Adobe After Effects Expressions for Fast & Efficient Animating - Motion Graphics Tips & Tricks | Tyler Bennett | Skillshare

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Adobe After Effects Expressions for Fast & Efficient Animating - Motion Graphics Tips & Tricks

teacher avatar Tyler Bennett, Motion Graphics Designer & Photographer

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      0:19

    • 2.

      Getting Started & Class Project

      0:20

    • 3.

      Linear Expression

      4:41

    • 4.

      valueAtTime Expression

      4:08

    • 5.

      if/else Expression UPDATED

      8:29

    • 6.

      Get Creative Examples

      2:18

    • 7.

      Outro

      0:15

    • 8.

      Bonus Lesson(for beginners) How to Add an Expression

      0:33

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About This Class

This intermediate level class is a great introduction to three of the most useful expressions in Adobe After Effects. You will learn some techniques that motion graphics designers utilize for a faster and more efficient work flow. In this class you will learn:

  • How to use a linear expression
  • How to use a valueAtTime expression
  • How to use a if/else expression
  • How using these expressions will help speed up your workflow
  • I will demonstrate how you could possibly use these expressions in your own project by providing examples

You’ll be creating:

  • An animation using any of the expressions you learn about in this class

Adobe, After Effects, and Media Encoder are either registered trademarks or trademarks of Adobe Systems Incorporated in the United States and/or other countries.

Meet Your Teacher

Teacher Profile Image

Tyler Bennett

Motion Graphics Designer & Photographer

Teacher

Hello, I'm Tyler. I'm a motion designer & photographer based in Ottawa, Canada. I make simple and easy to follow classes for beginners.

