interests you
even a little bit, I highly recommend getting
in here to explore. Just play around with this system and see
what you can make. Of course, we are about
to go through a step by step example in the
next couple of lessons. If you didn't fully follow everything in this
lesson, that's okay. The system is pretty
deep and even a lot of experienced users don't
use it to the full potential. Just remember that
you have tons of text animation presets
waiting for you. Over and effects and presets, just look under
animation presets, text, and animate in is a great place to
start if you're just looking to reveal some
type like we just did. Try applying some
of these presets, then open them up and
make some adjustments. Even if you're just adjusting the timing and
modifying the values, that can take you
a long way toward creating your own
custom text animations.
55. Animate a Title Card: Let's put these ideas into practice by creating an
animated title card. You can see that I've
already set up this project, and if you're looking
to follow along, you'll find it right here
as Animated Title Start. I'm working in an HD 24 frame per second comp that
is 7 seconds long. Background color black. As you can see here, I already have a couple of type
layers laid out. I have a video clip that I've already trimmed to
the proper length, and we have an audio file which has some nice
orchestral music. Let's do a quick preview to
get a feel for everything. This is the first time that
we've worked with music, which is a very common way
to help pace your animation. Aligning your animation, timing, and overall feel
with that music is a big part of making
everything feel cohesive. Let's start out by finding and marking a few of
the key moments in this short piece of
music so that we'll be able to more easily
work along with it. If I twirl this layer open, you'll find that we only have
an audio heading in here. Inside that, we have a
place to set our levels, which we don't actually
need to do this time, but you can change and even
keyframe those if you want. That said, I don't really
recommend After Effects as a place to do any kind
of serious audio editing. You can also view the waveform, which is the visual
representation of the sound in this file. The higher these
little waves are, the louder the sound is
at that particular time. So even just glancing at this, you can already see a couple big moments in the track here. With or without
this twirled open, you can actually
preview just the audio by pressing the period
key on your number pad. But especially as your
projects get more complex, it can be nice to refresh
yourself on the audio without having to wait for a heavier visual preview to also be built. I'm going to use this
to help me find and mark those key moments
in the music track. You can create markers
in After Effects, either on specific layers or for your composition overall. These are a great way to leave little reminders for
yourself or to mark a place that you want to align other layers or keyframes
to as you work. With no layers selected, if I press the asterisk
key on my number pad, it will create a marker right
here on my composition. When I double click that, I can actually add a name
or description. You can also color code these, and they can be a single
frame or actually have a duration if you want to
mark a short range of time. I love these markers, and
I use them all the time. To get rid of an
existing marker, you can just right click
and delete it right here. I'm going to place
a couple markers directly on this music track so I can easily reference those couple important
spots in the music. On this track, I could probably do this by looking
at the waveform, but you can also drop markers
while you're previewing. I'll select that music layer, then press the period key and then press asterisk
when I want to drop those markers.
Let's see how I do. Mm hm. Pretty close. On such a short piece of music, it's pretty tricky
to have enough time to actually catch this
totally accurately. Normally, you would just listen to this a couple times and fine tune until you feel like they're definitely
in the right spots. But I did already work
this out earlier. I want this first
one at frame 12 and the second one right at
5:07. All right, perfect. Now, even without having that waveform taking up a bunch
of space in my timeline, I can easily reference
those exact frames. Also remember that
we were using J and K to jump between
keyframes earlier. These stop at markers, too. Now that we've got
those markers made, let's add some animation
to the type layers. Starting with this
big Jupiter layer, I'm going to add an
animator for tracking. I don't actually need the
range selector on this one, so I'll go ahead and
just delete that. I'll make sure my CTI is at zero and keyframe
that tracking amount. Then I'll come up
to 5.5 seconds, five, 12, and set that
tracking up to five. I already know that
I'll be trimming off the very end of
this layer later, so it's okay that we have a little bit at the
end without movement. This music is lovely, but for the purposes
of this lesson, I'll just disable that for now by clicking the
little speaker icon. We'll turn that back on after we get our text
animation dialed in. Okay, looks good.
Pretty straightforward. I think I can just copy paste
this to the other layer. But first, let's
rename this animator, since I'll be adding some
others to both of these layers. Like anything else,
just press Enter and then type in a new
name tracking. With that still selected, I will control or command C to copy and making sure
that my CTI is at zero, control or command V to paste
that onto King of planets. I'll press U to
confirm that pasted. Yep, let's go ahead and zoom in a bit so that we
can see this better. Looking good, it
stays fairly subtle, but it adds a nice
little bit of movement just enough to keep it alive and keep it visually
interesting. I think I'll also
add a little bit of scaling to complement this. Again, keeping it subtle. Let's parent King of
planets to Jupiter. Then select Jupiter and
check the anchor point. Yep, that looks like
a good spot already. I'll press S to reveal my scale. Create a keyframe here
at the beginning. Press K a couple
times to jump up to that other keyframe we
already created at 5:12. Notice that I did have to
jump past the markers here, and I'll set that up to 104%. Nice. Keeps it subtle, but feels effective and kind of plays up Jupiter's size
and presence, I think. I'm also looking to bring in
my brand red on this one. I think what I'll do is reveal this second line of text
left to right and smoothly, but then also have a
little bit of red sort of sweeping across as
that's being revealed. And I don't think I'll do a reveal like that on the
main Jupiter title, but I can still bring in a little bit of that same flavor. So let's select that second line and create an opacity animator, either from the timeline
or the properties panel. I'll rename this opacity on because that's
what it's doing. If you want to leave the
word animator in these, you're, of course,
welcome to do that, too. I'll open this up and set
the opacity down to zero. I'm going to use a ramp up for this one to make
it nice and smooth. Yeah, that's exactly
the vibe I'm going for. As we saw in the
previous lesson, I just need to animate the
offset from -100 to 100. So we'll create that
first keyframe. And I think a little over 2 seconds is good
for the other one. Yeah, that feels
right. Let's add some color into the mix. For the Jupiter layer, I'll create an animator
for fill color RGB. You can see that
you actually get a couple of different choices in here if you wanted to
modify an existing color. But I want to be able to fully override this with a
little color control, which is what RGB will give me. That creates a new animator. I'll go ahead and
rename that to color. And this one again doesn't need the range selector,
so I'll just delete that. I'll eyedropper that peachy
red color for this one. Let's keyframe that
right at eight frames, move up to 2 seconds, and then grab that brand white. I'll go ahead and
easy ease these, and let's see how that feels. Yeah. Now, I'm also planning to trim a little
bit off the beginning. So as that second line
is being revealed, I think we'll just be
getting a little hint of that color before
it lands on white. Let's press U to collapse
this to just the keyframes. You'll see that a
keyframed color control actually shows you
those colors over time, which can be really helpful, or you can just twirl that closed if you don't need
it taking up that space. For the color on
this second line, I'm actually just going
to reuse that animator I already built for opacity and just swap out
the properties. Select that opacity on animator and Control or
Command D to duplicate. I'll go ahead and name
this new one color. Let's open this
up, add property, fill color, RGB, and just
select opacity and delete that. Yeah, so that's not
the right red yet, but that's the right vibe. Let's eyedropper the
correct brand red. And I think we could play
this up by just offsetting those keyframes a little
bit, maybe six frames. Remember that we can select
these and nudge the keyframes themselves by holding Alt or option and then using
the arrow keys. So one, two, three, four, five, six, Yeah, that feels good.
56. Refine the Title Animation: We've got the text
animation taken care of. Now we need to fine
tune the timing and do a little bit of compositing
to get this finished up. Let's start off by tweaking
the contrast on our clip. I'll grab a curves effect over here and just create a subtle
S curve to make that pop. Okay. I would really
like to mimic this lighting onto the text and add a few effects to
help unify the look, and I think that the best
way to deal with that will be to precompose
my text layers. So let's select both of them. Come up to layer, precompose, or you can also press Control
or Command plus Shift plus C. I'll just
name that title Pre. And yes, let's go ahead and
open that after I create. Okay. And over in
my project panel, I'll just move that down
into the pre folder. There are a couple
different ways to add shading to these letters, but I think I'll get a lot of flexibility by using
a shape layers. I'll just grab my
rectangle tool and draw a box that will definitely
cover both of these, even when they're
fully expanded. I'll go ahead and set that
to be a linear gradient. Click on the little color
chip here and make sure that is set to a black
to white gradient. Okay. I'll change back
to my selection tool, and making sure that I have
the shape group selected, you'll see I now have
these two little handles that let me customize
this gradient. I'll just click and drag these to get in the
right ballpark. I obviously can't see
the text right now. Let's rename this to
shading and then use a blending mode to make it apply to both of the type
layers underneath. I'll make sure we can
see our blending modes and then set this
layer to multiply. And right in between our
blending modes and track mats, there's actually another
little button here that's a carryover from Photoshop
called Preserve Transparency. When you click this,
it will actually look at the transparency
of everything below this layer
and use that for its own visibility. There we go. And even though we can't really see the layer as
directly anymore, you can still select the name of that shape group and see those little gradient
handles to make adjustments. Just a little bit
of that shading on the edge I think is going
to look really nice. Of course, because
I precompose this, I don't have that clip
as a reference in here. Let's check how that looks
out in the main comp. Okay. We can always click back and
forth to get that dialed in, and that is the flip
side of precomposing. You'll find things that
are harder or sometimes even impossible if you
don't precompose like this, but it can make it trickier
to see your full context. This is just something that
you have to navigate as you go and make the decisions that are right for your project. I think this gradient
looks pretty good. I just want to back
that opacity off a little bit, maybe around 80%. One of Jupiter's key features
is how massive it is, and I'd love to
give a little nod to that in our title treatment. To do that, I'm going to
add an effect called bulge, which will allow us
to distort the text a little bit in a way
that can be very subtle, but gives just a hint
about our subject matter. When you first apply bulge, it only applies to
a very small area. I'll use that bulge center to move this
up just a little bit, and then I'll increase these radius settings until
they cover the whole thing. And while this looks
kind of interesting, it's pretty over
the top, so let's dial that height
back to maybe 0.2. Toggling this on and off, you can see that
it actually does make a pretty big difference, but it's not so in your face as the default
height setting was. It feels just a little
bit like the text is actually wrapping around
the planet, which I like. While we're doing effects, I'm noticing the shadows
that the moons are casting, and I bet that we can mimic that a little bit on the text. So let's add a drop shadow. Set the distance to eight, bring our softness
up quite a bit, maybe around 85, and let's bring up the
opacity to about 65. Yeah, that feels
good. Similar feel, but actually makes it
feel like the text is closer to the planet
than those moons are. However, I'm noticing that this smaller text isn't
casting much of a shadow. I think there's
just not that much there for the drop
shadow to work with, but we can add an
extra custom shadow to help beef that
up a little bit. I'll create a black solid by pressing Control
or Command Y. We'll go ahead and
name this shadow and make sure the color
is set to full black. Let's move that layer underneath the title and then add
an elliptical mask. Twirl open those
mask properties. Let's feather that way out
and see how that looks, maybe around 130 or so. Now I can use my
selection tool and grab these vertexes and just move these around until that
shape feels right. Over to the Properties panel, and let's bring this opacity
down to about 25% or so. Toggle this on and off. Yeah. You don't really
even feel that it's there, but it adds some
nice separation. Let's add a quick fade on. I'll come up to about 2:06. Keyframe back to home
and down to zero. There we go. That
feels pretty natural. And now that we've
got this all set up, let's turn that music back on so that we can tie
everything together. This first marker is
that big orchestral hit, and I think having our text just dramatically appear there
would feel really nice. So let's select both the
title and the shadow, and I'm going to
trim those layers so that they start
right at that marker. If you hover over the very beginning of a layer like this, see how my cursor changes. You can just click and
drag these to trim. And since this is a
pre compositions, it does have a duration. So this area here is showing
me that this layer exists, but it's just not
visible right there. Or if you prefer, there's also a shortcut that you
can use to do this. Remember that you can move layers by using the
open bracket keys. But if you hold Alt or option
and press the open bracket, it will trim the endpoint of any selected layers to
that current frame. Okay, let's see if this
feels as good as I imagine. Yeah, nice. There's also
that big finish at the end, and I think that it
would be nice and dramatic to just have the
whole thing go black here. So let's jump up to that marker. And I actually want the black to hit right on that marker, so I'll move back one frame, then select all three
of our visible layers, and then I can press
all tour option and the close bracket to trim those out points. Yes, love it. We are so close. There's just one other little
touch I'd like to add. Let's select our title precomp and make sure I can
see my blending modes, set this one to overlay, which gives us this
nice look where you can actually kind of see
through it a little bit. That looks cool, but it's maybe a little more see
through than I want. So let's make a duplicate of
this layer with Controller Command D. I'll set this
upper copy back to normal. Let's go ahead and disable
the drop shadow on this one so we aren't
getting double the shadow, and then I'll open up
my opacity and bring this one down around
70% feels good. We're still getting some of
that see through flavor, but also keeping everything
nice and readable. Let's watch this
final preview in its full massive Jupiter glory. You can actually maximize any single panel by just
having your cursor over it and pressing the
accent or Tilda key up in the top left
of your keyboard. I'll make sure that
this is set to fit so we can see it super big. Beautiful. I think we're done.
57. Class Project 06 - Animated Title: Alright, I hope you enjoyed learning about text animation, and now it's time
to put that into practice with another
class project. Your client's marketing
team has asked for an animated intro to a short video that they
have been working on. That should include the name
of your destination and some kind of tag line to
help excite the viewers. And we really want the
text to be the star here. So make sure to include some
engaging text animation. The composition size and frame rate can
again be up to you. But since you're
going to be using a video clip of some
kind as the background, that may help determine that. But since the text is the star, think about that when
you're laying things out, and if you want to crop
in closer on your clip and change the aspect
ratio, that's okay, too. So do make sure that you include a video clip as the
background of your scene. Once again, we've included
a few options for you, or you can go find your own. I know some
destinations may be a little easier to find
material than others. So if you want to just
use a star background, for example, that is just fine. In your text, make
sure to include your destination name
and then some kind of secondary line with a subtitle or a short tag line or
something like that. And we want you to animate that text to make the scene
dynamic and interesting. That text is the hero, and it should be doing
something cool. Ideally, one that kind of helps really unify the scene
in a conceptual. If you're feeling a
little intimidated by the text animation system, it's okay to use presets, make sure you customize
it to make it your own. And I do want you to think about using some additional
effects and compositing techniques
like blending modes or extra shadows or
anything like that, just to kind of make
everything come together and feel
like it belongs. If you want to use some
music, that's great. Obviously, the track
that I used got included in the project file
that you've downloaded. But I've included a few links to other places that you can
find good free options. It will just take a little work to go through and find
one that works for you. If you do use music,
make sure that you time things out so that it
all makes sense together. I really recommend using
markers and looking at those waveforms to kind of find those good moments in the music. But this assignment is
not about music editing, so don't feel like you
need to spend a bunch of time making a
perfect music edit. Again, here's my example. Lots of fun there, and
I'm looking forward to seeing your interpretation
of this assignment. For deliverables, once again, you know how this goes, export your animation as an MP four, upload your video to a video
hosting site and share that link with us in the class projects or
assignment section. Don't link to Cloud
storage sites and make sure that you share
that export on social media. You're starting to build up a good collection of projects. So hopefully your
online followers are getting excited
to see the next one. As always, good luck and
have fun with this one.
58. Motion is Meaning: We've been learning a
lot of functionality, and I would like to take just a few minutes for us
to step back and think about the why behind the
buttons we're clicking on. So let me throw a couple
of concepts at you. If you're creating
a static design, right, all the elements
are fixed in place, and you kind of
have to negotiate the sizing and placement of those because everything is visible at once and
it can't move around. So you have to use
design concepts to help your viewer understand which things are the most important
for them to look at. But your viewers can take a little bit longer
to look at things, analyze and explore
that themselves. When you're working in
motion and in time, right, elements can move in and out, and you can change
that layout over time to emphasize different
elements at different times. This gives you the
ability to direct a viewer's attention to different things at
different moments. So the focus can change and it doesn't need to just be a
static thing the whole time. You also start getting access to sort of other powers here, like the amount of time
that something is on screen could help communicate to your viewer how
important that thing is, in addition to the
obvious visual cues, like how big it is
or how bright it is. Often, like you saw in one
of our previous lessons, you might be able
to use audio to help communicate extra
information or emotion, whether that's a
voiceover or music. Then the thing that I'm
going to be spending the rest of this video
talking about is that movement itself actually is another form
of communication. You can use motion to
create a pace, timing. You can create tone, feel and emotion by the way
that something moves, how fast or slow
something moves, how rigid or smooth it is. These all communicate a
tremendous amount to your viewer. And what this really
boils down to is that motion is meaning. Of course, the way that things
look is very important, but the way that they move
can be just as important. If I show you these two circles and ask you to find the
difference between them, I'm not going to wait very long because they're
actually identical. But if I play this
video right here, now it's quite easy to see
what the difference is. Most people would say
that one is heavier. But of course, these are
just pixels on a screen, and they don't
really have weight, but the way that I've moved these circles communicates
that relationship. And it provides a lot of
additional context, as well. Both of these circles
are obviously rigid objects because they don't deform at all when they bounce off of that
surface at the bottom. And yes, that shape at
the bottom is now also a rigid surface instead
of just a box of color. And this scene is taking place somewhere with semi
realistic physics. So we would expect to see that carried through the
rest of this animation. And just to get
you thinking about some other concepts here, a pretty basic design
principle is contrast. That helps people
know where to look. An area with high contrast is going to tend to draw
someone's attention. You probably didn't even
notice this down here, right? Now, when we're talking
about contrast, there's a lot of different
things that that means, even just in static design. That could be a
contrast in value, so light to dark, but that can also mean colors. Things can be
contrasting in size, and it tells you which
one is more important. Talking about text, you can
have contrast in weight. And again, one of these things feels more
important than the other. And of course, you can combine these things to really help emphasize what is the most important takeaway
piece from a design. Now, when we're talking
about contrast in motion, all of those visual
ideas still apply. But now you also have
to think about, well, if this thing moves, will I have appropriate contrast
everywhere that it goes? If not, maybe you need to think
about changing things up. But you can also
think about contrast in the movement itself. Here, one of these planets is really drawing
your attention. It's basically waving
at you, right? But if you look at this example, they're both waving at you. And so you really
don't have any cues as to which one is supposed
to be more important. It's actually a little
distracting, isn't it? You can actually also use these ideas to
create tension where something might visually be giving you a cue that
is less important, but the way it moves
says the opposite. Ultimately, this is all about the context of what
you're creating. If something's meant to
be very serious in tone, you're probably
not going to have things bouncing around
all over the place. They're going to move
more slowly and smoothly. But if you're creating something with a more playful feel, you can move those elements
in a very different way. The next few videos
will give you some more concepts and
how to execute them. But as we go on, I want
you to be thinking about why you're making
the choices that you are. Which elements are
you choosing to move and how are you
choosing to move them? And what is that
communicating to your viewer?
59. Add Anticipation & Overshoot: Anticipation and overshoot are two animation
principles that can really help give your movement
a lot more personality. Essentially, these are
ways to give your movement a more organic feel versus being so mechanical and perfect. These three objects are just
scaling up and scaling down, and now they're scaling up with a little bit of overshoot. That little bit of bounce really adds a lot
of energy, right? Here's a position based example, just a straight movement with
a little bit of overshoot, see how it just
goes a little bit past its landing spot
and then comes to rest. Anticipation is the
opposite of that. It's like a little charge up
right before the movement. Here we have both
anticipation and overshoot, giving this a much
more natural feel. And here's all three
to compare them. In the real world, most objects
do this to some degree. Animation, especially cartoons, tends to exaggerate this a lot. But if you think
about the kinds of movements that you do all day, every one of them
has a little bit of anticipation and overshoot, and adding those into
your animations make them feel a lot more
real and grounded. Let's hop over to
after effects and take a look at how you can add
this to your projects. So here's a simple
layer just scaling up. Not very exciting. I'll select those and
press F nine to Easy Es. A little bit better, but
adding a little bit of overshoot to this movement
can make a huge difference. I find with scale,
it usually feels pretty good to go about two thirds of the
way through the move. Let's select that last
keyframe at 100%, and I'll just copy and
paste that right here. So now that same move
is going to happen, but actually quite a bit faster. And then, of course, these
two keyframes are the same, so we're not seeing
any movement there. But what if we take this
keyframe and actually push that up a bit
higher, maybe around 110. Now you get this nice energetic pop as the layer scales up, and that was pretty easy, right? We can turn that into
anticipation just as easily. For scale, I think it would
make sense to just add a little anticipation as
that scales back down. Now, I could keyframe my
way back through this 100%, move up a little bit, 110, and then back to zero.