You can find me at tylerbennettvideo.com/

Connect with me at @tytyttheguy or @learnmotionwithty

or on YouTube: @tylerbennett3601

See full profile

Level: Intermediate

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Transcripts

1. Introduction: An expression is a line of code that will help you animate more efficiently in Adobe After effects. In this class, I'll give you an introduction to what I think are three of the most helpful expressions in Adobe After effects. And then you can apply these expressions to your own projects. Can't wait to see what you come up with. 2. Getting Started & Class Project: To get started with this class, you'll need Adobe After Effects to follow along. Your class project can be as simple as using any of these three expressions in one of your own projects. You can download the example project files on the project and resources page and feel free to post your projects to the project gallery. 3. Linear Expression: The easiest way to explain the linear expression is that it remaps two values. I'm going to show you what I mean by using one of my favorite examples. We're going to use a slider control to change the text on a text layer, and then we're going to remap the two number values. But before we do that, let's break down how we would go about writing the linear expression. The linear expression in its most basic form is typed out linear with brackets and four commas in the middle. But just like any expression, we'll need to put some numbers inside these commas to actually use the expression. So a more detailed explanation, we would start out by typing out linear, and in our first comma, we would type out our variable that we created, or we would type out the code for the property that we want to take our numbers from. The minimum number of our variable source, the maximum number. And then in our next two, we're going to write the numbers that we want to remap our minimum number and our maximum number two. This will make more sense when we go to actually use the expression in an example. But here, I've created an adjustment layer and added our slider control to it, and I made a very basic animation of 100 to zero on the slider control. And I've also created a text layer. And in the source text is where we're going to write our expression. The first thing we want to do is connect the source text to our slider control. We can do this by creating a variable and then connecting our variable to our slider. Let's go over how we would write out a variable. We would start by giving our variable a name. This name could be anything you want it to be. I like to keep my names short and easy to remember for when we go to write our expression later, then we would hit the space bar, the equal symbol, hit the space bar again. And here is where we would type the code for the property that we want to link it to. Most often we'll be using the expression PiChip to fill out the code for us. And then if you're using more than one variable in an expression, always good measure to end the variable with a semicolon, because what this is telling after effects is that we've done this variable. Now we're writing out a new variable. In our case, I'm going to write out slider for the name, nice and easy to remember. Hit the space bar, equal symbol space bar again. And we're going to use the expression PIChip to grab the code for our slider control. And since we're only using one variable in our expression, we don't need to end this one with a semicolon. This one, I named it slider, but really you can name it anything you want. And just like I mentioned earlier, to grab all this code here, all we have to do is drag the expression pick whip over to our slider control, and after effect will fill out all this code for us without us doing any work. On the second line is where we have our actual linear expression. We start out by typing linear bracket. And then we type out slider, which is a variable that we just typed out earlier. And what we're saying in these two fields is we're remapping zero to 100 on the slider control. As you can see, we're going 100-0. And we're remapping those numbers to zero to 1,000. And the two fixed part isn't actually a part of the linear expression. What it's there for is it's telling after effects that we only want two decimals after our number. So as you can see, when we change these two numbers, I'm going to change this one to 100. Now our text animates 1000-100. So hopefully you are beginning to understand what the linear expression does. It's essentially taking the numbers that we have on our slider control and changing those numbers to whichever numbers we put in our expression. I'll change this number as well to further explain. As you can see, now our number gets bigger. Just like I mentioned earlier, this dot two fixed part of the expression is here to help us control the amount of decimals we have after our number. If we type in zero, it'll take away our decimals. If we remove the two fixed part of the expression completely, we'll get a crazy amount of decimals. That's why I keep this in the expression. Of course, using a slider control is only one example of how you can use the linear expression to remap numbers. In this example here, I'm using the rotation of the pointer and remapping the rotations negative 90 to 90 to zero to 200. So it's all about getting creative and using the linear expression to change values in your own projects. 4. valueAtTime Expression: Mm hmm. Base of our value at time expression is written out dot value at time, and in brackets, time. And it's important to note that the V in value has to be lower case, and the A in at should be capital, and T in time should also be capital because expressions are case sensitive. For a more detailed explanation of how our expression works, we would type out our variable or the code for the property that we want to link our value at time to dot value at time, bracket, time, and in this field is where we would add or subtract from the current time. And then we would end that with a bracket. This will make more sense when we go to see our example. Here I have created this wiggly line animation. This could be a snake or a worm or it could even be hair blowing in the wind, anything you would like to imagine. Now, I'll break down how I use the value of time expression to create this. To create a line, I get my pen tool, draw out a line, make sure there's four points. I'll get rid of that fill. I'll turn up the stroke width, toggle down the layer, contents, shape one. And under stroke one, we'll change it to round cap. Now, to get these null layers, which is what's controlling our line, head up to the Window tab, and under the Window tab, we can find create nulls from Path. First, we got to make sure that our path one is selected, or else it won't work properly. Now we'll click Points Follow Nulls. What that does is it creates four null objects that are connected to our points on our line layer. And on these nulls is where we're going to put our expression. As you can see, when I change the position of the null objects, it changes the line animation. I'll undo that and delete it. I'll toggle down this null object, and you'll see where I put the animation. I separated the position on our null floor. You can right click, go to separate dimensions, and I put in animation on the Y position. And in our null three is where we put our first value at time