But check this out. If I select all three keyframes, I can come up to the
edit menu and copy, and then you can actually paste those same
keyframes, but in reverse. So now we're scaling from zero up to 110 and
then down to 100. And then it sits there
at 100 until it gets to this second keyframe
where it scales back up to 110 and then down to zero. Let's take a look.
See what a difference those two extra
keyframes can make? Let's take a look at
this on position. Here's another equally
exciting example. Wow. Okay, it's
moving left to right. Let's select those keyframes
and easy ease those. Okay, feels a little
better, right? Let's try adding a
little overshoot again. Somewhere around two thirds, maybe a little closer
to the end on this one. Let's select that keyframe
and copy paste it right here, and then just take this layer a little bit further
to the right. I could do this with my mouse
or just using my arrows, a hold shift to make
them nudge even further. So now I have my
original keyframe. It moves across a
little bit beyond its landing spot and
then back into place. And once again, what a
difference that makes, right? What if we do the same
thing at the beginning to add a little bit of
anticipation to this move? We'll come about
the same distance, copy and paste this keyframe, and then nudge that
over to the left. See how much more energetic
that move feels when it charges up a little bit and
then overshoots just a bit. Of course, we could take
this even further by refining the speed
of these movements, but we'll do that
in just a minute. And again, these won't be
appropriate for every project, but when they are, they
make a huge difference.
60. Adjust a Motion Path: Another way to add
more visual interest and more realism to your animations is by giving
your movements a slight arc. In the real world, most things don't move in a
perfectly straight line. They're affected by
gravity and physics, and unless it's a machine, a perfectly straight line just doesn't really
occur in nature. Creating this actually doesn't require any extra key frames. Let's hop into after
effects and check this out. I've created some
simple position keyframes on this layer. Once again, nothing too special. Let's jump back to
the beginning here, and you can see both of these keyframes and the
line in between them, which is called a motion path. By default, that's just
going to be a straight line. But if I take my pen tool, I can click and drag on
either of these squares, which are actually just
vertexes on this motion path. So let's watch this
animation now. And I created a totally
different feel. There's now an arc as
part of this animation, but you'll notice I didn't
add any additional keyframes. I actually changed what's called the spatial interpolation
between these two keyframes. Same two values, but I've changed how after effects
is moving between them. This is actually only
possible with position. I could also edit
this second keyframe. And now, once
again, I've created a very different feel just by editing that
motion path itself. For a really complex move with several corners, of course, you're going to need
multiple keyframes, but you might be really
surprised what you can actually do just by
editing motion paths. This is going to be a
pretty extreme example, but if I pull both of these
tangent handles way out, I can actually create a
loop right in the middle. Now, does that look great? Not necessarily, but I just wanted to illustrate
the point that you actually have a
tremendous amount of flexibility here if you're
willing to experiment.
61. Ease & Adjust Keyframes: Back at the beginning
of the course, we learned that a keyframe
is a value at a time, and once you create
more than one value, After Effects will
move between them. We just learned that at least when you're
dealing with position, you can change the
spatial interpolation, meaning how After Effects moves through space between
those two values. But we also have the
ability to change the temporal interpolation or how After Effects moves
between those values in time. In normal speak, that
means that we can change the speed
of this movement. Before we get too far away from the concept of motion paths, I want to point out that
when you're looking at this, every dot on this
line is actually the position of this layer
on a particular frame. If I move the keyframes
closer together, fewer dots on the
line because it takes fewer frames to travel that distance. I'll
just undo that. Right now, every dot is evenly
spaced because the layer is traveling a consistent
distance every single frame. If I easy ease these keyframes, you'll see that the dots
in the middle are a little further spaced and then there's clustering
around the ends. If I customize both
of these keyframes, watch what happens to the dots. First, I'll apply
additional easing to the second. And then to the first. See how far apart the
dots are in the middle now and how heavily clustered
they are at the ends. This movement is going
to start and end very slowly and have a very snappy
movement in the middle. Let's take a look at
what's happening here. When you create keyframes, they default to being
what's called linear. They have the little diamond
shape icons on the timeline. They move between values
at a constant speed, and they stop in kind of
an abrupt mechanical way. We know that we can easy
ease those keyframes, which gives them that
little hourglass shape, and that smooths out
their landings a bit. But using something
called the graph editor, you can actually customize
that even more and drastically change the speed at which After Effects moves between the
values that you've set. Here's all three of
those side by side. These have exactly
the same X values, so they're moving
the same distance in the same amount of time, along with some graphs on the far right that depict
that change through time. If a flat horizontal
line is no change, looking at the linear
movement here, we see that it's a
constant movement, so that would be a straight line between those two values. Whereas the Easy Ease has a little bit of
an S curve because it's slightly slowed at the beginning and the
end of the movement. On the highly customized
movement at the bottom, notice how the graph at the
beginning and end is almost horizontal and then has a much steeper angle
in the middle, indicating that it's
moving much faster. If you were viewing the location of these layers at every frame, very similar to what
we just saw with the motion path, you'd
see something like this. With the linear example, every frame is a consistent distance from the previous one. With the Easy Ease,
you'll see that there's a slight
clustering at the ends, but it's fairly consistent
across the middle. But with that heavily
customized example, you'll see it's very
clustered at the ends, and it's moving so fast in the middle that some of those
frames don't even overlap. Once again, let's hop into After Effects and explore how
to do this for yourself. Here we have two squares. Both of them have their
rotation being animated from zero degrees to 90 degrees over the course of
exactly 1 second. The red square on the left is using linear keyframes while the purple one on
the right has had Easy Ease applied. Here's
what that looks like. As you can see, they're
pretty similar, but the purple one is
a little bit smoother. Let's select the
rotation property for the red layer and then open our graph editor by clicking on this little graph icon right
here above the timeline. We're currently looking
at the value graph, which is a depiction of the change of that
value over time. So from the beginning
of the compositions, there's no change, which
means a horizontal line. As soon as we get to
that first keyframe, this is a linear keyframe
so it immediately starts moving at a
consistent speed and changes from zero degrees up to 90 degrees at this
second keyframe here. After which point, it has no additional values to move to, so it stays unchanged. Let's select the purple square and see what those look like. Very similar, but now there's a slight S curve to the change because
these have been eased, and so they're changing from no movement smoothly
into their movement. They'll hit their
fastest point here in the middle and then slow back down as they
come to a stop. But this graph editor isn't
just for looking at this, you can actually edit things. If I click on either
of the keyframes, you'll see now I have handles
that I can manipulate. If I grab this handle, I can now freely edit the
way that After Effects interprets this change
of value over time. Dragging it far to
the left like this creates a much
more extreme ease. So in this case, this move will slow very gradually to a stop. If I were to apply similar
easing at the beginning, now you can see that almost
all of the change is happening in a very narrow
strip in the center, while both the start
and end points of this movement are going to be extremely close to zero for as long as they can. Here's
what that looks like. And now you can see how vastly different that looks
from the red square. But remember, these both
have the same values. We can actually view
both of them here, and you'll see the start and end points of these
movements are the same. The only thing that's
different is the way that After Effects moves
between those values. You can also view this graph in terms of speed,
if you'd prefer. Down here at the bottom, there's a little menu
that allows you to change between the
value or speed graph. Looking at the linear example and the speed of its change, from the beginning of the compositions,
there's no change. And then as soon as we
hit that first keyframe, that layer is now
consistently changing at exactly 90
degrees per second, because it's going 0-90 over
the course of 1 second. As soon as it hits
that second keyframe, now it's not changing anymore, so the speed immediately
drops back to zero. If we look at the
speed of the eased, you can see it's very extreme. Let me select those
keyframes and press F nine to set those back
to the standard easy es, and this is a little more
what we would expect. Again, no change, gradually speeding up until
it finds its fastest point. Here halfway through
the move and then slowing back down until
the speed reaches zero. As before, you can select
these points and modify the way After Effects moves
in and out of these values. The further you drag
one of these handles, the more eased it will be. Right now, since I've only
eased the second keyframe, the first one remains
slightly eased while the second one has
a very gradual change. So the fastest part of this
movement is now quite a bit earlier. And here's
what that looks like. I could adjust the
beginning, as well. Now, as before, we have an extremely fast movement in the middle and then very
gradual in and out. Let's take a look at
using this for position. Again, here I have two layers moving the same distance
over the same amount of time with the top one being linear and the lower
one being easy ease. It's a bit easier to see the difference between
them with position. Let's stop this preview and take a look at
the graph editor. You do need to have a property selected to view it in here. Here's what the linear
version looks like. You can see the gradual
change of the X value, that's the red line, while the Y value isn't
changing at all, so it remains
completely horizontal. Selecting the eased
version as before, you'll see that there's a
slight S curve to the X value, that red line, while the Y value again,
remains unchanged. Because the X and Y value of position are linked together, you actually can't directly
edit them in the value graph. However, you can change
them in the speed graph. Let's take a look at
what that looks like. Changing this to
the speed graph, and I have the purple layer, the lower one
selected right now. And as expected, this looks very similar to what
we saw a minute ago. We have no movement happening and then
slowly accelerating until we hit our
fastest point and then slowing back down
until we hit a stop. As before, we can
edit these points. So if I drag the first one
far to the right, again, we'll have a very
snappy movement with the fastest part happening almost three quarters of
the way through the move. Let's just undo that.
And just for reference, here's the linear,
which again is just a flat horizontal line
at a particular speed. In this case, about
937 pixels per second. Because the X and Y values of position are unified
as one property, in order to adjust them
in the value graph, you need to separate the
dimensions like we did earlier. If I right click on
the word position and choose separate dimensions, now X and Y are treated as
two separate properties. Switching back to
the value graph, I can now freely edit
either of these. Let's select just the position because the Y value actually
isn't changing at all. This did get reset to linear when I separated
the dimensions, so I'll press F nine
to ease these values. And again, we get
that subtle S curve. Let's select this
first keyframe, and this time, I'm actually going to drag the handle upward. Now what I've created
is no movement, extremely abrupt change
that will accelerate very quickly and then very
slowly coming to a stop. Completely different
feel. If I want, I could actually drag
the second keyframe to something very similar. I'll also adjust that
first one down just a bit, but here now I have an
extremely abrupt start. In the middle, it's
almost going to stop moving and then an
extremely abrupt ending. To smooth that out,
I'll just adjust these holding shift to keep these handles
perfectly horizontal. And now, once
again, I've created a very smooth start and stop with a snappy
movement in the middle. Mastering the graph editor does take some
time and practice, but it mostly boils down to
being willing to experiment, watch the results, and keep adjusting until
you're happy with it.
62. Looping Promo Revisited: I've reopened my earlier
looping promo project to try out some of
these techniques. As a reminder, here's what the previous version looks like. Not bad at all, but definitely has some room for improvement, especially with these
new techniques in mind. I'll start out by coming to
my project panel and pressing Control or Command D to duplicate that
existing compositions. I'll go ahead and rename
that to looping promo refined and then make sure
that I open that compositions. I'll go ahead and close
the original one. We'll just hang on to
that as a reference. I'm not planning
to change anything about that looping texture, so I've locked that
layer already, but I'll select the others and press you to reveal
those keyframes. I think we have
good opportunities here for adding some overshoot, some anticipation, modifying
some motion paths, and making some tweaks
in the Graph Editor. Let's start by focusing on
the incoming animation, so I'll bring my CTI
up here and press to trim off that work area so that we're just focusing
on this section. I'll add a little
bit of overshoot to each of these incoming words. I'll just go ten frames and copy paste that
previous keyframe, up five more, copy paste that, up five more, copy
paste that one. And then on each of
these, I'll just give them one nudge while
holding Shift. So this layer came
in from the left, so I'll just nudge it to the right so that it
overshoots a little bit. This layer comes
in from the right, moving left, so I'll
nudge it to the left. And this layers coming
up from the bottom, so I'll give it
one good nudge up. Let's see what that does for us. Yeah, adds a nice
little bit of energy. I would bet that our planet could use a little
bit of that, too. So we'll again move
up ten frames, copy paste both of
these keyframes. Use J to jump back to
those earlier keyframes. Let's set our scale
up just a bit to about 105 and bring our rotation
just a little over zero. So in both cases, we're going a little bit past the value and then back down
to our landing. Okay, not too bad at all. Okay, let's adjust these
curves a little bit. I think that these values for our Jupiter icon will be
a good place to start. I'll go ahead and select a few before I open
the graph editor, and that way, they'll
actually already be selected when I
transition over there. Opening this up, you can see I'm currently looking
at the value graph, and both of these line colors correspond with the
properties right here. I do already have those
second keyframes selected. You can see that these
are full squares instead of the open squares. So I could drag on these
tangent handles a little bit. I'm holding shift to keep
these horizontal right now, and I could do both
of these, if I like. You can select keyframes
directly in here as well. If I wanted to pull these
really hard, I could. I think I'm actually
just going to back those off a little bit. And let's see what
that feels like. I feel like that could
be a bit snappier. So let's actually select both of these first keyframes and maybe I'll push these a little bit to
the right to make this move just a
little snappier. Yeah, I think that
feels pretty good. Now, remember that
I can't adjust position here in
the value graph, but let's select the
position property for all three of these layers, and that's kind of a
lot to look at anyway. But if I change this
over to the speed graph, it makes a little more sense. We can see the changes in
all three of these layers. Some of them are moving
more than others, so they're moving
quite a bit faster. I do think it would be tricky to select these because
they're offset in time. So this is when it makes
a lot more sense to select your keyframes in
the normal timeline view. I'll just select this
keyframe, hold Shift, select this keyframe and
still holding Shift, select that one right
there, and now those will all be selected when I go
over to the Graph Editor. Again, you can see those keyframes being
highlighted right there, and I could just
pull all of them a bit to the left,
again, holding shift. Yeah, I don't think they
needed a big adjustment. It just gave them a little
bit more snap on their way in and helped them ease into their landings
quite a bit more, too. You don't always need
to go crazy with this. Often just a little adjustment
makes a big difference. Okay, I feel pretty good about
that. Let's close this up. I can actually just drag
my work area over to the back half of
our animation and maybe just bring
this start point in a little bit so that we're focusing on the
outgoing animation. Let's remind ourselves
what that looks like. Okay, not too bad. I think our planet might be a good candidate for changing up the motion
path just a little bit. On this animation, most of the things are moving on
fairly straight lines, which is okay because it's text and it doesn't need
to feel as organic. I think if we got too
carried away with big curvy motion paths that actually might
feel a little silly. But for this planet, I
think it would be nice to have even just a little
bit of an arc here. There are a few
different options. We can actually change
the motion path directly here in the viewer by dragging the other
keyframe. I'll just undo that. Or as I showed earlier, I can select my pen tool
and drag on either of these keyframes to create a tangent handle that
allows me to adjust this. I think I'll create just a
little bit of an arc there, press V to get back to
my selection tool and actually drag that
down just a touch, then maybe adjust
that handle back up. As I keep saying, a lot of
this is kind of experimenting, watching and adjusting.
I like that. It's subtle, but it gives just a little bit
of a different feel as opposed to the planet just moving straight horizontally. I think we could
add a little bit of anticipation to
these text moves. From those keyframes,
let's maybe move back six frames, maybe eight. I can actually select all
three of these and copy, paste those, and it will paste the appropriate
values for each layer, press K to jump back up, and then again,
I'll give each of these a little nudge to give them a bit of
anticipation before that move. Let's see how that
feels. Oops. I went the wrong way on Jupiter. Let's fix that and instead
nudge that to the left. See, even pros make
mistakes, too. That's not too bad. Let's maybe bring these keyframes
over just a bit. And since I still
have these selected, I'll open up my graph editor and just drag those out a bit.
We'll see how that feels. I like that. It gives them a slower start and then they really
build up momentum. Watching this, I'm noticing how much slower two is moving. So let's close this up and maybe grab the second keyframe of two and just bring
that up a bit earlier. So it's moving a
little bit closer to the same speed as
the other layers. Though that makes
me want to offset these just a little bit
just as an experiment. So I will hold Alt or option and press my
arrow key a few times. Select these. Mm. With
all the anticipation, that feels a little jostly,
so I'll just undo that. But it never hurts
to try, right? With that in mind, I
think it might make sense to bring these other keyframes back in line with
their friends here. Maybe copy paste these, press K to jump up, give Saga to Star lines
a little bit of a nudge, and maybe use the arrow
keys without shift for our planet to give it a little
bit of anticipation here. I'm going to press up
and right, up and right, up and right, just to nudge it a little bit in that direction away from where
it's about to move. Yeah, not too bad. We have a whole lot of position
keyframes here. I'll again select those. Looking at this graph,
I think it can actually deselect all my red text layers, so I'll hold Control
and click on the position for each of those. But I still have
Saget of Sar lines and my planet selected, and I'll just bring
those over a bit. That should be pretty much
in line with the others. Yeah. Alright, I think
that feels pretty good. So I'll close this up, press home, B to
expand my work area, and let's watch the whole thing. And just as a reminder, here's what the
original looked like. Of course, this is a
fairly simple example, and if I had done a
slightly different layout or changed the direction that
any of these were moving, it could have had
a huge impact on the way that I ended
up adjusting these. The biggest thing that I
want you to take away from this lesson is to start
developing your eye to see these different kinds
of movement and be thinking about the way that
different elements should move in
different contexts. That will help guide you through the actual cliques
that you need to do, and the biggest thing
to remember there is that you really
can't break anything. You can always undo. You can always create a
duplicate of your work. You could even save a
whole separate project. Please don't be afraid to
get in here and experiment, get your hands a
little dirty because the best way to learn
this stuff is practice.
63. Class Project 07 - Refined Promo: Hey, class project
time yet again, our creative director
has asked if you can revisit that looping promo
that you created earlier. They really like what you did, but they think you
might be able to push it just a
little bit further, and lucky you, you
just learned how. So what we're asking
you to do is reopen your earlier looping promo
project that you already did. If you decide you want
to update the design, that's okay, but
you can absolutely use the one that
you already made. I certainly recommend
that you make a duplicate of your original
composition so that you can always look
at it as a reference or even start over if you
really mess things up. Try to incorporate some
customized easing, get in the graph editor,
get a feel for it, modify some motion paths
where it feels appropriate, try to add some overshoot, some anticipation, again,
where it feels appropriate. I would really love
for you to try to do at least one
of each of these, if you can, but only if it feels appropriate for your
project. Don't force it. And of course,
sometimes the goal is just making it look nicer. But if you can, try to
be thoughtful about what this refined motion says about those elements and
your project as a whole. How does that represent your
client or your destination? As a reminder, here's
what my example looked like compared to
the earlier versions. And, of course,
for deliverables, we're asking you to export your animation as
an MP four file, upload your exported video to a video hosting site
like Vimeo, YouTube, Behance or similar,
and, of course, share that link with us on your class projects or
assignment section. Once again, don't submit
from Cloud storage sites. And, of course, share
this on social media. I think this one in particular
would be a great one to maybe even post your original
and your updated version. And you can talk about
how much you've learned and the difference that
this makes in your work. It's very easy to
see all the work on social media and compare
yourself to that, but I think a much better
measure of your own progress is to look back at
your earlier work and see how much
you've improved, even just in our
short time together. So, good luck. Have
some fun with it. Once again, get your
hands a little dirty, and I can't wait to
see what you make.
64. Animate with the Puppet Tool: Earlier we saw this
Illustrated arm example, and if you were
looking to animate a character built like this, there are, of course, a few different
approaches you can take. This particular piece of art
has been properly prepared, so we have separated pieces and each one has an appropriate
amount of overlap. For animation, we could think about this like a paper doll, where we connect each of the layers together
using parenting, make sure their anchor points
are in the right spot, and then create rotation keyframes to animate
each of them. I'll undo that and let's
quickly set that up. We would want the hand
to be parented to the forearm and the forearm would be parented to the bicep. We'll want to make
sure the anchor points are set properly, so I'll press Y to get
the anchor point to select my bicep and then we'll move that anchor point
up towards the shoulder. We'll select the
forearm and move that probably to the interior
of the elbow here, and then we'll select
the hand and move that anchor point about
where the wrist should be. Let's go back to the
selection tool by pressing V. Then I'll select all my layers and press R to expose the
rotation properties. And you could sit
here and animate each of these rotations
individually. Or if you're looking for a slightly more
intuitive approach, there is a rotation
tool that you can use to click and drag
these up in the viewer. In the toolbar, let's find this little roundy arrow
that's your rotation tool, which you can also get by
pressing W for rotate, I guess. With this rotation tool, simply click and drag the layers in your
viewer to rotate them. From here, you can simply make keyframes and animate
this however you'd like. Of course, not every piece of art can be prepared this way, and sometimes you'll
want a more organic feel that's a little less rigid. That's where the
Puppet Tool comes in. So let's take a look
at how that one works. The Puppet Tool
allows you to create a distortion mesh on a layer and works very much like the
Puppet or Puppet Warp tools you'll find in Illustrator
and Photoshop. Of course, this being After Effects, we can animate these. To use the Puppet Tool, you'll
come to the right side of your toolbar and find this little pushpin icon right here. You can click on that to create the standard position pins, or you can long click to see
a list of other pin types, which I'll cover in
the next few minutes. You can also press
Control or Command P to select this tool without
coming up to the toolbar. Once you have the tool selected, you simply click on
your layer to create pins at the locations where
you'd like them to be. Once the pins exist,
you can click and drag on one of them to start
distorting your layer. Let's do a quick animation. I'll press U to
expose the keyframes, which are created when
you make the pins at the frame your CTI was on
when you created them. For this example, I'll just move forward a
little bit in time, grab this middle one
and bring it down, and then move up here. Like any other keyframes, I can copy paste that first one. I'll press N to trim
off my work area and create a quick little
loop. Easy enough, right? And even with this
very basic example, hopefully you can already see some really
cool possibilities. Let's jump back to
home and delete those extra keyframes to take a closer look
at what's happening. You may have noticed
this looking just a little bit chunky
up here at the top, where I've bent this the most. To understand and fix that, we'll need to take
a look at the mesh. Up here in this contextual
area of the toolbar, we currently have some additional
puppet properties like this checkbox that
allows you to see the mesh that's been
created on the layer. Basically, this tool
creates a whole bunch of triangles and then allows you to just stretch those around. Hence, the corners because it's actually the corners where
those triangles meet. If you want to smooth this out, there's a density setting right here where
you can turn this up to create more triangles and thus a smoother distortion. Or if you want this to look
really chunky and primitive, you could turn this
all the way down and create a really low
fidelity distortion, which might be interesting for certain looks. I'll
just reset that. We also have an
expansion property which allows you to push
the mesh further out. This is especially helpful
if you ever find that a little piece gets left behind when you start
moving your pins around. But sometimes expanding
this a little bit in combination with the density can also help smooth things out. Looking down here
in the timeline, we can see that
each of these pins has its own position property. When I have more than one
keyframe on any of these, we actually get a
visible motion path. Although, unfortunately,
these motion paths are not directly editable the
way that standard ones are. There are ways to link them to other layers
when you need that, but that's a little
more advanced. Sometimes you'll find that
these basic position pins just don't get the job done. Even after adjusting
the density, sometimes they can be a little
too pinchy or too noodly. When you need
better control over the way this layer
is being distorted, that's when we'll
want to explore the other types of pins. We saw that we have
other pin types available in that toolbar menu, but you can also change existing pins down
in the timeline. Let's twirl this
layer closed and then open it fully back up to see what
we're working with. When you create puppet
pins on a layer, it actually creates an
effect called Puppet, which you'll see has
a few options here. Inside that is something
called mesh one with the density and expansion properties that we
adjusted above, and inside that is a
group called deform, which holds each of the
pins that we've created. Each of those pins has
a position property which is adjustable or animate. You'll see that each pin also has this little drop down menu, which you can use to alter the pin type after it's
already been created. Let's say that I
wanted to change the central pin from
position to bend. That now removes the
position property and gives me scale
and rotation instead. So if I were to move one of
the other pins at the end, that center one kind
of comes along for the ride instead of being stuck in place like
it would have before. But it's creating
a different sort of bend in the middle now. You can change the scale
and rotation down here. Adjusting rotation already gives us a pretty interesting effect, which is quite a bit different than what the position
pins were doing. Or changing the scale creates kind of a pucker
and bloat effect, which could be used for some
fun cartoony distortion. One of my favorite ways to use this is by creating a subtle, slow up and down scale, which is a great way to make a character's torso look
like it's breathing. Let's say that I'd like pin one to have those scale and
rotation properties, but not lose position. That's when you want
the advanced pin. You'll see that this has
all three properties, and notice up in the viewer that these are also color coded, yellow for position,
brown for bend, and green for advanced. You can control each of these directly in the viewer, too. Grab the pin to move
around the position, click and drag on this little
box to scale up or down, or when you hover in
just the right spot, you'll get that little
roundy arrow for rotation. And of course, all of
these properties can be keyframed as much or
as little as you like. Let's undo back to
our start point. Sometimes you'll find that
you need additional levels of control at specific
places in your mesh. Let's say that this
was a character's forearm and you
didn't want it to bend so much in the
middle like this because it's probably
supposed to have bones, or you might just find a place
that's pinching strangely, and you want to make
some additional fidelity at that spot in the mesh. This is where starch
pins come in. You can use that
timeline drop down to set an existing
pin to a starch pin, but I usually find that it
works best to figure out the places where
you need them and then create them at those spots. So I'll come back
up to my tool bar, long click and select the
Puppet Starch Pin tool. If you're doing this on something
like a character's arm, it often makes sense to create that pin pretty close to
your other existing pins, kind of just inside them. Notice that this is
actually creating spots with a much denser mesh. And while these inner segments won't stay perfectly straight, it's really constraining
all that bending into those specific areas that
we chose. Nice, right? Okay, let's undo again,
back to our start point. And I'm just going to
quickly bend this thing into kind of a pretzel shape
so that the ends overlap. You'll often run into something
like this where maybe a character's hand ends
up being behind the body, but you'd obviously
like it to be in front. Up in the Puppet Tool
menu in the toolbar, the bottom option
is the overlap pin. This allows you to create
specific overlap points and control what's on top at any
specific spot in the mesh. This one can be a little
confusing because you have to create these points on the
original layout of the layer, not the distorted result
that you can see. So if I want this end of
the arrow to sit on top, I need to create
this overlap pin over here where the
original layer was. I'll create a pin right here, but often you may find that it doesn't actually change
anything right away. But I can move this
around and start finding spots where it kind of lights up areas of the mesh like this. That's me actually finding the intersections of those little triangles
that make up the mesh, which is what this
is looking for. I'll find a spot kind of
right in the middle here, and you'll see that I
am creating an overlap, but not really enough
of one, right? Your inclination might be to start creating a whole
bunch of these pins, but you actually don't
need to do that. If you again, look
up in the toolbar, or you can also do this down in the timeline by opening up
the overlap properties, you'll have an extent property, which allows you
to push this out further and occupy more and more of the mesh until it creates enough overlap to do
what you need it to do. Now, if I wiggle this
arrow end around, I could probably
find a spot where that expansion wasn't
enough to cover everything. So you'll kind of need to figure out how much of this
you actually need compared to the movement
you're doing with the other pins and get that
dialed in accordingly. Okay, I'll undo all
of that again one last time and go back
to my selection tool. As I pointed out earlier, these properties are keyframe by default when you create them. You can, of course, change
those default values or delete these keyframes
if you don't want that particular
pen to be animated. But all you have to do is move through time and
make adjustments, and they'll create new
keyframes for you. Of course, having a
bunch of these pins on a single layer can be kind
of a lot to keep track of, and trying to make
organic looking animation can sometimes be a challenge. So they've given us another
way to animate these pins. This only works on
the position property of either position
or advanced pins, but I'll press Control
or Command on Mac while dragging this around, and it's actually going
to record my movements. See that. Let's do it
for the other side, too. And let's give a little bit
of wobble in the middle here. Okay, let's deselect that
layer and watch this back. Pretty wild, right? Look, does this still need
some fine tuning? Absolutely. But
for a first pass, I was able to actually
get a pretty good look with only a few spots that need some
individual attention, and they're all just keyframes, so I can still make any
adjustments that I need. Let's quickly take
a look at some of these techniques on a
more realistic example. Here's that arm from before
on a transparent background. I think we can probably do this with just position
pins for this one, so I'll grab that
position pin tool. Let's try three
pins at the wrist, the elbow, and
near the shoulder. Sometimes you may
need to try out a couple places until you
find the right spots. Now I can just drag
this wrist pin around. You do want to make
sure you're maintaining about the same distance
from the other pin. If you get too close or too far, that's when it starts
getting either pinchy or too stretchy. But I think this
looks pretty good. It's maybe just a little bit
squishy in the bicep here. So I could try adding
a couple starch pins. And then adjust that
wrist pin again. Maybe not a huge difference
on this example, but I think it firmed
things up a little bit. And honestly, this is
feeling pretty good. So let's try animating this. I'll hold Control
or Command on Mac and do a simple wave here. And let's watch that
back. You know, not bad. Definitely some spots I
would want to smooth out, but for a first
pass, I'll take it. And since this is an effect contained within
the layer itself, I can still animate the layer,
the traditional way, too. Though, I'll point out that
you probably want to do your puppet work before you do this part just because it
gets a little confusing. So I'll press Y to get my
anchor point tool and move that over here by the shoulder where it would normally
connect to the body. Press W to get my rotation tool, and I'll just rough in a couple
of quick keyframes here. Easy Ease, those, and
preview. You know, not bad. One final note about Puppet Tool is when you are finding
or creating art, if you're planning to
use these techniques, you need to think
about how it works. So I have this character here that I downloaded
from a stock site, and generally, you would
probably put, say, a pin on the head, on the
neck, middle of the torso, shoulders, elbows, wrists, maybe one at
the waist or hips, maybe one here at the
top of each thigh, the knees, and the feet. This won't be the solution
to every character, but usually a good
place to start. However, there's going
to be a problem here. This hand works pretty well, but look what happens
if I grab this elbow. And the other hand doesn't
have any usability whatsoever. So this is a case where
even with Puppet Tool, I would still need to spend
some time properly preparing the art so that I can move certain pieces without
messing with others. Here's a slightly
more polished example on a full body character. As you can see, by using a combination of
techniques like this, you can find a pretty
nice balance of an organic feel and keeping the amount of
control that you want. Puppet Tool is
obviously great for character animations as long
as your art allows for it, but don't forget that
you can also use this as a way to distort
images or videos, add a rubbery feel to a
text layer as it moves in, or anything else that
you can imagine. As always, don't be afraid to
get in here and explore. H
65. Class Project 08 - Puppet Animation: It's that time again,
where I make you do stuff, almost like I'm a puppet
master or something. But these are just
class projects, and you love to do them. So I don't have to make
you do anything, right? Okay, so spacewalks. They're a great way to pass the time on the long
trip to the destination. So we would love for
you to please create a short animation to showcase
how much fun that can be. In terms of requirements, this one's going to
be pretty wide open, composition size and frame rate. Those are going
to be up to you. And the duration, that's
really up to you, too, but I'd say probably
around 5 seconds or so. We're looking for
a short animation featuring a character. We've included this
little astronaut right here, but you
can, of course, find or create your own, and that character
should be animated primarily using the Puppet Tool. Now, exactly what that means may depend quite a bit
on what your art is. Maybe you found a
realistic photo or maybe you drew a picture of an alien
with a bunch of tentacles. Those are going to be animated very differently and probably take advantage of different features within the Puppet Tool. So don't be afraid to
explore, try things, and feel free to
reference that lesson if you need a refresher on
any of the specifics. Your animation should use some kind of image or
video as a background. We've provided you
a space background, or you can, of course, pull from an earlier lesson as well. We've got plenty
of options there, or once again, you can find
your own elements or create. We would also like for you to find a creative
way to incorporate some branding elements or your destination or
all of it, of course. As a reminder, here's
what I created, a little astronaut hello. And for deliverables,
you've all got this down, but make sure you export
your animation as an MP four using that
preset we saw earlier. Upload your exported video to a video hosting
site and then share that link with us
on this website. As always, don't use any
Cloud storage links. Those just don't work. And, of course, share this
thing on social media. Character Animation
is always really fun. People love to see
it, especially if it's a character
that you created yourself or you found some interesting piece
of art to bring to life. It's great to share
out what you're doing, keep other people posted
on your progress, and feel free to ask
people what they think. That feedback really
helps you grow. So, have a great
time with this one. I think this will be
a really fun project, and I can't wait to
see what you make.
66. What is Compositing?: So far, we've mostly
been focusing on the motion graphic
side of After Effects, but there's a whole other
side that we've really only hinted at so
far, compositing. I've used that term a
couple times before, but let's take a minute
and talk about what that actually means
in this context. Compositing refers to combining multiple elements
to make it look like they belong together
in the same space, usually as a way to
create something that didn't or maybe can't
exist in real life. If the goal is to create
something that looks realistic, if it's done well, viewers might not even realize that
anything was done at all. Of course, you can also
intentionally exaggerate these elements to go for a more surreal or fantastical feel. Movies and TV shows
have, of course, been doing this for decades, placing characters
in environments that the actors
weren't actually in. It might be more affordable or more logistically convenient, and it's how Hollywood puts your favorite actors
on other planets, gives them superpowers
and creates exciting scenes that
would be difficult or impossible to
shoot practically. Making a believable
composite with stills already takes
some expertise, but doing it with
moving video adds a whole extra level
of complexity. These will, of course, vary depending on what
you're trying to do. But generally speaking, we've
got three main phases to think about extracting or
cutting out the subject. We've already practiced some
techniques using masking, track mats, and blending modes, and those all work well
for still elements or video files that are specifically made to
be used this way. But if you're
trying to cut out a moving object in a video clip, we might need to look
at some new techniques. Tracking will often be required
when a subject is moving within a shot or when the
camera is moving or both. Being able to extract that positional data
allows us to create a believable composite without all the elements sliding
around in weird ways. Finally, we combine or integrate these elements using
compositing techniques. Blending modes,
color correction, and effects will often be an important component of making everything
look believable. Being successful with
these techniques isn't just about after
efect work, though. Proper planning and shooting techniques are often
a huge component, and that's mostly beyond
the scope of this course. But I will give
you a couple tips to help you find
clips that will work, or if you're involved in a shoot that's using these
techniques to hopefully help you catch these
potential issues before they get into
post production, because that's when it
becomes your problem.
67. Add Text Behind a Video Element: Isolating one element in a video allows you to explore new
creative options like adding graphics without
obstructing your subject or perhaps putting your subject into a completely
different scene. There are different techniques you can use to accomplish this, and we'll start by
cutting the thing out like we might
do in Photoshop. But of course, this is video. So that means cutting
the thing out over time. Often hear this technique
referred to as rotoscoping, and until pretty recently, it meant totally manual
frame by frame cutout work, which, yes, is just as time consuming and
tedious as it sounds. There are times you'll
still need to do this for cleanup,
but fortunately, recent advances in technology have taken this kind
of video cutout from a painstaking time suck to sometimes just
a single click. These automated cutout tools
have become fairly common, and you'll find them in video
editing apps like Premiere, and those are okay
for many tasks, but when you need the ability to really refine this cutout, that's a job for after effects. I do want to point out
that the clip I'm using for my demo is available
on Adobe stock, but is not free at the
time of this recording. I've provided you with
some other options for the next class project, but I didn't think
they worked as well for a teaching example. You can download watermarked
previews for free, but those are not
really suitable for this kind of
work because they're much lower resolution
and they don't really give the tools enough
information to work with. You can see by the
filename that I'm just using the HD
version of this clip. There is a four K one available, and I just want to point
that out because if you have the ability to have
a higher resolution clip, that means more pixels, which means more information, which means you'll
get a better cutout. So as long as your
machine can handle it, you always want
to use the higher res version of the
clip if you can. I'm using this one
just to move a little faster because
it's just a demo, and I don't need
this to be perfect. You can see I've already
put this in a composition, but I want to point out that
I used this clip to create that new composition just
by dragging it down here or pressing the button that usually lives in the
middle of the screen. By clicking on this composition, you can see that it does have
the same information here, the same frame size,
the same frame rate. And that's important
because the tools we're about to show require that your clip be in a composition with the
exact same settings. You could always then place this composition into another one with
different settings. That's fine. But in
order for this to work, it needs to be in
the right container. Looking down at the timeline, you can see that I've already
trimmed this clip and the work area to a
specific chunk of my clip. This is all that I feel like
I need for what I'm doing. And there's no reason
to waste the time cutting out the whole thing
if you don't need it. So I'll go ahead and click
on Network Area and choose Trim Comp to Work area so that we're only working
with that segment. Now, to actually cut this out, I actually need to double
click on this clip, and it's going to open it in what's called the
layer viewer up here. Most of you should
have this open up next to your composition
viewer in your workspace, but I just want to point
this out in case it doesn't. This may open up directly on top of your
composition viewer. And if that's the case,
you just need to make sure that you pay attention
to which one that you're in. Notice that the layer
viewer has some of this extra content
down at the bottom, that's going to
be your giveaway. And if you're working with other layers in
your composition, you won't see those up here in the layer viewer because
as the name implies, it's only concerned
with this one layer. I'll go ahead and put
this back over here just to be clear about
which one is which though, but I will adjust
this so that we can focus on the one that
we're actually working in. The tools we're
going to be using all live right up
here in the toolbar. As with many of
these, a long click will open up all of the
options that exist here. We're going to start at the
top and work our way down, so I'll choose Object Mat. And this one's pretty easy. All I need to do is
roll over my clip, and it starts looking for objects that it thinks are
what I want to cut out. All I need to do is click on that and you'll see it makes a pink outline
around that shape. That means After effects
is looking at this object, and it's going to
cut that out for me. Part of the reason I chose
this clip is because it creates an opportunity for
us to use the other tools. You'll see this actually did a really good job
finding the person, but it left out a little
bit of his backpack. It just got confused and thought maybe that was
part of the background. Now, if I move forward, this
is actually going to do a really nice job of continuing
to track this object, this person, through time. But before I do that, I
want to make sure I pick up these other pixels here so that Aftereffects knows the entire
thing that I'm looking for. And that's going to bring
me back up to the tool bar, Long press again and choose
Quick Selection Tool. If you've been using after
effects in older versions, the Quick Selection
tool is what was previously known as Roto Brush. So I'll choose that, and I'll come back down to my viewer, and I can just kind of
paint over that shape. Now you'll notice I don't need to be precise about the edge. I just kind of need to say,
Hey, look at this thing. As soon as I release my mouse, you'll see that
after effects found the rest of that shape,
and now we're good to go. Down here at the bottom,
you'll see I have this little section that's
going to show me what's called propagation as after
effects processes each frame. Now, I could just press
Space Bar or I could use page up page down to
move forward and backwards, or you can also just
drag your cursor. After effect is going to take a second to
think about this, and you'll see it's
actually pretty fast, and I could just drag it
through the entire clip, and this one's going
to work pretty fast. That's part of the
reason I chose HD for this clip so that you
wouldn't have to wait. Let's take a minute and review
and see what we've got. Now, we're seeing
this pink outline, and then over on the left, we're actually seeing the
end result of this. So you can see how
good that cutout looks either by itself or if we
had other layers below it, you would see it
in that context. And it looks like this
did a pretty good job. Now, again, one of the reasons I chose this clip
is because it has just a few frames that
are going to create some challenges for it so that we can look at
the other tools. Let's zoom in just a little bit, and I'm going to go
through this frame by frame to look for
these opportunities. Now, you may not
always need to do this depending on what
you're doing with your clip. But sometimes you'll find spots like especially a spot like this where you may have an
opening that gets created. It's possible that there
will be one frame where you have to decide
whether you want that tiny area to be cut out or not. So I'm just going to
move through this. Honestly, these
straps are really the only thing that caused too much of an issue with this clip. And so I want to look
at those and see if maybe we need to do
some additional work here. We could zoom in and try using the same quick
selection tool. If I hold Alt or option, the brush turns red, and now I can use it to paint
away sections. Let's just click in here and see what happens. Pretty good job. Up here, I need to do
a little more work, as well, but this area is
smaller than my brush. So I can come up
to window brushes and then there's a
brush panel that I can use to change the
size of my brush. Let's go down to a
smaller one and see if I can just kind of get this shape in here and
do a little bit better job. Now, right now, I am
telling after effects, this is a shape I
want you to follow. And so as I move
forward through time, it's going to do
its best to follow that shape and make sure that it does the
cutout as well as it can. You may find some other
places where you need to do a fix that only
applies to one frame. Like, I see this
spot right here on the glove where it's picking up a little bit of
the background. I just got a little
bit confused, and it's not doing
that on other frames, so I really only
need it for the one. Quick Selection tool would
probably work fine here, but there's another tool
that's specifically made for these kinds
of one frame cleanups. Let's come back
up to the toolbar and find the selection brush. The selection brush
works the same way, but it only works on one frame. So this gives you
the opportunity to either add by just clicking
and dragging or again, hold Alt or option, and you can just paint
away a specific place. Now, this one is only looking at what
my brush stroke did. So if I want to get rid
of this other chunk, I either need to
use a larger brush or just go over
that section again. The rest of this is just
going through frame by frame and seeing if there's anything else that I want to clean up. So I'll just do that quickly so that you
don't need to wait. Here's a frame that
you can see needs quite a bit of individual work, and I just wanted to
point this out because sometimes it might
actually be easier to cut away a little bit
more than you need and then paint that edge
right back in like this. I think this feels pretty good. And again, remember that this is really up to you about how precise you need to be depending on what you're actually
doing with this element. Sometimes you can be
pretty loose with it, sometimes you need to
be extremely precise. So it's just a question of how long you want
to spend on this. When you're done, there's a magic button that tells after effects to stop thinking
about this thing, and that's right down here
at the bottom called freeze. If I don't click this,
Aftereffects thinks that I still want it to be thinking
about what to cut out. And so it's going to continue processing and make
everything really slow. But when I click
this freeze button, after effects will take a second and think
through everything I just did and then freeze
all of that information, so it doesn't need to
process it anymore. You'll notice there's
a little flag down here that indicates that this is frozen and you
cannot edit this right now. If you feel like you need to
come back and make changes, you click the freeze
button again to unfreeze, and then you can make
any adjustments. I'm pretty happy with
this, so let's pull this back over and look at
our actual composition. You'll see it did a pretty
good job of cutting this out, even with a few of those
strappy spin areas that were just a
little bit tougher. And over here on the left side, you have some options
for object mat. This actually exists as
an effect on the layer, and you'll see that
you have additional options over here so that you can refine those edges to
make everything look correct. For this example, I feel like I probably won't need
to adjust these, but we're going to get some
of the other elements of our shot in place before
we even worry about that. Our astronaut friend
doesn't really have anything that requires
the refine edge tool, but this young lady is
kind of the perfect case. This hair would be basically impossible to cut out
with anything else. I'll come back up to the toolbar and choose the refine edge tool. And I want to make
sure I get a nice, decent sized brush here. Let's go with this one. The way this works is you
use this brush around the edges that you want it to be looking at with more detail. And I will tell you that
this works best if you use multiple strokes to go around this whole surface
instead of just one big. So I'm going to paint this
whole area around her edges, and you'll see that I'm
trying to make sure I get all those little frizzy bits
so that After Effects has all this information
to be able to figure out what it needs to keep and what it needs to get rid of. Once you have this painted in, you'll just propagate
this forward or backward, just like the other tools, it's just going to be slower because obviously there's a
lot more information that it needs to
think through here. Back with our astronaut, you can see I've
added some text, and I'm going to go
ahead and take that and drag it below our astronaut. Let's rename this layer
to astronaut cutout. And then I'm going to create a duplicate of this layer by
pressing Controller Command D. Rename this second version to background or I like plate. I'll press E to reveal that object matt effect and just delete that
from the plate. We'll put that down
on the bottom. And now we have our cutout
version of the clip, some graphics that
go in between, and then the original
version of the clip. Easy Ps. Now that we
have this in place, this would be the time to
really take a good look at your cutout and see if you want to do anything
with these edges. If so, just come up
to effect controls, and you could
change the feather, the contrast, mess
with the edge. If your edges appear
to be dancing around a lot, that's
called chatter, and that's where you would use this setting and turn it
up a little bit by bit. The more of this you add, the slower things
are going to be. Since this is just
kind of a quick, silly social media example, I'm not going to worry too much about having super
perfect edges. I think this works well as is. I did add a little bit of
animation to our text, so let's just turn that on
and see what this looks like. Alright, feeling good. A
68. Class Project 09 - Cutout Callout: It's your favorite time
class project time. So we're looking for
a short social promo incorporating some
graphics behind the hero element of your clip, which means you're
going to have to use those cutout tools that
we just looked at. So the composition size and
frame rate are going to be dictated by your
chosen video clip. Remember that your clip has
to be in a composition with the same frame size and frame rate for those
object mat tools to work. While the clip that
I used for the demo was unfortunately not
available for free, I am providing you links to a handful of other options
here, and of course, you can find your
own clip anywhere on the Internet or shoot
something yourself. One thing to look out
for is that the more contrast your element
has from the background, the better these tools
are going to do. So you're going to cut
out that hero element from your video or multiple
elements if you'd like, and then use that cutout to allow you to place
some kind of graphics. It can be text, it can be
something else in between that and an unaffected copy
of the clip on the bottom, just like you saw
me do in my demo. Of course, you're free to
get creative with this, and if you want to add some other coloring or some kind of other visual effect to your overall piece,
that is fine, too. You may want to look at doing that on an adjustment
layer at the top, just so that it affects
everything consistently. When it comes to your
deliverable, as always, you're looking to export this as an MP four video file using that preset that you
saw at the beginning of the course and then upload this to a video hosting
site so that you can share the link in the
class projects or assignment section
of this website. As always, don't submit any
links to Cloud storage. And of course, this piece is already intended to be
a short social promo, so share it out on social media, add a fun caption and see what kind of fun
interactions you can have. We're really just
looking for you to explore what these tools make possible and ideally
have some fun with it, too. Good luck, and we'll check out some other techniques in
the next set of lessons.
69. Remove a Green Screen: Filmmakers have long relied on other techniques with
more predictable results, with color keying
being the main one. Blue screen and then
green screen have been used for decades
in film, television, and video production to place actors into
new environments and to add elements that didn't or couldn't exist at
the time of shooting. When lit properly,
post production can actually be pretty easy, while this course is not
about green screen lighting, I will take a quick minute
to point out a few things to avoid when you're looking for stock clips or if you're
shooting this yourself. This technique is entirely based on isolating a specific color, typically a shade
of green that's intentionally far away
from human skin tones. So that green needs to be
as uniform as possible. This means consistent
even lighting that's separate from the
lighting of the main subject. Uneven lighting and
wrinkly backgrounds create a huge range of colors, which will be very hard to
isolate and remove later. And having your
subject too close to the background
creates dark shadows, which again, means too
many shades of green. Be careful, though, because
many stock clips have already been processed to make this green artificially
consistent, and then the clip is compressed
for smaller file size. This means it might be easy
to get rid of the green, but the clip has already been processed so you don't
have any control, and the compression means
it will be difficult or impossible to get clean
edges around the subject. In general, the more color information you can
retain, the better. So download the best
file format you can. And if you're recording
something yourself, you want to stay away
from compressed formats. And, of course, green
screen only works if your subject is
actually in front of it. It's okay to see the edges
of a green screen in a shot. You can always mask off
that part of the frame. But this woman's hand and phone fall completely
outside the green, which means the only way to isolate those will
be rotoscoping. Hopefully this guidance
will help you choose clips that won't be a total
nightmare to work with. Now, let's look at the
techniques needed to actually remove this green
screen and After Effects. We'll then use effects
and composite in additional elements to
create a cohesive scene. Here's the clip that
I'll be working with. It does have a few
non ideal aspects and unfortunately is
not available for free, but it was the best one
that I could find that was both on theme and good
for a teaching demo. I've already started a project, imported my clip, and put
that into a compositions. These don't necessarily need to match, unlike with rotoscoping. I've also already isolated a specific chunk of this clip that I think
is all that I need, and so I can go ahead and right click and choose Trim
Comp to work area. Before I apply any effects, I'm curious about how consistent the screen is because it
looks awfully similar. I'll come up to Window
and choose info, which opens up the info panel. And among other
things, that shows you the exact color that's
underneath your cursor. I will notice that this
is not changing at all. Sometimes that red value is
moving just a little bit. But this tells me this clip was probably already processed and had a single flat green
color replaced behind that. It's a little too
perfect to be real. So while that makes getting rid of the green
color very easy, I may have to do a little bit of work to get edges that
I'm actually happy with. Looking down at my Effects
and Presets panel, there's an entire category for keying, so I'll
just open that up. And you'll see there are
a variety of options. Some of them are very
simple where you just choose a color and maybe
get a slider or two. The most full featured
one is called key Light, and it has quite a few options. I'm actually going to use a
preset that applies Kelte as well as a few other effects
to help dial things in. I'll just type in Key Lite and grab this preset right here, which is Kelte plus
key cleaner plus advanced spill suppressor
and apply that to my clip. You'll see that this actually
applies three effects, but nothing happens immediately
because we haven't chosen the color yet to tell After Effects which one to get rid of. Because this is so consistent, all we really need to do is find this little
eyedropper right here, click on that and then
choose the green color. You would generally
want to choose something as close as
possible to your subject, but since I found that this is already all the same color,
I can click anywhere. As soon as I click,
you'll see that that green background
disappears. And if I toggle my
transparency switch, that all becomes transparent. It is often helpful to have a good contrasting color in your background so that you can really see
what you're doing. So you can press
Control or Command K and choose this
background color. And if you wanted to set this to something
different that would help everything be more visible,
that's always up to you. I'm going to leave
mine on this gray because we'll be putting in a different background
soon enough. I'm noticing that a
lot of things have a little bit of a green
outline around them, and that's a byproduct of
it being already processed. I do think that the
bottom effect in this list will probably help get rid of that
for the most part. So let's try that. It's
called spill suppressor. Often when doing keying,
you'll see that you do get spill on other surfaces, especially lighter colored ones. If your subject is wearing
a white shirt, for example, it may get a little
bit of green just as bounce color from
that physical surface. So I'll enable this, and that actually does a pretty
good job in this case. One of the most
important things about keying is that you want
to be watching the clip in motion and over the
background that you're actually using because you
can dial these effects in, and you may end up
going too far or not far enough until you
really have that context. So I'm going to adjust
a few settings, but we may revisit them after
we bring in the background. Back up here in Key lite, the place that you're going
to do most of your work is under this
screen mat section. And for the moment,
I'm going to turn off these other two effects
so that we can just focus on what this effect
is actually doing. You'll notice that
you have a variety of views that you
can choose from, and I really like looking
at this set to screen mat so that you can actually see the mat that you're
creating with this. This particular clip doesn't need a lot of
adjustments because, again, it was already processed. But you'll often need to do a little bit of
adjustment to the clip black and clip white just to
kind of balance things out. For context, here's
what this looks like on one of those other clips
you saw a minute ago. I'll set this to screen Mat, and you can see now
that this area is not perfectly white and this
area is not perfectly black. So with a little
bit of adjustment, we can dial those in and help make sure that we're
getting a clean separation. Of course, you don't want
to work exclusively in this view because it's
very easy to go too far. So you might want
to do a little bit of work here and then set this back to either final or intermediate depending
on what you're doing. And see how this looks
with your background in place and then make further
adjustments as needed. In either case, you
really want to pay the most attention
to your subject and the area immediately
around them, because all of this
information out here can just be cut away
with masks anyway. For this clip, I'm going to
go ahead and set this back to intermediate result and zoom in a bit so that we can get a good look at what's
happening here. And I'll turn these two back on. I am noticing that I have just a bit of an edge
around my figure, and I think I'll need to bring
that in just a little bit. Let's see what happens if we
set the screen shrink and grow to minus two and
the softness to two. That helps break up the
edge a little bit around my astronaut and crucially
here on the bottom. It's also not unusual
that you might find different parts of a shot needing slightly different
keying settings, and so you may need to make multiple copies of your
clip or use masks to help isolate those different
parts and use different instances of your keying effect to
help dial those in. Just to point out a few of the issues I found
with this clip, aside from it already
being processed, I feel like the glass once existed on this helmet but
already got keyed away. So that's a good
example of something that there's just really no
way to fix at this point. But when we add other
elements later, you won't see that
too much anyway. There are a few spots
where you can actually see the edges of this sand box
that they've set up here, and that doesn't look great. And crucially, up here, they have the
astronaut walking on these boxes that could become
rocks or something later, but then he steps right
in front of this one. And obviously, there's
no way to key that out. So if I wanted to
make this look like a rock but have his
foot be in front of it, once again, we would
have to rotoscope this. I'm going to be
putting some rocks in front of his foot so that
we won't see this issue. From here, I think we
really need to get our background in place
so that we can see what this looks like in context
and know if we need to make any additional adjustments
to these keying settings.
70. Composite Background & Foreground Elements: Now it's time to add
a background and some foreground
elements to start making this into more
of an actual scene. I've imported some rocks that will sit in
the foreground and a background plate that looks
like this planet scape. Let's go ahead and bring
that into my composition as the bottom layer and
rename it background. And let's move that
up just a bit until it looks like it's in
about the right spot. I think something like
that will probably work. We'll need to do a little bit of color correction
to even this out. And then these rocks will
go in the foreground. Let's go ahead and
bring that in. Boy, those are big.
Let's scale that down. Probably something like this. You can see these are going
to need a lot of color work, but we'll use this side to
kind of cover up those boxes and probably cut this in half and bring this one
maybe about like that. I'll go ahead and
rename these rocks and just turn those
off for a minute. We obviously need to do
some color matching. But honestly, looking
through my scene, I think we could probably cut off the right side with
the frame because, as I recall, our astronaut never actually makes
it over there. He's walking through, takes
a minute to look off at this beautiful other
worldly scenery and then starts to move again, but he doesn't get that far. So this part of
the frame that is probably going to be one of
the harder things to match, we can just get rid of. So let's select that layer, grab the Pen tool, and
I'll zoom out just a bit. Just create a couple of points, maybe something
kind of like this. And I'm planning to
feather this quite a bit. So I'm going to
take this way off the left edge so that
I don't accidentally lose part of the frame over
here. Something like that. Let's open up that mask. Unlink my feathering and
just turn the X feather up to maybe about a
little under 300. Yeah, I think that
looks pretty nice. I'll switch back to
my selection tool and maybe just bring this in until I feel like I'm getting a good amount but not
losing any of my astronaut. You can see if I go too far, he'll start fading away as well because of that feathering. So you just need to
kind of look for the right spot where
you're keeping him, but getting rid of
what you don't want. There are a few other
spots around the edge of this set that I don't
particularly care for, and I think we may need to come back in and do
some masking there. Let's put in some of these other elements and see what we cover. I also think that
we'll probably want to adjust those keying
settings a bit. Now that we have this,
you can see that there's a pretty clear line
around this key, both around the astronaut
and the edges of the set. And even before I do
my color correction, let's go ahead and see
if we can fix that. I'll come back to the
Effect Controls panel. And I can try turning
down this key cleaner. This usually works to
help clean up your edge, but on a clip like this that
already has been processed, sometimes it does
more harm than good. I'll try turning this
edge radius down to about five and maybe turning the strength down
to 50. That's okay. You can see it softened
up some areas, but we still have a
bit of an outline. I'm going to see what
happens if I shut this off and set this view to
final result instead. This is what we'd be using
if we were just using ke lite without the
other effects added. Honestly, I think
this looks better. You can see that we did lose a little bit more
of the edge here. It overall got softer, but I think in this case, that's probably going to
be the better play. Honestly, this may
be a case where certain settings might work better for the edge of the set, and then other
settings might help us get a little bit better
edge around our astronaut. But I think for this example,
this is probably right. We can come back and adjust
these more when we get our other color correction
and overlays in place, but we'll keep this in
mind as we keep working. If we still had this glass
and it hadn't already disappeared before the clip
even came into my hands, I would want to be very
careful to make sure that we're not losing
that as part of this, and that would especially
be something that may need its own group
of keying settings. But for now, I'm happy
enough with this. Let's do some color
correction and see if we can unify these two
pieces of the scene. Let's set this back
to 100 and I'll come over to my effects and
presets and look for curves, which we're going to apply
to both of our clips. Let's add that to our
green screen clip, and we can go ahead and twirl these other effects
closed for now. I think bringing down the
shadows a little bit would help and maybe
boosting this back up. So we'll have a subtle S curve that's already making the red pop quite a bit, which I like. And if we want, we could
even change this to the red channel and maybe give that a little
bit of a boost. Let's see if we can replicate those settings on
the other clip. The settings will
probably need to be a little bit different to
make them look consistent. But I think a good place
to start would be copying this effect and then pasting it onto that
background clip. Pretty close. I think we just need to do a little
bit of adjustment. Let's come back to RGB and see
if we can match this look. Maybe bring those
darks up a little bit. Let's see what happens
in our reds here. I'm going to bring
this over a bit, bringing our whites into
the red space a little bit more and then just
pushing all the reds. Just a little bit. Often
on something like this, it's all a little bit of a
negotiation and sometimes a little bit goes a long way to making everything
look unified. Let's watch this in motion once. I think we're on
the right track. This area over here is still pretty clearly
two different things, but we'll see what happens when we get our other
elements in place. Let's close this up
and turn on our rocks. I'll start with the
larger one on the right, and I know I'm going to be using at least two layers of these. So let's go ahead
and rename this with a one and duplicate that
and shut off number two. So for ox one here, let's figure out a placement. I'm planning to probably
cut this off right here. So let's figure out a placement that obscures those other boxes and helps create a little
bit of depth. I'll zoom in. And I'm planning to use
my Pen tool to mask around the bottom of this and just help everything
look more unified. So I'll press G to get my pen
tool and just zoom way in, and I'm going to do my best to trace along this line here. I'm going to click and drag, which will start giving
me a curve to work with. I'm going to be using a
lot of curves in this one and probably breaking some
of them into corners, as well as we get in all these
little nooks and crannies. So I'll start right
here and just drag come around here and drag, and I want to make
a corner here. So I will hold Alter
option and then bring this down to kind of break
that and make a corner. Come over here and drag again, maybe bring this
back up just a bit. I'm just going to keep
working my way through here. I'll break that one. I don't need to get absolutely
every little detail. This is kind of
just a negotiation to get as much detail as you like and decide what little details
are important to you. You could even cut part of
this off if you don't like it. And this is definitely
something that you will get a feel for with
more experience, kind of knowing how far you can go with each little curve, where you need to put corners, where you need another vertex. And again, I can always come
back in here and edit one of these points later if I feel like it's not in
quite the right spot. As I'm working, I'm occasionally
holding spacebar to move my whole view to just keep adjusting it to the place
that I need to be looking. And we're almost here to that other rock that
I'm planning to end at. So let's just get a few more
points around the corner here and make
ourselves a nice edge. Let's zoom out a little bit
so I can see what I'm doing. Looks like this
comes around here. So kind of right in here, and then we'll have a corner almost straight up,
bring that around. And now that I'm back
off of the edge, I can just be very
loose with this. I just need to make sure I get the whole shape and reconnect. Boom, there we go. I'll press M to open up my mask properties, or I could press MM
to open all of them, because, of course, the feathering is
something that I need. I'm going to try
starting kind of lower on this, maybe about five. Makes it a little hard to see what you're doing when
you have this selected. So if you want, you can click this button right here to
toggle the visibility of your masks so that you
can see that edge more clearly without that mask
actually being in your way. Let's try bringing
this up to more like ten and sometimes you can do a bigger feather and then play a little
bit with the expansion, and it actually
works better to have a little more feather
and then actually cheat that edge back in to
kind of soften that up so you don't end up
with overage like this. I think something like that is probably going to
feel pretty good. And as I'm looking at this, I'm noticing that
this rock is probably a bit sharper than
everything else in my scene. So I'll be using curves
to match the color, but probably also a
little bit of blur to help unify everything.
Let's start. By pressing E and then grabbing these curves
from the background, Control or Command C to copy and control or
command V to paste. That's clearly going to
need some more adjustment, but let's go ahead
and come over here and look for fast box blur, which is a great way to
soften up this rock. I bet something around three or four is probably
going to feel better. Yep. That looks a bit much
when you're zoomed in here, but when you get out
here to the whole scene, our green screen clip
is actually a bit soft. And looking at this now, I think the background
probably needs that, as well. Way too much on the background. Let's back that way off down to maybe one and
one, two and one. 1.5. We'll split the difference. And you see this is all
just a negotiation. As you're kind of bringing
everything together, each piece kind of tells
you what it needs. So, speaking of which, let's see if we can get this rock to sort of look like it's in the same universe as
everything else. We're certainly going
to need a lot more red. So let's pump that up. Maybe something
more in that space, and this rock is
quite a bit brighter, so I'll come back to RGB and maybe just drag
these points off of here to start over
on my RGB curve, bring this overall
brightness down some. Looking at my
background, I'm seeing that this is probably
my brightest point, so I don't want these rocks to really be brighter than that. So I'll create another point
maybe kind of in her ish. And then we'll come
back to this red. A lot of this is just tinkering around until you kind of
get it to feel correct. That's obviously way too much, but I think we can
get just enough of that red for it to feel like
it's in the same ballpark. Maybe bring this white
point over to kind of red that up a bit more,
but not too much. I think this might still
need a little bit of work, but I think it's close
enough for now that we can move on to the other rock
and see how that one feels. So let's turn that one on. This will end up living
behind that other rock, but let's cut this out first. I'll get this
roughly positioned. I think I may end
up needing to move this anchor point and rotate
this just a little bit. Maybe something like this. We'll see how that
feels in motion. Let's go ahead and cut this guy out and see what it does for us. This side can probably be
pretty rough right there. I don't love that color,
so let's just open this up and see if we can find
something that will be a little easier
for us to work with. Hmm. Maybe something in here. That's okay for me, may not
be great for your eyes, but this one has a bit fewer
details along the bottom, but also a few opportunities where you could kind of
create some if you like. And again, when you
get to the edge, you can just be
rough with it here. There we go. Let's bring
this behind our other rocks, and we can start out by
copy pasting these effects. Pretty close. I
think this rock may need just a little bit of a
different touch on those. Let's adjust that feathering
to about the same around 12, disable that and maybe bring
that expansion as well. Close these up so we
can see our layers, maybe set our rocks to be a different layer
color just so they stand out. How about pink? I think our left
rock maybe needs just a little bit of
attention here, color wise. Maybe darken that up just
a little bit on the reds. Let's see what just a
little bit of attention to RGB does for us. All right. Let's see what happens when our astronaut walks over this. I suspect we may want to
reposition this a little bit, but we kind of need to see
what's actually happening. I think that top
step feels good. Of course, in an ideal world, I would love to be able to see his feet coming
in front of her, but that's a lot more work. I think I'm happy
enough with that. I might try to bring just these reds in a little
bit more on this one, make that feel a
little bit more like it's part of this
sand at the bottom. And we're going
to be adding more color correction over
the top of all this, so I suspect we'll come back and adjust these a bit
more at the end. But I think for now until we add some of those
other elements, this is looking pretty good.
71. Add Atmospheric Effects: Now I would like to
add some dust and atmospheric effects to really
help sell the whole scene. I've got this clip
right here that is just some smoke
moving slowly, and I think that will help
everything feel nice. And then better yet, I have this clip of
some swirling dust that's just going
to really help sell how inhospitable this planet is. You can see that this
dust is actually moving the opposite
direction from the smoke, and I think it's
going to look best if both of these are sort of blowing into our character to make it look like it's
hard for him to walk. So let's come back to
our composition viewer, and I'll start with this dust. I'll just bring it
in as the top layer. And go ahead and rename that as dust and maybe set
this to orange. Now, I'll want to flip this. So I'll go ahead and unlink my scale, set this to negative, and then I could relink so
that now I can scale up a little bit and have them stay together, maybe about 130. Now, I could use blending
modes to overlay this or I can use effects
to achieve that same thing. There's an effect called unmolt that's
probably going to be my best play here. So
let's look for that. Actually also lives under the keying effects,
as you can see, and I'll just drop
that onto my clip, and poof, it magically gets
rid of the background. You can see that this clip
is kind of blue overall, which makes it not
really work too well. So let's go ahead
and get rid of that. I think if these
dust particles are basically black, that's
going to work pretty well. So I'm going to search
for black and white, drop those onto my clip. And then I will use Invert to flip these particles
from white to black. Let's see how that looks.
Alright, not too bad. Again, I think these
are a bit overly sharp, so let's blur this a bit. I think that same fast box
blur would work nicely here. And just a little bit is
going to go a long way here. We just kind of want to take
that edge off. There we go. And it looks a bit like we have a swirling dust storm that
he's trying to walk through, which is going to sell even more when we add
some of that smoke. So let's come back
to our project panel and find our smoke clip here. Let's bring that below the dust. And again, start by
renaming this smoke. Let's again reach for unmolt
and see how that feels? There, that smoke is subtle, but it definitely adds some
atmospheric component, and it just makes
the air feel thick. These are both a
little bit much. I think I'm going to
drop down the opacity, but this is feeling nice. Et's open up the opacity
on both of these layers, maybe bring our dust
down to 40 something. So it's not so oppressive. And speed wise, this actually works pretty well
with the smoke. Let's bring that smoke
down to maybe 70 ish. And let's see what
happens if we add some curves to darken
that smoke slightly. Just kind of bring
down the middle here. See what that looks
like before and after. Didn't really do too much. Maybe I'll bring those
whites way down. Be quite a bit more aggressive
with this on and off. That's right. Let's try making
a duplicate of our smoke. We'll put that underneath, maybe bring that opacity down a bit more and scale this up so
that we have two copies, bring one here, just make
that air feel even thicker. And we'll use that
trick from earlier, offset this one a bit so that they don't look like
they're just the same clip. Even though you can't
really see it too well, I think you might feel it. It might be worth looking
through some blending modes and seeing if one of these
makes this feel better, or if that just
makes it disappear entirely. Let's find out. That's pretty
subtle. What happens if we go for, say, overlay? Honestly, sometimes this is
just trial and error and seeing what works with your particular
combination of elements. And don't forget that
subtlety can go a long way. I think those are
feeling pretty nice. Let's add a lens flare in
the background as if the sun is just coming up
over these mountains and see what that does
for the whole scene. So we'll create a new solid and make sure
that's set to black because this is going
to be our lens flare. So we'll definitely need
a blending mode here. I could have renamed
it when creating, but I'll go ahead and
rename it now just as flare and set that
to yellow because, of course, lights
are yellow, right? We'll find lens flare. Lens flares are definitely
something that are done pretty well by some
third party packages, but the default stuff is right with a little bit of adjustment. I'm going to set this
brightness up a bit, maybe around 150, and we'll go ahead and
set this to screen. Now, this makes quite a difference to the whole scene, doesn't it? I think some curves would
really help sell this. So let's put those on. We can maybe adjust the
brightness a little bit. And I think to help really
play up the red of the scene, instead of boosting the red, we could drop the
green and the blue. A little goes a
long way on these. Dropping that blue really makes it feel hot and yellow, see? But a little bit in here. There we go. Let's
see how that feels. And just as a reminder, this is what we had
before we added any of this. Quite a difference, right? You see why we wanted to
kind of get close enough, and then you add
in these elements. And then if you
want to come back and touch the brightness or color on some of the background
or foreground elements, you can do that with
a much better context now with all these other
elements in place.
72. Add Handheld Camera Motion: This is definitely
getting there, but the whole scene
feels pretty static. And if we're on this alien world with this swirling sandstorm, I feel like it would
make sense to have a bit of a shaky camera, right? Whether that's being held by another astronaut or on
some kind of tripod, you would think that the
wind would be affecting it. So let's see if we can bring
that idea into this scene. I'm going to stop my
preview and create a new layer called
a null object, which exists only to
parent other layers too or a few other
special use cases. And I'm going to
select all my layers and parent them to this null. Now, anywhere this null goes, the entire scene
goes with it, right? If I'm going to add some shake, I want to make sure that
I don't see those edges. So let's scale things
up just a little bit. I believe our smoke clip. Yep, let's scale that up just a little bit to make sure that
we have some clean edges, and, of course, our green
screen clip, as well. So it might be
easier to just scale this whole thing up
just a bit like this. And now, if we shake around
the position of this null, we shouldn't see any edges.
We'll just need to make sure. We're going to add another
simple wiggle expression to this position property, so I will Alt or Option click on that stopwatch and
then type Wiggle. And in the parentheses, let's do 0.7, eight. For something like
this, a lot of times, it's just trial and error. You want to apply this and
kind of see how it feels. And if you need to tweak
those numbers a little bit, then we will. I think
this feels good. It's just enough to kind of
make the scene feel alive, but not so much
that we're going to get sick from the
gamer movement.
73. Compositing Final Touches: To finish this off, I
think we just need to do some final look adjustment
and color correction. So let's create a new adjustment layer and name that look. Let's go for a little
bit of vignette. CC vignette right here. And I bet one more instance of curves will probably
finish us off nicely. So for our vignette,
I think it would make sense to stick
that center right where our sun is and we can play
with this amount a little bit. The default might be okay. Let's see where
the curves get us and come back and
adjust from there. Let's just add a little
bit of contrast. So I think a nice subtle S
curve will bring the shadows down and bring the
highlights up a little bit. Makes that sun
feel a lot hotter. And let's just experiment with making this whole
scene a bit redder. We could boost that
up, or, again, we could bring
down the blues and greens and just see
how that feels. It really adds a heat and
extremeness to that sunlight. I think there's a case to
be made that the left side of the set is still a bit
darker than I would like. But honestly, now that we have all this other color
correction in place, it matches the background pretty well there, so
I think it's okay. And hopefully this
example helps you get a good idea of how you
can build up layer by layer and make adjustments as you go and don't be afraid to revisit things as you add other pieces to make sure that you have a good cohesive scene.
74. Class Project 10 - Green Screen Scene: It's Class Project Time again, and we are looking for you to help us capture
the excitement of planetary exploration
by creating your own realistic scene using these compositing
techniques. Once again, the composition and the frame rate are
going to be up to you. They may be based on
your source material, but it's not 100%
necessary here. We're looking for you to utilize at least one greenscreen clip and a background layer
and a foreground element. I have included links to
the pieces that I used, but a reminder that not
all of them are free. For scenes like this, I do really recommend that you
spend some time looking through clips that
are available on the Internet on some of the different sites that
we've recommended earlier. Being able to find appropriate
greenscreen material is kind of a part
of this process. And even though it can be a little tricky looking
through stock material, I do think that's an
important part of learning how this works
and what to look for. So as I said, at least
one greenscreen clip, but if you find more
than one element that you'd like to add into
your scene, that's great. You don't necessarily
need your scene to look exactly like mine, but if you have
something similar, adding some atmospherics like
dust and smoke really go a long way to helping everything feel more tangible
and realistic. And honestly, those
kinds of clips can typically be
found fairly easily. As far as deliverables,
you know the drill here, export your animation
as an MP four, upload that exported video to a video hosting site and
share that link with us. Don't submit links to
any Cloud storage, and make sure you share this on social media when
you're all done. These techniques enable
so much creativity, and I really hope
you have some fun with this one. Good luck.
75. Intro to Motion Tracking: A subject or surface in a
video clip often moves. It's video, after all, and that adds an extra layer of complexity when you
want to modify or add elements that move with that subject or with
the rest of the shot. To accomplish this, you need to use what's called
motion tracking, and After Effects has a variety of different ways
to approach it. If you have an object
that moves through a shot but doesn't
otherwise change much, a simple mask tracker
can be effective. Draw your mask,
right click on it, and choose track mask. Allow After Effects to follow the object through the shot, and now you can
use this to remove that element or apply
effects to this area. This is best for simpler tasks
like removing or blurring a logo or doing isolated
color correction within a specific area. We'll be going more in depth on the other tracking options
in the following lessons. But here's a quick overview. When you need to
follow a single point that moves through a shot, you want the point tracker. You can also follow a
second point to establish the scale and rotation changes needed to follow that
object correctly. When you need to follow
a flat surface or plane, you want a plaanar tracker. This is great for replacing
device screens or for adding additional elements
onto surfaces like walls or backgrounds. After Effects can also recreate the real world movement of a camera through a scene using the three D
Camera tracker, allowing you to place objects into that shot in three D space. Each of these techniques has its own use cases,
strengths, and weaknesses, but they will all be
looking for areas of clear and consistent
details with good contrast. That means to get
the best results, you want footage of a
reasonably high resolution with good visual contrast and ideally little to
no motion blur.
76. Track an Object with the Point Tracker: The after effects point
tracker allows you to follow one specific
point through a shot. This works best when you have a small area of high contrast, but this could be anything from the corner of a
sign or the end of a ballpoint pen or in this
case, stars or planets. And I think this
actually may be Jupiter, but I haven't double
checked that. You can see I've already created a composition and
put my clip in here. I've actually trimmed off a little bit of the very
beginning of this clip because this element actually starts just barely off screen, and this is what I
would like to follow. Before I begin tracking, I'm going to create
a null object, which I will later use to hold this tracking data and
parent other elements too. So I'll come up to
layer, new null object. We saw earlier that
these exist as invisible layers that are really handy for
parenting other layers, too, and that's exactly what we're going to use it for here. I'll go ahead and update
the name to Tract Point, and we'll come back and
use that in just a minute. To track this clip, I need to double click it, which will open it
up in the layer viewer as we saw earlier. Then I'll come up
to Window and find tracker to open the tracker
panel in my interface. You'll see a variety of
different options here, and the one we want right
now is called Track Motion. As soon as I click that,
you'll see something called Track 0.1 appear in the
middle of your clip. We just need to come over here
and find this area inside this inner square drag this over onto the point
that you want to follow. Make sure this little
X comes with it because that is actually the
point that you are tracking. Let's zoom in and take
a closer look at this. This inner square is designating the area
we're actually following. If this was a smaller
point like this one here, we could make this box a
bit smaller, like that. I think about this
size is probably good. This outer square
is telling after effects what area to search every frame for this element
inside the inner square. This one isn't moving
that much every frame, so I don't think our outer
square needs to be that big. If it were moving a lot,
we'd want this to be larger. The bigger this outer square is, the longer it takes
to track because it's more area that after
effects has to search. So I think something like this
is going to be just fine. As is, this will just track
the position of this point. But if you'd like,
you can also track the rotation and
scale of this point. Coming over here into
the tracker panel, you can check either of
these, and as soon as you do, you'll see a second
point up here, because in order to
track rotation or scale, you need another point to
create that reference. I'll go ahead and use this
other bright point right here. We can zoom in. This
one's a bit smaller. I think that will
work well. And now we'll be able to
track the position, rotation, and scale of
this point right here. In your tracker panel, you can track backwards or forwards, and you can do it
a single frame at a time by clicking this
button right here. This is good if you don't have high confidence that it's
going to hold that track, and you may want to make
manual adjustments as you go. I believe this clip is
going to work pretty well, so I'll just click this
button right here and just let after effects
do all the work for me. As soon as it finishes, you should see trails
indicating that it tracked those points for
every frame of your clip. And if you open up the clip, you'll see that you
now have tracking data that you can use
for whatever you need. I'm going to apply
this tracking data to that null object
that I created. So I'll come back
to my tracker panel and after effects already
guessed what I want to use, but I could click
Edit Target and choose a different
layer if I desire. I'll just click Cancel. And since this is already
pointing at the right place, I will just hit
Apply. And confirm. And you can see that it
pasted that position, scale, and rotation data
to that null object. Let's close the layer panel and look at this in our comp viewer. There's my point.
Working very well. We can actually
close these up and bring in our other layers that we want to parent to this point. I have this graphic right
here that I created. Let's size this down. And we're just
going to have this float sort of up here and
go along for the ride. So now this is as easy as
parenting to that point. In this particular case, I don't think that
including the scale and rotation actually work that well for the effect
that I'm after, so I can just disable those. Let's come back to
the first frame, open up the transform
properties on Tract point, and I will just disable the
stopwatch on both of those. Let's set rotation
back to actual zero. And now you can see our graphic follows along just
like it should. So we have the basic
pieces in place. Let's add a little
bit of embellishment. I'd like to have
a little call out circle following this, as well. So let's zoom in,
get our shape tool, and I'll just draw
a small circle. I would like this to
be a stroked circle with no fill, so
let's set that up. And I'll pull this
red from my graphic right here and set this
width to maybe four. To keep things clean,
I would like to center the anchor point of this
shape layer within the layer, and I can actually
do that by pressing Control Alt or Command
Option plus the home key. And it centers that anchor point right there
in that circle. Now I can just
scoot that a little bit to be perfectly
on that point. Rename this to circle and
parent it to that null. Looks like my anchor point
got just a little bit off, so I'll re center that again, zoom back out, and check that with a preview.
Following perfectly. I would like this graphic
to pop up as we go. So it will appear maybe around
here about 2 seconds in, and then I'll draw a little line from here to that graphic, and that's what triggers
this popping on. So I'll press Y to get my anchor point tool and bring this anchor point right
over here to this corner. I can hold control or command to make it snap
to that corner right there because that is the point from which I would
like this layer to scale. Let's go ahead and make
that scale animation. I'll jump back about 20
frames here and set this to zero and then come up about two thirds of the way through and set
this to maybe 13. Let's see how that feels. Just
a little bit of overshoot. Let's easy ease
those key frames. Not too bad. I'll go ahead and press Alt and open
bracket to trim that layer. And now we can slide this around to kind of
find the right spot, but we need to create our line and animate that to know
what that's going to be. Let's close both of these up. There are a few different ways that we could create our line, but I think the easiest is using something called
the beam effect. That lives on a solid, so I'll right click
and create new solid and I'll name this line. And to that, I will
add the beam effect. This effect is
intended for making lasers or light sabers
or things like that, but it can also just
be a nice clean line. Let's come over here to the effect controls and set the length all the
way up to 100. We can use this to animate
it on in a minute. And let's zoom in so that
we can get this red color, and I'll just set
both the inside and outside color to that red. This effect gives
you the ability to set a start and end point, which are going to look
something like this, and we want to sharpen this up. So let's find the softness
and set that down to zero. Now, of course, this
isn't going to follow. We could parent
this layer on here, and that would work
pretty well in this case. But there's a slightly
more advanced thing that we can do that actually parents the points of the
effect to the layers. Let's open this layer up and find that starting and
ending point for the beam. I'll bring my timeline up just a little bit so I can
see the other layers. And what we actually
want to look for are the position points of this tract point null
and our graphic. Instead of parenting
the entire layer, we can actually link just
one specific property using this pick whip on
the property itself. If I link that to the
position of tract point, now this point turns red. That means it created
an expression, and it's always going to be following that tract
point perfectly. I could do the same
for the graphic, but this is actually going
to create a problem. And the reason that
doesn't work as intended is because
this graphic layer, remember, is actually
parented to the tract point. And if you look at the position value that it has right here, these numbers don't indicate where it is in the
composition space. If I unparent it from
that tract point, you're going to see
those numbers change. And this is actually where this lives in composition space. When you parent one
layer to another, its position becomes relative
to that layer's position. And so we would need
to account for that in this expression to make
this work properly. In this case,
that's pretty easy. I can click in here and type plus and then use this other little
pick whip right here to link to that
starting point. Since the starting point is
linked to that null object, this is going to give us
exactly what we need. Perfect. Let's refine the look just a little bit
more by setting the starting thickness
down to zero or maybe one so that we
get a nice taper. And I'm noticing that
the corner is just a little bit shy of where I
would like it to be visually, and that's easy
enough to clean up. Pressing A to find
our anchor point and just nudging that inward just a little bit so that it kind of looks more like
it's in the right spot. I'll move that graphic
up above the line, and now everything
looks just right. Let's bring our time
line back down, see how this feels.
Yeah, pretty good. We just need to
animate our line, which we can do just using the length
property right here. So let's set that to zero, create a keyframe,
jump ahead a bit, and set that to 100. Of course, I created
these in the wrong spot. So I'll just kind of
drag these around. About here is probably
good. Easy Ease. Let's see those keyframes on this layer and press U to see those keyframes. Worked
out pretty well. Personally, I think it
looks just a little busy to have this line
extending inside the circle, but there's an easy way
to get rid of that. Let's just create a duplicate
of the circle and use it as a track mat so that the line
isn't visible inside there. I'll press Controller Command D to create a second circle, rename it as circle mat and re enable the fill
color inside of it. It doesn't matter what color. We just need it to be filled. Toggle those switches and modes, and I can set the line to use
circle mat as a track mat. And then I just need to invert it by clicking this
switch right here. Now that line exists everywhere except
where that circle is. And with that, our
animation is complete. And you can see here how these tracking techniques enable you to create graphics with the prior knowledge we've
gotten earlier in the course and make them follow along perfectly with the
movement of the clip.
77. Class Project 11 - Tracked Pop-Up Graphic: Class Project time again, and with so many
details in space, it's always helpful to have some cool graphics
to call them out. We'd like you to create a
short animation highlighting some specific detail in a clip using graphics
tracked into the shot. Composition length, size, and frame rate are
going to be up to you. They're probably going to
be decided by your clip, although that's not 100% necessary that they
match in this case. We want you to choose
one video clip and use the point tracker to follow
at least one specific detail. I've included a handful of clip options that
you can choose from, or, of course, you
can find your own. You just want to
make sure that you find something with a clear, consistent detail that has decent contrast from the area around it so that the
tracker works well. You should add at least one
graphic call out or piece of text or arrow or something like that to call attention
to that object. You can do a simple
call out like I did or do something a little
more complex, if you'd like. I've actually provided
an editable PSD version of the graphic that you saw. So if you want to just
make your own spin on mine, that's totally fine. Or if you want to
make something from scratch, that's great, too. Again, here's what
mine looks like. You can see there's
that one clear detail and a nice little call out. You probably don't need me to keep telling you about
the deliverables, but just in case export
your animation as an MP four file using that preset you saw at the
beginning of the course, upload your exported video to a video hosting
site like Vimeo, YouTube, Behance or
something similar, and share that link with us. But please don't submit anything from a Cloud storage site, and make sure to
share your video on social media so
that your friends can see all the cool
stuff you're making. Have fun with this
one and good luck.
78. Replace a Screen Using Planar Tracking: In this example, we have
a phone screen that we're going to track some
of our own content into, and you can see that it's
moving around quite a bit. So we'll need to
use those tracking tools to make it stay in place. There's probably a
world where you could use the Point Tracker
multiple times to find the corners of a surface like this and get
things in the right spot. But that would obviously
be a lot more work. And we have rounded corners. So which point would
you even choose, right? Fortunately, After Effects has a tool specifically
designed for this job. Now to start, you can see that I've already created
a compositions. I did make it directly from this clip using this
command right here, so it has the exact same
settings as my clip, which is important in this case. I also have this
graphic right here, which is what we'll be
adding to the screen later. But first, let's get that track. I'll select my clip
and look up under the Animation menu and find
track in Boris FX Mocha. This is actually a
third party tool by another company
called Boris FX, but it's included for
free with After Effects. To activate the
tool, you click on this Mocha right here where
it says Launch Mocha AE. And this opens up in
its own interface on top of After Effects. This works just a little bit differently than what
you might be used to, and a few of the shortcut
keys are a little different, but it's otherwise
pretty familiar. We need to use a
Pen tool to isolate the area that we want this
tool to track for us. I'm going to make
sure that I'm at the first frame just for ease, and then I'll come back up
here and find this pen tool. This is actually going to create what's called an X spine, which works a lot like the
mask tool that we've used, but it's just a
little bit different in a way that you'll
see very quickly. I can just click to
make my corners. And this actually
rounds itself for us. I'll just click up here
to finish that shape. And you'll see that each
corner is already rounded, but you can pull
this little handle to decide how rounded that is. What's important here is
that you want to make sure to track the entire
surface of this plane. So it's better to
have a little bit of extra than not enough. Once you have your shape in place, you just need to track. There's a button down
here at the bottom of the timeline or over
here on the left. And I'll just click that
and let Mocha do its work. If you're doing a
more complex track, you do have the
opportunity to pause this and make manual
adjustments as you go. And you can actually
use these same tools to make rotoscoping cutouts
if you need those. Once your track is complete, you can press the space bar, and it will play
backwards or forwards, depending on where
it is and just ping pong back and
forth between those. Looks pretty clean to me. Now we just need to define the surface where we
want to put something. So we'll come back up to the top and find this blue
button right here, which is called show
planar surface. When I click that, you'll see a blue
rectangle with corners, and we just need to put
those in the right spot. I find what's usually
the best is to get these roughly
in the right area, and then you can zoom in
using your mouse wheel. And adjust them
better. For an object with rounded corners like this, I find it's best to just try
to match up the flat areas here and we'll probably need to come around and
touch everything again. I'm going to use the hand
tool to adjust my view, and that shortcut key
is different in here. You hold down the X
key to get that hand, and then you can
drag this around. Make that adjustment. Hold X, drag down here, release X, or you can press C to get your selection tool
back if it doesn't do it for you and just try
to match up this edge. And we're just going to
do the best we can here. I'll zoom out a little bit
so that I get more context, and let's see how we did. That looks like this follows
that edge pretty well. Looking across the
top, I maybe need to adjust this just a teen C bit. The top looks good,
the right edge looks good. The bottom looks good. Okay, let's zoom back out, maybe adjust that view again. And since we already
have that tracking data, this is going to
stick in place now. We can press Space Bar
again to see that in action and make sure that it fits properly
throughout the whole clip. That looks great. If you want
to further check the track, click on this pink
grid icon up here, and that will create a grid that sits on the plane
that you've created. Now you can preview
that and make sure everything feels like it's
sitting on the correct plane. This all looks great, so
I'll stop my preview. You can do multiple tracks in here, but we've
just done the one. I'm still going to rename
it just to be thorough. I'll double click on that
and name it phone face. And then we just need to
save our project and exit. Now, we have all that
tracking data and we can stay back in our After
Effects interface from here. In the Mocha effect, I'll open up that
area where it says tracking data and click
Create tracking data. Again, we only have one track, so it's just going
to do this for us. If we had multiple, there
would be a little drop down where we can choose which track we want to create the data for. It's assuming that I want to do what's called a corner pin, and you can see over here, it's actually created those
four corners of our surface, just like we set
inside the tracker. You do have the option to
just do a transform if you just wanted to grab the
positional data from this. But corner Pin is exactly
what we want here. We just need to bring in
the source to apply it to. So let's come back to our
project panel and grab that graphic and bring that
into our compositions. Select our clip. Come back to that Mocha effect and tell it which layer we want to apply that corner Pin data
to and hit Apply. And huh? Well, it's
actually tracked correctly, but it's in the wrong spot. And that's because these two layers are not the same size. The way the corner
pin effect works, it once this other layer to be the same size as the clip
that we got that data from. So we'll need to
do a little bit of extra work before this
actually looks correct. I'll just undo and the easiest way to fix this
is to precompose this layer. But if we want it
to precompose at exactly the right spot
and fill the frame, there's something else
we need to do first. So I'll right click, come to transform and tell
it to fit to comp. Now, this is going to look
pretty silly right now, but once we precompose
this and get the effect applied, it
will look right again. Now that we have this
set to fill the frame, that means it will
be the same size as this composition
once we precompose it. So let's right click
and choose precompose. And we want to make sure
that we move all of these attributes into
the new composition. So it takes this silly
scaling along with it. I'm going to go ahead
and rename this as screen content fit because, of course, that's
what it's doing. And hit Okay. I didn't really need it to open
this composition, but this way you can see, it just tucked this away in a composition that's the
same size as our other one. Let's come back in here.
Select our clip again. Make sure it's looking at the right layer to
export this data to and hit Apply. And
now look at that. Perfect. We do have a little bit of edge
cleanup we'll need to do, and of course, we need to
finish our compositing, but that track looks
pretty good to me. Let's stop that preview and take a look at what After
Effects did for us. On our screen content layer, it applied an effect
called corner Pin, and it applied all of that positional data from Mocha
to each of these corners. So this effect actually takes the four corners of whatever that layer is and move
it into a new spot. I could actually
move one of these, and you could use
this to distort things, however you want. Of course, I don't want
to move this around because these are all
keyframed every frame. Then if I mess with these,
I will mess up the track. Still looks good.
Corner pin is great, but it actually has a
few limitations in that you can't make adjustments,
as you just saw. If I wanted to fix
one of the corners, I'm going to have to
fix it every frame, and that's quite a bit of work. So a technique that I
really like to use is using a slightly different effect that does the same thing, but it's just a little
bit more powerful. Let's come over to our
Effects and Presets and look for CC Power Pin. And I'll just apply
that to my layer. You can see it's basically
the same effect. It just has a few more options. So I'm going to press home to
jump back to the beginning of my composition and
open up CC Power Pin. And I'm just going to
copy paste each of these corners into its
corresponding corner on PowerPin. So upper left, copy
to top left, paste. Now, of course, this looks wrong because we're looking
at both of them. So I'll just either turn off or delete that
corner pin effect. Not only does Power Pin
give you more options, it also has this
great visualizer where it actually shows you
the edges of the object, which I find really helpful. You can test and see that, yep, the track is still
there, but crucially, you get this little expansion
property right here, and I find it so helpful to
be able to just move this out one pixel or even half a pixel sometimes to cover up any edges. Let's just try half a
pixel on each direction. And deselect that effect
and take a quick look. Hey, there we go.
That looks perfect. Of course, we have some
corners to clean up, and we need to get
that phone screen on top of this, but
we're almost there. I think the best
way to get rid of those corners of
the screen right here will actually be to do that inside that graphics precomp. So let's go in here and hm. Well, it would be a
little weird to round the corners here because
everything is stretched, and we need to make sure that our corners are
stretched appropriately. So while this might not be the
most intuitive thing ever, I think it would
actually make sense to precompose this
once again back to its normal size so
that we can make any modifications we want without it looking
silly like this. So let's select that layer, right click and precompose. This time, we'll
leave all attributes, so this silly scaling is going to stay here
in this precomp. We'll go ahead and rename this as screen content original. And now we know
that this is where we can make any modifications to the graphic in a place
that actually makes sense. So here's what our content
actually looks like. And if we were doing animation, this is where we
would want to work. I just want to round
off those corners, and I think the
easiest way to do it would be to create a
rounded rectangle. So I'll select that tool
and just double click it to make a rounded rectangle the size of this composition. Now, I know from practicing
this that I think around 150 is going to be about the right size
for these corners. And then I can just tell this screen graphic to
use that as a track mat. And it will just trim off
those corners right there. And when we look back at
our main composition, this should look just right. Perfect. Now, there's probably a world where you could
just be done here, but I want to make sure that our screen edges are perfect, and there's actually a little bit of the phone screen that exists up here that is getting covered up
by this graphic. So let's fix that. We have
our original clip here, and we want this copy
to stay at the bottom. Let's go ahead and rename
this as background plate. We're going to make
another copy to sit on top and then get rid
of that screen area. I'm going to make a
duplicate of this clip, rename it to phone front. Press E and get rid of Mocha because we don't
need that on this copy. We'll put that up top,
and now we're going to have perfect phone edges once
we get rid of this green. Of course, we know
how to do that. I think key lite alone will probably do the
job wonderfully here. So let's just stick
that on the clip. Eyedropper that green. Okay, well, we got
a pretty good key. We'll need to adjust
the edges a little bit, but since we're in a forest, it killed all the trees. Okay, well, we can
deal with that. Let's get our edges
first. You can see there's a little bit of
kind of glow around these. But I bet coming
into screen matt and maybe just bringing up the
clip black a little bit. I'm just going to drag
this until it gets to the right spot somewhere right around 30 looks pretty
good for this clip. I think that cleaned up that
bright edge pretty well. Let's watch this real quick. And, hey, it even kept some of those reflections,
which I love. Brought back that little
bit at the top of the phone screen. And
this looks great. We just need to fix the rest of the world outside
this screen, right? Now, there's a world where
you could spend your life masking around this phone
screen, and that's workable. But we actually already have the pieces to
make this work. Now, remember, we already have another layer that is exactly the size of the phone screen. So what if we took that and
just expanded it a teensy bit to use that as a mat for
this top copy of the phone? Well, let's come down here, make a duplicate of our
screen content layer and rename that to screen Matt. We'll move that up to the
very top of our compositions, and we can see it right now sitting on top of
everything, which is good. Let's look at this
expansion property and see what we need to
do to just bring this out a little bit more so that we're getting the
rest of that phone screen, but not all of the trees. Looks like about two to three for each side is
going to be good. I know it's a little
hard to see here. Sometimes if you're
doing work like this and you need to
make it more visible, I really like to
use the fill effect with just the loud default red, and that makes it much easier
to see what you're doing. But it looks like I
did a pretty good job. Maybe I'll bring in that
bottom just a little bit. And now we can use this as a track mat for the
phone front layer. So let's toggle
switches and modes, tell phone front to use
screen mat as a track mat. And now we should
have a perfect track, no corners sticking out, and the world is green
again. Looks great. And once again, if you wanted to animate the content
on the screen, you could do all of that in the screen content original
pre composition that we made, and it will all show
up here perfectly. If this clip had fingers moving in front of the
screen, that would work, too. You just have to cut around them using some of the
tools we've already seen. Of course, if they tap and you want to match
animation to that, that just becomes more
complexity in terms of timing coming back and forth and working with it until
everything matches up.
79. Class Project 12 - Screen Replacement: A once again, we'd like you to put those new skills into practice with a class project. Let's help visualize how our promotional materials are going to look on
customers devices. I know you're getting
used to hearing this, but the composition
length, size, and frame rate are
going to be up to you, and this time they will be
determined by your clip because your composition should
match the clip settings. You can, of course, trim it to be shorter,
though, if you like. You're going to choose
a video clip containing a screen of some kind
that can be a phone, a tablet, a TV, anything like that
in the shot as long as there's some movement so that you need to track it. We've provided you a
couple of suggestions, but of course, you can go
find your own as well. Then you're going
to use Mocha AE as a planar tracker to follow
that surface and then use the corner pin or CC Power pin effect to stick your content
onto that screen. As a reminder, here's
what I created. That device is moving
around all over the place, but we got a nice solid track, and we're able to replace with the custom content and make everything look like
it belongs together. So you'll be replacing that screen with your
own custom content. Once again, I've included
an editable PSD. So if you want to just
do a phone screen with that same dimension and update my design to fit your
project, that's totally fine. But you can totally make something from
scratch, if you like. Just want to make sure that
what you create approximately matches the dimensions of the screen that
you're replacing, so it doesn't get stretched out when you're
pinning it in place. As far as deliverables,
as always, export your animation
as an MP four file, upload to a video hosting site and share that link with us. Please don't submit links to Cloud storage sites and share this on social
media when you're done. Maybe you could get
really meto with it and make your clip
be someone looking at your own clip on a social media site on the
device that's in the clip. Maybe not. That's probably
a little too deep. But have some fun with it. Good luck, and we'll see
you in the next lesson.
80. Track a Scene with the 3D Camera Tracker: For our last example, I found this sweeping aerial shot
in a wide landscape. This is actually shot
in Death Valley, not on another planet, but hey, you might think it
would be difficult to track something
into this shot, but it's actually going
to be fewer clicks than some of the
previous techniques. Now, it probably wouldn't be
too hard to zoom in here and track something to one of these astronauts using one
of these points on them. Of course, they're moving
around a little bit, but I think you could
get in there and do a little call out of their name or their rank or
something like that. But I'm looking to
track some pieces of text into the
scene to make it look like they live in
the same environment and follow this camera move. So once again, I have created a composition from this
clip, just like this. So it has the same settings
which is important here. I've already trimmed this
to a slightly shorter area. I'll go ahead and just trim
that to the work area. I think that's plenty for the
technique that I'm showing. And there's one more thing
that I want to call out, which is that I actually downloaded this
clip as an MP four, but before bringing it in
here for this tracking, I thought it would work
better if I converted it to an intermediate
format called Pro Rs. Adobe Media encoder is also
installed on your system, along with After
Effects or Premiere, and you can use this as a way to export from After Effects, but also to convert files
before you bring them in. I'll just drag the
file directly in here. And I'm going to
choose QuickTime. And ProRes 422 LT. I think that's a good
format for this use case. It's far less compressed, and so After Effects
won't have to work as hard doing
some of this tracking. I'll just click this
button to convert, and that's what I would
import into After Effects. I already have that clip in
here, so I'm ready to track. All I need to do is
have the clip selected, and then either from the
Animation menu right here or over in the tracker
panel choose Track camera. And as soon as you click that, After Effects will
start working, you can see a progress indicator over in the Effect
Controls panel. And as soon as that's complete, you'll see these colorful little Xs all over your footage. These are the tracking
markers that After Effects has used to
solve this camera. You'll see a few of them
disappear as you go. Those are just points that it doesn't have as much
confidence about. But most of them stick in
place through the whole shot. If you'd like them to
be a little bit bigger, you can do that right here
under track point size. I'll just size those up so
they're easier for you to see. And now we just have
to choose some of the points that
we want to use to place an object in the shot and create a virtual camera
that matches the real one. I'm planning to put a piece of text up here in the foreground, as well as up in the sky. For that one in the
sky, I'll obviously have no tracking markers up here because there's
no information. But I do have all of this
ground area below where I'll be able to find the right place and then just bring
it up from there. So let's go to a bit
later in the shot. And you'll notice as I
roll my cursor around, there's actually a
target appearing here, and that's After
Effects trying to find a plane from these track points. To confirm one of those, I just need to select a
group of points. We have quite a few here, so I'm going to grab quite a few. I can just click and drag and
get a nice big selection. I just want to make
sure I don't get any on this front cliff up here. That looks pretty
good to me, but you can always redraw
if you need to. Once you're happy
with your target, simply right click and you'll have these
options right here. I'm planning to use
this very first one where I'm going to create
a text and camera, but you'll see that
you could also create a solid or a null object, as well as a more
advanced version that creates what's called a shadow
catcher, camera and light. That's a bit more advanced, and we'll worry about that later. I'm just going to choose
the simplest option, create Text and camera. So it will create for
me a piece of text, three D text, actually, as well as a camera that helps
it track into this scene. Let's set this text to be
white so that it's more visible and do a quick preview
to see what we've got. So we obviously have
a laying issue here, but it sure feels like that text is properly tracked
into the shot. Let's stop the
preview here and I'm going to manipulate this text to bring it up into the sky. Because this text is
a three D object, you'll notice that
the layer controls look quite a bit different. We'll talk more
about three D layers in the following
group of lessons. So right now, we're really
just going to do this by eye. You can do this visually using the controls right
here on the layer, or you can also look over your properties panel and adjust the rotation
properties here. You'll see that because
we're in three D space, we have different
rotational properties for all three axis
instead of just one. Your X axis moves the
object like this. Your Y axis moves
the object like this and your Z rotation
rotates like this, which is effectively the
rotation that you're used to as long as the object is
pointed directly towards you. You can adjust either the
orientation or the rotation. Since we're not animating
this piece of text, it doesn't really matter which we just want
it to look right. So feel free to scrub these
numbers or come over here into your viewer and adjust the controls
directly on the layer. By grabbing each of these little ball controls right here, you can rotate on each of these axes and turn the layer until it looks
just right for you. You can also move this in all
three dimensions so you can go straight up on Y,
left or right on X, or toward or away
from us on Z. I'm going to bring this
directly up into the sky and then push it
over a little bit on X. And let's see how that
feels. Pretty good. To really prove that
this is working, I would like to add
another piece of text up here in the foreground. To do that, I'll
need to select that three D Camera tracker effect
again that's on my footage. And that will make all of those tracking points visible again. Let's just find a nice big
area here on the foreground. It's a little dense in here,
but you can see that target. I'll right click again
and choose Create Text. We already have a camera,
so we don't need to make another. Let's deselect that. And you can see that
this new piece of text is properly tracked
into the foreground. It's just a little too big. Let's stop that preview, select this foreground text. And again, I'll rotate. Let's go ahead and scale this so it's a little
more appropriate size. I might bring it down
just a little bit. And let's see how that feels. Nice. You do need to be careful when you are doing
something like this. The closer you are
to the ground, the more accurate you need to be when you're
moving things around, but I think this
works pretty well. Let's go ahead and update
what these actually say. And I may need to tweak
the positions again. I think exploration is
probably a little too big. So let's just scale
that down some. Maybe move it a bit to the left. Great. We'll finish this off with just a little
bit of text animation, and I think we're done. Um,
81. Class Project 13 - Camera Tracking: Time for another class
project, lucky number 13, and we would love
for you to find a dynamic moving shot for an upcoming promo and
make sure that we have some text included in
the shot in a way that looks like it really belongs there and moves with
everything else. Once again, the length, size, and frame rate are
going to be up to you. That size and frame rate will
be determined by your clip. Your composition should match the clip settings so that the Camera tracker
works properly. But the length is
going to be up to you, however long or short
you want that to be. We'd like you to
choose one video clip with some kind of
dynamic camera move. We've included a couple
options for you, but as always, you
can go find your own. You'll find that aerial
footage works really nicely for this as long as you have some kind of consistent details. So like, water is probably a bad choice and a big open sky with no
details for it to track, that's going to be
a bad choice, too. But if you can find
some lovely shots of flying over mountains or
canyons or things like that, that's going to look
like another planet with maybe a little bit
of color correction, and it's going to
track really, really nicely with that three
D Camera tracker. Once you've got that
track completed, you're going to add
at least one piece of text or some other
graphic element, if you feel like a
challenge, into the shot, and you want to make
sure that it moves correctly and feels integrated. It shouldn't be shaky, it shouldn't be drifting or sliding around in a weird way. If you run into that,
you may just want to try your track again or maybe
try a different clip. As a reminder, here's
what I created. Once you're finished, export that animation as
an MP four file, upload that exported video to
a hosting site like Vimeo, YouTube or Behance, and share
that link with us, please. But please don't
submit anything from a Cloud storage site and make sure to share on social
media when you're done. These kinds of clips
always look great, and I'm sure you'll get a
great response on social. This technique looks
pretty cool and actually doesn't take nearly as much work as people probably think. So I hope you're excited
to make something. I'm looking forward to
seeing what you create. Good luck.
82. 2D Layers in 3D Space: You got a quick
informal introduction to three D in the last lesson, but let's take a few minutes to give you a proper understanding of what's involved in working with three D here
in After Effects. This is best described as a two D program with
three D capabilities. Some folks refer to it as 2.5 D. I say this to differentiate it from a dedicated
three D app like Blender or Cinema
four D. That said, you do get a lot of the same capabilities in After Effects. You can move and rotate
layers in three D space. You can work with
cameras and lighting, and you can even
import three D models or create simple three D
shapes with editable textures. Many of these
features do come with additional complexity and
specific limitations, and they can be a lot more
demanding on your machine. So it's best to get a
handle on the basics first. I'm just working with
a few assets from our earlier lessons
as a demonstration, but if it helps you
to follow along, you can just grab
whatever you like. I'm just working
with a few assets from our earlier lessons. If it helps you to follow along, you can just grab
whatever you like. I have this planet layer already opened up so you can see all
the transform properties, and you can, of
course, also look at it in the properties panel. I'm going to come over to my switches column right here and find this switch right here underneath this
little cube icon. Clicking this will
enable three D for this layer and watch
what happens to the transform properties
when I do it. Notice that anchor
point, position, and scale all got an additional property on
them for your Z values, and rotation turned from
one property into four. As far as position, that
mostly works the same. You can move left
and right in X. You can move up and down in Y, but now you can also
move towards and away from us in Z-space. You can scale things in
three dimensions as well, although that's a
little less common in here for reasons that will
become clear in a minute. Rotation is probably the
biggest change because now you need to think about
multiple axes of rotation. You can do this
here in the viewer using what's called
the three D Gizmo. Or, of course, you can
adjust the values by scrubbing them like we've
done many times before. I think it's a bit easier
to see what you're doing by manipulating the Gizmo, and you actually have rollovers that help you see what
you're about to touch. This red circle right here
will be our X rotation. And if I grab this
little bubble on it, I can rotate my layer
around the X axis. Et's undo that and
find the Y axis. So we're rotating
around this object's Y. Let's undo and find Z, which when the layer is
pointed towards you, is basically the normal rotation that you're used
to seeing in two D. You might notice that I've actually
been adjusting the orientation property
when I drag this around. And just to differentiate, notice that orientation has three degrees but
no full rotations. Essentially, this
is just to kind of set a starting position
for your layer, and then you can animate the rotation of each of
the axes beyond that. It's certainly possible
to animate orientation, but you generally
want to avoid that because you can't
do full rotations. And when you get
all the way around, it will just click back to zero. Let's reset this layer and
move it back over here. I'll scale that up
just a little bit. The biggest thing to understand about three D here in After Effects is that your layers
are typically still flat. Let's go ahead and
enable three D for these other layers
so that we get a better understanding of
what we're dealing with. If I take this layer and move it just a little
bit towards us in Z space and then
rotate my layer on X, I can actually
find a place where parts of this layer
are disappearing. Since we're in three D space, we now need to start
worrying about layers intersecting one another. This is a little easier to see
by using a secondary view. If you look down at the
bottom of your viewer panel, you have this little
drop down right here, and I'm going to choose
two views right here. On this second view, I have this set to
custom view one. You can try some of these others and see
if that helps you out. Having this additional
perspective can be really helpful for understanding what's
actually happening. I'll select my
planet layer again, and now watch what happens
as I move this in Z. It's now moving relative
to its current rotation. So it's actually not
directly towards us. It's towards us at an angle. And you can see as I move
it forwards and backwards, it's getting to a
point where it's intersecting that other layer. But both of these are
still just flat planes in three D space or
postcards in space, as some people like to call it. So as you move layers around, you need to be attentive
to not only where they are in space and
in your layer stack, but actually where they are in three D space relative
to one another. Let's open up the position
property of both of these so that you
can get a better understanding of
what's happening. If I take this
planet and I adjust this Z value so that it
is a positive number, that means it's further
away from us than our background layer that
has a Z value of zero. The smaller the number, the closer it is to us. So right now, this planet
layer is not visible to us because it's actually behind
that space layer in Z-space, even though it's above
it in the layer stack. So as you can see, this adds a whole nother literal
dimension of things that you need to pay attention to when you're
working with layers. You also need to pay
attention to mixing two D and three D layers
in the same composition, which you can absolutely do. If you look right now,
you'll see that all three of these layers
are three D enabled, and there's a little outline
around all three of them indicating that they're grouped together in what's
called a three D bin. Watch what happens if I disable three D for the rocket layer. Now that outline is only around the planet
and background. But if I take the rocket layer, which is now two D and I put it between the planet and
background in the layer stack, it actually breaks
that three D binning. So these two layers are
both in three D space, but because I've put a two
D layer in between them, I've now broken that
rendering relationship. This is actually
something that you can do intentionally
when you need to. But since you're just
getting started with this, I would probably
recommend against it as it has the possibility to add
quite a bit of confusion. Let's set this back
to a single view, and there's one more
thing I want to explain. Let's go ahead and
set this rocket back to be a three D layer, and you'll see that our
planet disappears because, again, it is further away
from us than the background. So let's go ahead and
bring that towards us, bring that Z back to negative. So it's in front of
that background, and we'll move the rocket
towards us a bit as well and maybe rotate it a bit. So right now, we have a
couple layers that all have different Z values
with the rocket and planet being closer to us
than that star background. If I select all three
layers and precompose them, they're, of course, treated as one layer now, as
you would expect. And I can enable three
D for that and huh? Well, they've gone flat again. If you want to have access to that three D ness
inside this precomp, there's a little magical switch that actually enables that. This little switch right here that looks a
bit like a sun, we used that earlier to tell Illustrator layers to be
continuously rasterizing, right? You can also use this on pre compositions to do what's called collapse
transformations. And this will enable
us to actually see that three D layering here
on this single layer, as well as some other things that I'll explain in a minute. Watch what happens
when I click this. Suddenly, those layers are out in front of the background, and notice that the layer
bounds now also have depth. And when I rotate
this, you can fully see that depth
inside that precomp, even though we've collapsed this down into a single layer. But understand that
this only works if the layers inside have
already been set to be three D. I do want to offer one more warning about using
collapse transformations. This also means that things
like effects, blending modes, and track mats will
also pass through this, and that can add a lot
of room for confusion. So again, this is probably
something I would steer you away from until you get a better handle
on everything. Lastly, you should understand that working in three D means that now your motion paths can get quite a bit
more complicated. If I enable animation
for the position on this property and move up
to another time, of course, I could just work in the
same sort of X and Y space, and my motion path will be
pretty straightforward. But if I bring Z to that party, now this motion path is actually
in all three dimensions, and it becomes quite a bit
more complex to work this way, especially if you
have multiple layers moving in multiple
dimensions at once, making the possibility for
intersections go way up. As you can see, this does have a possibility of getting
very complex very quickly. Now, I don't want you
to get intimidated, but I did want to expose some
of these to you in case you start exploring and find yourself way outside
your comfort zone. But just like with the
earlier parts of this course, we're going to step
back and deal with the fundamentals to
get you comfortable.
83. Motion Design Workflow: We've mostly worked with short and single shot examples
in this course, because motion can be
pretty time consuming, but I do want to make
sure that you're prepared for a real project. So let's talk through what
that workflow looks like. Of course, these
aren't universal, but most of these will apply to any project with more
than one or two shots. I really like using the
metaphor of a waterfall for motion projects because it's possible to go back
to an earlier step, but it's much easier to go with the flow
and make sure that each step is approved by whatever stakeholders
are involved before you move on to the next. You definitely
don't want to spend 40 hours animating
something and then be told that the script and original designs need to
be totally redone, right? So these are certainly
not universal, but this is a good
overview of what most standard projects
are probably going to involve and the order in
which they should happen. You're typically
going to start out with a concept of some kind, whether that's
just bullet points or examples of the kind of
look that you're after. And that will typically be
developed into a script, which might have fully scripted dialogue and descriptions
of the visuals so that you can make sure that you have all the pieces
that you need in both and are communicating the message
that you're after. Your actual visuals might start
as rough pencil sketches, and those can be developed
into a full storyboard, where each chunk of dialogue or description is lined
up with those visuals. Those get approved,
those can start being refined into the
final design frames, and at the same time,
either the sketches or the final designs can be used to create what's
called an animatic, where you use those visuals, either the rough
or refined ones, along with any
voiceover, which again, can be either rough or final
and ideally something that's representative of
the final music to help give you the
pacing and feel. An animatic is
really helpful for developing a sense of what
the final piece is going to feel like in a rough form before actually putting all
that time into the animation. This is helpful both for you and potentially for
your stakeholders. Once that is locked
in and or approved, you can move on to
some rough animation, where you might just be
doing simple blocking passes or just kind of marking out the major beats of the script. You might refine one or
two shots at this stage, just to make sure that the
final feel makes sense. Again, before you move on and
animate the entire project. Once your stakeholders
feel good about that, then you can dive in and
finish refining the rest of the animation and make
everything feel more final. After that, that's
when you can do your final visual polish and those adjustment layer finishing touches that just
bring everything home. This is also when
you would want to do your final sound mix because
the timing is locked, and that way you
won't be wasting time mixing sound on something that might still
have timing changes. Once that's all
done, you deliver the final files in whatever
format is appropriate, archive your project, and
move on to the next one.
84. Add Perspective to a Flat Image: We're going to use some of this new three D knowledge to create a dynamic perspective
shift as a way of helping to make a static image more interesting and engaging. But instead of moving
the layer itself, we're going to create and
animate a virtual camera. I've already
imported this image, which is just a screen capture
from the NASA website, and you can see that I
captured this at four K. We're going to be
working at 19:20 by 1080, so having a larger
image gives me a lot of flexibility to get closer
without losing quality. I'll start by creating
a new compositions. And I'm just going
to use this 1920 by 108030 frame
per second preset. You can use anything similar. 4 seconds seems like a
good duration for this, and the background
color doesn't matter. So I'll just hit Okay. And I'll grab that image and just drag it directly into
my compositions. You'll see that it's too big
for the frame right now, but that's actually good. Next up, we'll create a camera. We actually did this earlier as part of a tracking lesson, but we're going to
create one from scratch and animate
it ourselves. You can come up to the Layer
menu and choose new camera, or you can press Control
Alt Shift C, or, of course, Command Option Shift C. Or you can come down
to the empty area here, right click and
choose new camera. You'll get this pop up
that gives you all kinds of options for
creating the camera. The first place you
probably want to visit is this preset drop down. 50 millimeter is the closest focal length
to the human eye, and it's kind of a
good middle ground. If you go to the extremes here, you can have an extremely
wide angle lens or a telephoto lens, and these will have
an impact on the way your scene looks and the
way the camera behaves. I would definitely
recommend making yourself a sample scene like we used
in the previous lesson, and just try out some
different focal lengths and see how they affect
the way everything looks. Leave the set to
50. I'll also just point out that because
this is a virtual camera, you can make any
of these settings be pretty much anything. I could set this focal
length to 2 millimeters. They don't have
to be things that are possible in the real world. So again, feel
free to experiment and try out all kinds
of crazy stuff in here. The other setting I should
point out is up here. The default is a
two node camera, and I'll explain what that means in a minute with some visuals. You could set this to
a one node camera, which some people find a
little easier to work with. But I think for this example, two node is going
to be much more intuitive. Then I'll
just press Okay. And before we do any
work with our camera, we need to make sure that
this other layer is set to three D so that the
camera movements actually show us something. To help you understand
what's going on, I'm going to go back
to this dual view and make sure that my second one is set to custom view one. But again, you can choose a different view over here if that helps you
understand better. I'll zoom out a bit on this right side so that you can actually see what
we're looking at. On the left, we're viewing our composition
through the camera. And here on the
right, you can see both our layer in
three D space and that virtual camera that has the same three D layer controls that we saw in
the previous lesson, as well as the area that it
is currently looking at. So as we use the controls
to move the camera around, you're going to actually
see this camera move and adjust itself
in three D space. I'll select my left
composition again, and I accidentally selected
my layer as part of clicking over here
so you can see that it took those
three D controls. But we don't want to
animate the layer. In fact, just to be safe, I'll come down here and lock that layer so that we can't
accidentally move it. But looking over here
in this left viewer, I'm going to use the camera
tools to adjust our view. You can find each of these
up here in your toolbar. Here's the orbit tool
that rotates the camera, the PayNTol that
moves you in X and Y, and the dolly tool
that moves you in Z. You'll see that
each of these has additional options
underneath it, but we're just going to be using the top one for each of these. You can come up here and
click these buttons, but of course, these
have shortcut keys. You can cycle through each
of them by using the C key. So right now I'm on the orbit. I'll press C once, and
now I'm on the Pan tool. I'll press it one more time, and now I'm on the dolly tool, which will move me in
and out from the scene. You can also temporarily activate each of these
by using the one, two, and three keys at
the top of your keyboard. So holding the one
key will give me the orbit tool temporarily
until I release it. Holding the two key will
give me the pan tool, and holding the three
key would give me the dolly tool if I didn't
already have it selected. So you can use either of those, whichever is more
comfortable for you. I'm going to start by
using the dolly tool, which is moving our camera away from the image
as I click and drag. And if I come back far enough, you'll see the
edges of our image, which we obviously
don't want here. I'm going to create a
dynamic move zoomed in from this area and then pulling back to see the whole frame. But we can use this to create
some interesting angles, and this can be a really
great way to bring some life to a static image
that you need to include in a video and to help
your viewers focus on a specific part of the image and then reveal the whole thing. I'm going to use this dolly
tool to get us nice and close here and then switch over to my pan tool to adjust the
view, Dolly in a bit more. Pan tool. I have this
great little framed area, and I haven't adjusted my
orbit tool at all yet. So I'm still facing
straight on this image. I just adjusted the camera's
position and dolly. I'll select my camera
and open this up. And you'll see that
this camera layer has most of the same
controls that we're used to. But instead of an anchor point, it has something called
a point of interest. And looking over at
the right viewer, you can actually see this. Here's the position
of my camera, and we can rotate the camera
around its current point, but you can also
select the point of interest and actually
move this around to change what your camera is looking at without
changing its position. Pretty cool, right? Let's
go ahead and undo that. A one node camera will not
have a point of interest. That control just won't exist. So you can adjust the camera's
position and rotation, but you won't have a control to specifically determine
what it's looking at. For some projects,
that will be simpler, and for others, that
would make things harder. You'll just need to
determine what's right for you in each context. For this one, I want to be able to determine what the
cameras looking at. So when we animate
this, we'll need to keyframe both the point of
interest and the position. So let's create those
and move up a bit. Let's say to about
3 seconds here. I'll come back over here and use my camera tools
to adjust the view. Let's dolly back out so that
we can see what we're doing. Pan over. And this
would be okay. It would just be sort
of a simple Zoom. Honestly, you could achieve the same thing by just
scaling the layer. So that's not very interesting. Let's use the orbit tool and give ourselves a
nice dynamic angle here. You'll probably need
to use all three of these controls in combination with one another until you
find what you're looking for. And you do need to be careful
that you don't accidentally show some of the edges as you're making
these adjustments. If you're using a
different image, of course, your settings are going to be a bit
different than mine. Let's try a quick preview and
see what this looks like. Okay, not too bad. I think a slightly more dynamic angle might be even
more interesting. Let me see if I can do that
without losing my edges here. Just kind of keep
navigating this. And if I can find
just the right spot. I think that's pretty good. Let's finest these
keyframes a bit. I'll move these in, select
all of them and Easy Ease, let's go ahead and open
up the graph editor. Now, because these are both
position like properties, I will not be able to use
the value graph here, so I'll need to make sure
I'm set to the speed graph. I'm going to select
both of these at once. Bring those in,
and let's bring in those landing keys as well
and see how that feels. Nice. So, this gives me
a great way to frame a specific area of
interest to direct the viewers attention
to that and then pull out to show
the whole frame. If you ever decide you don't
like what you've done, you can, of course, reset
the camera right here. There's also a special
control to reset cameras that you
may have noticed when I was in this menu earlier. You can actually reset either view that is
currently selected. I happen to be selected on
the custom view right now, so I can reset that if I had
made any adjustments to it. Or I can come back out, select over here, and reset that to the default
view if that's what I wanted. But of course, right now,
I don't finish this up, let's go back to
the single view. Zoom in and watch
our final preview. This technique can also be really effective
with moving footage, especially a screen
capture like this. You just need to be a lot
more mindful about timing and coordinating
movements so that you aren't creating distractions
with one or the other.
85. Class Project 14 - 3D Camera Moves: Once again, it is
class project time, and we have an
upcoming presentation that's going to need a
handful of static images. So we were wondering if
there's anything that you can do to make those
feel more interesting. Composition length, size, and frame rate are again
going to be up to you. I would suggest using a 1920 by 1080 frame because it's pretty easy to get
images larger than that, and that will give you
plenty of flexibility. We would like you to collect
three different images that are relevant to
your destination. And again, it's ideal
if you can save those as at least
double the frame size. So that would be four K or if
you find them even larger, that gives you even
more flexibility without any quality loss. We're looking for you to create a short dynamic camera move for each image and then assemble those together
into a single video. Now, you could do each of
these in its own composition. Or if you want to, you
could do all three of these in one composition
with the same camera. You just need to be
a little bit more mindful about your trimming
and your keyframe. This is going to be a
good opportunity to practice working with cameras
in a few different ways. Practice finessing those
keyframes and ideally, find a way to make
those three shots, feel like they work
together and don't have huge abrupt jumps between
them, if possible. Once you're done, as always, please export your animation
as an MP four video file. Upload your exported video to a video hosting site and
share that link with us. Don't submit anything to Cloud storage sites and share this on social
media when you're done. This would be a great
little exercise to get comfortable with three D cameras and
just three D space in general. Good luck.
86. Create a Parallax Effect: For this lesson,
we'll be working with some artwork that I
created in Illustrator. Let's just take a quick look at the layers we have to work with. We have some background
sky, a couple of moons, this rocket ship that
we'll be planning to animate across the sky, a few layers of mountains, and then buildings in background,
middle, and foreground. Here in After Effects,
I am importing that file as a
composition layer size. And you'll see that
that frame size is quite a bit different than what we would normally work at. We'll be addressing
that in just a moment. Let's go ahead and open that up. And of course, it
would be possible to animate a scene like this totally in two D. We would
have to select each layer, open this up, and
adjust those positions. But then we would need
to do the same for each other layer,
and on each one, we would need to adjust
it a little bit less, and that gets pretty hard when you're dealing with a
lot of layers like this. There's a lot of back and
forth adjusting each one, and it's possible it
just gets pretty fiddly. In real life, the further away from your eye something is, the less it appears to move as you shift your perspective. We can replicate
this here in After Effects by moving the layers
further away from us, and then we'll once
again be using the camera as our primary
way to animate this scene. I'm going to bring
this up a bit to give us more room to
work in the timeline. Let's do a little bit of housekeeping before
we start animating. Thinking through our layers, we have our sky background
and these two moons which are not really going to need
to move relative to the sky. And as I said, I'm planning to animate this rocket
across the sky, but it's also so
far away that it's essentially going to be on
the same plane as the sky, and I don't think I
need to deal with the complexity of a three
D motion path here. So what makes the most
sense is just to select all four of these layers
and precompose them. So we'll just treat
those as one piece and animate the rocket
inside that precomp. Let's do a little bit
of quick color coding. And set all of these
layers to be three D. Now that we've got
everything imported and set up, I'm going to update the
composition settings. So we'll come up here,
composition settings, or you could hit
Control or Command K, and I'll just set
this to one of these 1920 by 1080 presets. I'm using 24 frames per second. And since these layers are all much wider than
our compositions, now we've got plenty of room
to slide back and forth. We just need to create a camera. So I'll just right click
down here, new camera. I think that 50 millimeter preset is going to
work great again. This time, a one node camera
is going to be perfect. We're not changing
the orientation of this camera at all or
changing where it's looking. We're just literally moving
the camera across the scene. So we won't be taking advantage of a point of interest at all, so it's easier to
just not have one. This is easy enough to
do in a single view, but I'm going to go
ahead and open up that second one to help
you see what's happening. So right now you
can see our camera is looking at all
of these layers, but since they all have
the same Z position, it's just a flat scene. I can move this camera around, but it looks like I'm just moving around on a
single image, right? But if we start moving these
layers back in Z-space, we're going to create
that depth that's going to look great as
we move the camera. Now, we could totally do this manually by opening
up the Z positions, and we could leave
buildings one at zero, but set buildings
two back maybe 200, tab our way through and set
the next buildings at 400. Maybe we leave a little
gap between the mountains, so we'll set those
at 800, 11,200. And then we'll create
some more space again for the background and set
that way back at 2000. As you can see in
the custom view, we've now created a lot
of depth in the scene. And if you look back on the left side, you
can see that depth, but we did create a problem also in that as the layers
get further away, we're actually going to need
to scale each of them back up so that they sit in
their original positions. You can absolutely
work this way, and when you need to be precise, this is a good way to go. But if you would
like to easily move all the layers back in
a proportional way, there's actually a really
fast way to do that. I'll quickly undo to get us
back to our starting values. And then I'll come
down to my timeline, select buildings
one, hold Shift, and select Sky VG. So I'm being intentional about selecting them in that order. Now if I hold Control
and Alt or command and Option on Mac and
scrub the Z value, it's going to adjust
the bottom one and change everything in
between in a proportional way. Watch this. I'm going to try to scrub that
background all the way back to about 2000 and notice how
everyone in between is getting incrementally changed
all the way back to zero change on
that first layer. And now since we have
them all selected, I can just hit S to
reveal the scale and do the same thing here to get those scaled back up to
the proper size. And with just a quick
check on our Camera tool, look at that beautiful
parallax that we've got now. I think we're ready to animate. So I'm going to go
ahead and close this back to a single view. I don't find this one very helpful for what I'm
doing right now. I just wanted you to understand that depth that we're creating. So thinking about our scene, I'm going to have
the rocket flying from about here over to here. Let's maybe have that
camera track right along. I think right about
there is probably a good starting place so that we're not losing the
edge of anything here. We can open up our camera. And notice, again, we have
no point of interest here, but we can animate the position, jump up to the end
of our composition, and just slide it over
using that pan tool. Let's do a quick preview. Great. I'll just press you to collapse that. Let's go ahead and
animate that rocket. I'll just jump up
to the beginning. I'll just open this
all the way up because I'm planning to
animate the position, scale rotation and maybe the
opacity a little bit, too. I'll start this over here and then move it
about like this. Let's use our Pen tool to give
just a little bit of arc, and then I'll
adjust the rotation so that it looks like
it's following that line. There is a setting
to make it just follow along a path
automatically, but often I find it's nicer
to just do it yourself. Now, I'll adjust the scale down a little bit to make it feel like it's getting further away, and to help really sell that, if I bring down the
opacity a little bit, that'll feel a bit like it's disappearing into the atmosphere
as it gets further away. Pretty straightforward, right? I think we're good
with that rocket. Let's come back to
the other composition and see how they feel together. Nice. Now, I'm seeing just a little bit peeking
through here at the bottom. Looks like I may be caught the bottom of one of those layers. And this happens sometimes when you've moved everything
back and scaled it up. I might need to
adjust the positions of a few of these
just a little bit. Let's get rid of that
background here. Just move those mountains down just enough so that there's no issue here and just take a quick look at
each of our other layers. Maybe I could move this
layer up a little bit. I'm kind of just doing this
to eye both by looking at the bounding boxes and seeing what they actually
show us in the viewer. Alright, that's pretty solid. We could totally
be finished here, but these virtual cameras have another great feature
that we can take advantage of depth of field. If you look over here
in the camera options, you'll see depth of
field right here. And there's plenty
of other settings that we're not going
to play with today. But we can enable
depth of field, and then we'll have
a few controls that determine how it looks. I'm going to turn these
settings up quite a bit to help make it really
clear what's happening. You'll generally want
to be a little more subtle here than the
numbers that I'm using. I'm going to turn my
aperture up to about 50, and let's set the blur level to, I don't know, 300. You should already
be able to see some softening in
the background. Now for this focus distance, we want to make sure that the layer that we
want the most in focus is exactly this
distance from our camera. So looking over here, we see that our camera
is at -2,666.7, and of course, our
first layer of buildings is right at zero on Z. So this value right here is what we want
in our focus distance. So we'll just set
that to 2,666.7. Front layer is now
perfectly sharp. Let's bring our CTI
up to about 2.5 seconds and create a keyframe
for the focus distance. You can change this value
over time and create a focus poll to shift
which layers are in focus. I'll come up here to 5 seconds. And now if we want the very
back layer to be in focus, we just need to calculate
what that distance is. Looking at that layer, we
ended up at 1983 on Z. Since After Effects
helps us do the math, we'll just type in plus 1983. And now that sky background
layer is perfectly in focus, and the buildings in
front are nice and soft. I'll set this
aperture even just a little bit higher to
really make this clear. And let's come down here, easy ease these keyframes and
try a quick preview. We're once again using
these techniques to help the viewer's eye
focus on what's important. Just by adding this dimension, we can help them focus
on the foreground and then point their eyes
right back to that rocket. I think this looks pretty nice, but I've got just a
couple final details. One thing I'm
noticing is up front, we have this lovely
BCA from our stars, but right now it's
just a square. That's because the
iris shape is set to the fastest possible option,
which is a rectangle. We can set this
to a polygon with more sides to make it
a bit more realistic. I think a hexagon is probably going to be plenty
for this example. You may not be able to see it
very well in the recording, but the stars changed from little squares to a
much more round shape. I also feel like with this lovely Boca
that we're getting, having some more stars would
really help play that up. So I'm going to come back
into that composition and add some more stars using that technique
that we did earlier. Let's close this up and
create a new solid. We'll make sure that it's
white and name it stars. We'll grab CC Starburst. Set that speed to zero, and maybe just turn down the
size until it feels good. About there, we'll
put that back here, maybe adjust the grid spacing just a bit so that those
aren't feeling quite so dense. There we go. So now we
have some hero stars and some good just sort
of background fill stars. And look at the
difference that makes. Alright, let's try
a final preview. I will note that
changing the shape of this iris definitely makes the previews take
longer to build. So you'll definitely want
to do most of your work with the faster settings and save that
change for the end.
87. Class Project 15 - 3D Parallax Scene: I hope you've got time for one more class project because we're putting together a proposal for future space colony
developments, and we would love it
if you could create a short visualization of some of the possibilities
that we'll have. Once again, the
composition length, size, and frame
rate are up to you. I do recommend you using
something pretty standard here, but if you wanted to
make this more vertical, for example, that
would be just fine. We would like you to create
or assemble a scene with at least five layers arranged
in Z-space to create depth. I've provided the
design from my demo, which you're free to
reuse and recolor, however you like, or, of
course, you can make your own. Once you've got
that design set up, create and animate
a one node camera moving across the scene to
create a parallax effect. Feel free to add some
extra bonus stuff like depth of field or some objects
moving across the screen. You could have that rocket
ship or other spaceships or create some more motion
in the foreground layers. It's totally up to
you. As a reminder, here's where I ended
up using all of that. Once you're done, export your animation as
an MP four file, upload that to a
video hosting site and share that link with us. As always, please don't submit links to any Cloud
storage sites, and make sure to share this
on social media when you're done so that other people
can see all your great work. I hope you have some fun
with this one. Good luck.
88. Work More Efficiently: Now that your projects are
becoming a bit more complex, there are a few things
in the preferences I want to make sure
you're aware of. Looking down here at disc, there's something called
the disk cache that After Effects takes advantage of
when it builds your previews. Ideally, you would
want this to be on a dedicated, fast hard drive. If you don't have that, just be aware that After Effects
will take just a little bit longer to process
if it's sharing that same drive with
your operating system, your project files,
and your source media. It will also use up as
much space as you give it. So if you only have one hard
drive on your computer, After Effects is going
to fill up this space, and that may end up with you having a very
overfilled hard drive. So I really recommend
you come in here, check this out and make sure that you're being mindful about where this is and how much space you are giving to After Effects. If you are moving this
to somewhere else, I would make sure to empty your disk cache before you leave those files
where they already are. You won't lose anything here. After Effects will
just regenerate those next time you
build previews. You also want to check out
here in memory and CPU. After Effects will use up basically as much of
your RAM as you give it, but you want to be
mindful about how much RAM you reserve for other
apps that you might be using. And especially if you're
planning to also have Premiere or Photoshop open while you're working
in After Effects, you want to make
sure that you're not starving those apps of RAM because then
they're going to be very slow and maybe
lock up your machine. Generally speaking, the more RAM you have on your machine, the more you probably
want to allocate here. If you have 32 gigs, you probably want to
reserve six to eight. If you have 64, you probably want to
reserve eight to ten. That number, again, is going to vary a bit depending
on your system, but if you are seeing
performance issues, this is a good place to check. Another good way to
work efficiently is making good use of
the preview panel. We looked at this in a
very simple form earlier, but understanding
some of the options in here can really save
you a lot of time. For example, you can preview just the range that your work
area is currently set to, which is usually my preference, but you can also set
these to look at the entire duration or your work area extended
by the current time, meaning where your CTI is if it's outside of
your work area. You can also choose to play from the start of
that work area. That's the range or
your current time, wherever that may be. Here are the ones that really
save you a lot of time. This resolution is usually
set to auto by default, but you can also set this to
some specific resolution, and this will actually override whatever your composition
viewer is currently set to. So if you set this to quarter, all of your previews
will actually be built at quarter resolution, meaning they will
happen much faster, but look a little worse. For certain stages
of your animation, though, that's a really
smart way to work. You can also tell After Effects to skip
frames if you only need to see sort
of the main idea and not every individual
frame right now. Skipping every other frame means your previews will literally
be built in half the time. Let's set this back to Auto. And the real power
move is up here, you actually have several
different shortcuts that you can use to
create previews, and each one will
have its own set of options that you set up. So perhaps I want Spacebar
to be a preview that creates every frame and does it at whatever resolution my
viewer is already set to. But I could set Shift
plus Space Bar to be a quarter resolution preview that skips to every fifth frame, meaning it's going
to be very quick and dirty but very fast. As with most things
in After Effects, take a few minutes
to look through this and explore the options
and make it work for you. I would generally recommend against adjusting the frame rate here in the panel unless you're being very intentional
about what you're doing. Most of the time,
I just consider that a good recipe
for confusion. Speaking of faster previews, you can also use a strategy
called pre rendering when you have a
project that involves several smaller pieces, and maybe some of them get to the point where they're
essentially done, but they're still slowing
you down when you need to make previews
of the whole timeline. For example, let's say that this bar graph section of this project was all
done and locked up, but I'm still working
on the other pieces. Obviously, this is a
pretty simple project, but if this was a more
complex animation, it might actually be faster
to jump into this precomp, render this one
out, and just bring that file back in here
as the top layer. That way, After Effects
won't have to think about generating the preview from
all the layers in here, it will just look
at that video file, and that allows you to
work much faster out here in this timeline as you're
building the whole thing. And lastly, as of
After Effects 2026, we have a great tool for
quickly looking for effects, menu commands,
presets, and more. If you press Control
or Command Enter, it will bring up a menu called
Quick apply that gives you access to basically everything searchable within this program. But of course, you have to
know what you're looking for. All you need to do is type in the name like fractal noise. And you'll see
anything that matches that or comes close
to matching that. This search is actually
pretty squishy, so I could also just type Fn. And fractal noise
still comes up, but so do anything
else that would match FN, like frame number. You'll notice that menu
commands are also in here. So if I typed NF, New folder qualifies for that. And as with most things in here, you can actually customize this. So if you'd like to change which things are visible in
here, you can do that. And if you would like to change which shortcut
brings this menu up, you can change that up in
your keyboard shortcuts.
89. Exporting Tips: Video files can get large, so we want to make
sure that we're using the correct settings
when exporting. As we know from
earlier, when you're ready to export animation, simply come up to composition, add to render Q,
and in many cases, the default settings in here are going to be
just fine for you. But let's take a
look at what you can do if you want
to change these. This drop down menu right here
gives you several presets, including a few quick
options for a lower quality h264 or a higher quality h264. These are all good
as final deliveries, or you can use other
presets like high quality. This is going to create a completely different
file format. It will be an MOV file using
a video codec called Pro Rs. This is a good intermediate
or working format for you to use internally, but not so great to deliver. Video encoding technology is a whole separate rabbit hole, but I do want to show you the options that
you have in here. With any of these presets, you can simply click on the name after you've created
it to customize that. You'll be able to choose
different formats, set post render actions
like being able to import a file as soon as it's done rendering, that
sounds handy, right? And then if you know
what you're doing, you can come in here to the format options and choose
various settings in here. Many formats will
also allow you to export with Alpha
or transparency. So you can export video files that include
transparency information or one that only includes that transparency
information and not the visual channels. Whether that's available or not will depend on which
formats you're using. You have additional options
to resize and crop, although I don't typically
do that in here, and then down at the bottom, you have additional
options for audio. If you find that
you have a custom setting that you
would like to reuse, down here at the bottom
of this preset menu, you can make template and use those same
settings that I just showed you to create
a new template for yourself so you don't have to set it up every single time. You can export multiple videos at once from the Render Queue. I'll just duplicate this one a few times to show you
what that looks like. Generally, you would do this with different
compositions, of course. And you can line all these
up and click Render, but, of course, that ties up After Effects while
you're doing it. So if you have a
powerful enough machine, instead of lining things
up in the Render Queue, you can take advantage
of Adobe Media Encoder. With your desired composition
or compositions selected, you can also choose composition, add to Adobe Media
Encoder Queue. Once you select
that, it will open Adobe Media Encoder and line up any compositions that you selected into a queue
here in Media Encoder. The workflow is very similar. We simply click on
this right here, and now we'll get a pop up with additional settings
that we can adjust. Once you're ready,
you simply click on this green play button right here to render
everything in the queue, and you can actually
go back to After Effects and work on other
things in the meantime.
90. Archive & Share Projects: When you're finished
with a project and you're ready to archive it or if you need to transfer it to someone else or a
different machine, there are a few commands that can be really
helpful for that. If you come up to
file dependencies, you'll find a few
things in here. Collect files does exactly
what the name sounds like. Once you click on that,
you'll have a few options. You'll generally want to
leave the set for all, but you can do just specific compositions if you'd prefer. After Effects will tell you how big the collected file will be, and then you click
Collect and find a place on your hard
drive to save it. The bigger the file is, the longer it will take to collect. And as soon as it's done, you'll have a folder with
the After Effects project, something named
footage that will recreate your folder structure from the project panel and any files that you
used in this project. You'll want to find this
folder that it created, and this is what you
want to transfer to another machine or
to your archives. If you want to clean
up an existing project before you collect or
just as you're working, there are a few other good
commands under dependencies. These three right here can
help you clean up a project. Consolidate all footage,
means that if you've imported the same file into
a project more than once, it will just get rid of
those extra copies for you. Remove unused footage does
exactly what the name says, and it gets rid of
any files that you are not using in
any compositions. Reduce project is the more
aggressive version of that, and it will get rid of anything that's not in the
selected compositions. So before using Reduce, you'd want to select something. Let's say I wanted to only select what was in this
line graph composition. Then I'd come up to file
dependencies, reduce project, and it will throw away
anything that's not included in that
specific composition. And it tells you how many items. That means files, compositions, and things like solids
that it got rid of. Reduce is very handy, but obviously it's destructive. So make sure you use
it intentionally, and after you've
done it, don't save over anything that
you wanted to keep.
91. Integrate with Premiere Pro: We've seen that
After Effects has good integrations with
Photoshop and Illustrator, but it also works
really nicely with Adobe's Video Editing
app Premiere. If you're creating graphics for a longer video, of course, we could export these
pieces as video files and then import them into Premiere and work with them
like any other clip. But if you need to make updates, it becomes a lot
of back and forth and a lot of
unnecessary rendering. You can actually place an
After Effects composition directly into Premiere
without rendering. If you have an existing
After Effects project with a composition
you'd like to use, from Premiere, simply
come up to file import and navigate to the After Effects project
you'd like to use. You can also just drag the
After Effects project from your file browser directly
into Premiere Pro panel. You'll then get
this pop up and be able to choose which
composition you'd like. I only have one in this
case, and I'll press Okay. And now that composition is
imported into the project. If you have both apps
open, from After Effects, you can actually select the composition that you
want to bring to Premiere and literally just
drag it down to your dock until your machine
flips back over to Premiere. Drag that into the project
panel and release. In either case,
notice that you have this little composition
icon with a link. That's telling you that it's
live linked to that project. I'll add this to my timeline, and you'll see that it
works like any other clip. There's my animation.
But watch this. If I flip back to
After Effects and make a change like turning
off this background, once I flip back to Premiere, I see that update immediately. Now I could use this graphic over these clips
with transparency. This actually works in
the other direction, too. If I wanted to take this edit and bring it into After Effects, I could just drag that down to my dock and drop that into the After
Effects project panel. And now I get a linked sequence. I could drop that
into a composition, and After Effects treats
it like one clip. But once again, this
is live linked. So if I changed anything about this edit or replaced
any of the clips, I would see that updated
immediately in After Effects. Say you're working on an edit
and you need to push one of the clips over into After Effects to do some
additional animation work. You can simply highlight
a clip or multiple clips, right click on it, and choose replace with After
Effects composition. This flips over to After
Effects or opens it if it's not already and creates
a new composition using that clip or clips. If I make any updates to this, like just adding a
random shape here, if I look back in premiere, that's now a live linked
After Effects composition that's just sitting in my edit where that clip previously was. Want this to be even easier. You can literally
just grab a clip or clips from your
Premiere timeline. Copy it, flip over to After
Effects and paste and voila. Now your clip is
in After Effects. Premiere also has a panel
called graphics Templates. This is filled with
customizable animated templates that come installed
on your system, or you can download more from Adobe Stock or build your own. These can be anything from
a full screen animation to smaller elements like
an animated name title. Here's one I created myself. We'll just bring this onto our Premiere timeline
like any other clip. And once I select this, my properties panel gives me access to all the properties
that I can update. Let's change the guest name. Open up this
customizable photo area, and I can just drop
on a new image that I've imported
into my project, nudge that over a bit, and
maybe even update the colors. Now this fully animated
title is ready to go, fully customized in
just a few clicks. These motion graphics
templates are great for making polished animated elements
accessible to almost anyone, and they're also an
efficient way to make repeated elements
like episode titles, name graphics, charts, and more easy to work with and
quick to customize, either for you or your team.
92. More to Explore!: Even with everything
we've covered, there's so much more to
explore in After Effects. There are features we've just barely scratched the surface of and plenty more we didn't even get a chance
to talk about yet. This program has literally
hundreds of effects, and you could probably make an entire course just covering
their most obvious uses, let alone all the interesting ways that they can be combined. Understanding effects will give you tons of new creative problem solving possibilities and will really level up your
After Effects game. Three D is another topic with a ton of complexity
left to be explored. There are multiple kinds
of lights that you can add to your scenes, creating
dynamic shadows. After Effects actually has multiple three D
rendering engines with their own capabilities
and limitations, and you can use
these to do things like extrude text layers and import existing
three D models, including animated ones. You can also create native
three D shapes and apply complex materials
to them that you can edit without
leaving After Effects. If you're more
technically minded, expressions go much
deeper than just wiggle. They allow you to
work faster and even automate many day to
day animation tasks. You can use them to connect
different property types in dynamic ways and even drive entire projects with
data from a spreadsheet. And, of course,
they're the basis of creating more responsive
templates that can be exported as Mgerts for use by you or your
team in Premiere. The features that will
matter most to you probably depend on what you're actually using
After Effects for. So we would love
to hear about what you would like to see
in a future course.
93. What's Next?: First of all, congratulations on making it through the course. I know this has
been a ton of info, and I'm so proud of you
for sticking with me. I'm sure that your brain
is pretty full right now and you definitely
deserve a little break. But when you're ready
to keep advancing, this video is about what to do next to continue
developing these skills. Now, obviously, the
best way to keep improving at anything is
just to keep doing it, right? Make more work. This can mean creating
projects for clients, and, hey, getting paid
is always nice, right? You can also create
personal projects. Look around for online
collaborations and competitions. These are great ways
to come up with new ideas and new ways
to challenge yourself. Creative problem solving is obviously a huge
part of all of this, so make sure you
take the initiative to keep pushing yourself
and keep learning. The Internet is full of resources for people who know how to ask the
right questions. Of course, learning
more about After Effects itself is great, but since this app and
this whole discipline combines multiple different
skill sets like design, filmmaking, animation,
storytelling, and more, there are also lots of ways
that you can keep pushing your motion graphics development forward without even being
in After Effects itself. This site offers
courses in a lot of related Adobe apps like
Photoshop and Illustrator, which are really important
for being able to adapt downloaded elements or create elements for your own designs. Or you can also check
out a course on Premiere if you're looking to get more into video editing. If you don't already have a
background in graphic design, learning more about
design principles, good composition
and color theory will make all of your projects
look that much better. You can also learn more about
three D apps like Blender, which will open up literally a new dimension of possibilities for your multimedia projects. And, hey, if you
actually want to get away from the
computer sometime, which I recommend,
remember to find other things out in the world that interest and inspire you. You never know
what might trigger that next great project idea. If you enjoyed this course, make sure to let other people know what
you thought about it and what kind of cool stuff they could be making if
they took it too. Maybe you could even
find yourself a new creative
collaborator that way. I know you've probably been
doing this as you went along, but make sure to
share the work that you completed as
part of this course. Show it off and be proud
of what you've made. Getting feedback from others
is extremely helpful, and giving feedback to
others is just as helpful. So make sure you do that, too. Also, this can be a
really great time to look back at
your earlier work, especially just what you
made at the beginning of this course and look at
how far you've come. And remember, with
practice and dedication, you'll only keep
getting better from here. Alright, that's it. After Effects
essentials, complete. I hope you learned a ton, enjoyed spending
this time with me, and are super excited to make
so many cool new projects. Welcome to the amazing
universe of motion graphics. Take care, and I can't wait
to see what you create.