expression. I started out by writing a variable. P equals and using the Pick Whip. I connected it to the Y position on our null four. Skip a line, and here's where I wrote the actual value at time expression. I typed out P, which is the variable we just defined value at time, bracket time -0.5. And what that means is 0.5 of a second because expressions always use seconds when referencing time. So what this means is that this null three is going to animate one half of a second after our null four. And for the rest of the null layers, I put the same expression. Except in null two, I wrote minus one, which is minus one full second. And in null one, I typed in time -1.5, which is 1.5 seconds. So each null layer is animating at half a second difference. And as a final touch, I went to add round corners, and I up this number. And what that does is it gives it a little bit smoother of an animation. And of course, this is only one use for the value at time expression. Another great way to use the value at time expression is for when you want different objects to share the exact same animation. Or another popular use for the value at time expression is creating a trail. So get creative and think about how you can use the value at time expression in your own projects. 5. if/else Expression UPDATED: And if else expression in its most basic form is written out I followed by parentheses, followed by curly brackets. On the second line, we type out else curly brackets. And just like our other expressions, we have to put stuff inside these brackets to actually do anything. So in other words, if else expression is saying to After Effects, if this is true, do this, else, do this. For my example, I created a pointer animation that rotates from negative 90 degrees to 90 degrees. And once our pointer passes zero, we have our circle changing color. And I'll break down to you how we use the IL expression to do this. See, we've created an animation on our rotation for our pointer. I looped it with a loop out ping pong expression. I created an adjustment layer and put a fill effect on it, made the color red. And on the circle layer under fill in this field here is where we put our expression. First, I wrote out a variable C one for color one. Using the expression pick whip, I connected it to our color on our adjustment layer. The second variable I have written out, R for rotation, I again used the pick whip, connected it to the rotation for our pointer. Then I skip a line, and here is where we write out our actual Is expression. And in our expression, I type out I R, which is our variable for our rotation is greater than zero C one, which is our color on our adjustment layer. Then on the second line, I type out se value. When you type out value in an expression, it means the current value on the layer that we have. In our case, it's the green color. So, in other words, what this expression is saying is if our rotation is under zero degrees, be the value of this layer. If it is above zero degrees, be the color that we have on our adjustment layer. So as our pointer animates, as soon as it crosses zero degrees, it'll change to our red color, and then back to our green color once we go back below zero degrees. Just thought I'd better make a second example for the Is expression because it is the most complicated in this class. So here I have a simple animation of yes to no, and it's just animating back and forth. And what I did to create this was I created an adjustment layer and added a checkbox controller. And all a checkbox controller is is just a checkbox. You can check it on and off. That's all it does. And I connected everything to this checkbox controller using an L expression. I'll toggle down the X to show where the expression is. So I created a variable called checkbox, connected it using the pick whip to the checkbox. And here's the expression I wrote. If checkbox is equal to one, which means one means checked when we're referring to a checkbox, and you have to write out equals twice in the expression because that's just how expressions work. Always remember, you have to type out equals twice. So when the checkbox is equal to one, zero, which means zero opacity, se 100, which means 100% opacity. And that is for the X. And what I did for the checkmark was I typed in the exact same expression, except it's reversed. In this box, I put 100, and in s I put zero. So that's how we have the X and the checkmark how I created the text animation is a little bit different. First, I typed out yes and no on separate layers, and I connected it to this yes no layer using the source text. And this is where I put the expression. Again, I put checkbox equals and connected it to the checkbox. And then I made another variable for yes, and I connected it to the source text for yes, using the pick whip, and I did the same thing for the no variable, but I connected it to the no layer. And here we go with our ifelse expression right here. If checkbox is equal to one, yes, which is our yes variable, else, no, which is referring to our no variable. So all of these layers are connected to the checkbox controller using the ILS expression. So when it checks on and off, our layers all change, and all of this is created using one expression. So get creative and think about how you can use this expression in your own animations. But keep in mind, things get a little bit more complicated when you go to use this expression on something such as the scale. I thought I'd go ahead and create lesson, explaining what I mean by things can get complicated when you use the IL on something like a scale or a position. So I created another checkbox animation. It's just a checkbox animating on and off, and I connected it to the scale property using a variable, checkbox, connected it with the pick whip again. And in our IL expression, when using something like scale, because it comes in two parts an X X property and a Y property, in the expression, you'll need to write what we call an array. And when you write out the property, you'll need to write out the X property and the Y property. And we would write that in square brackets. And if you want to add animation in between keyframes using an ifelse expression, things get even more complicated because we'll have to use another expression to make that happen. So in here, I've got a slider control animation animating 0-1 and then back to zero, and how to add animation actually in between the keyframes over here in our Ise expression. I've written out if the slider, which is our variable for the slider is greater than one, do this, which is X equals linear, which, by the way, this is another great example of how we can use a linear expression that we learned about earlier to give the quickest possible rundown of what is happening here. We are saying X, which is referring to the scale, the scales X property. We want that to equal the linear expression using the slider controls zero to one, we're remapping those numbers to the value zero. The value zero is referring to the X scale. In an expression, when we're saying value zero, we're referring to the X, and value one would be referring to the Y property. So what we're saying is we're remapping the sliders zero to one to the X property to the X property times 1.5, which is 1.5 times the to finish the whole thing off, we would skip a line and we write square bracket X, X because what this is telling After Effects is that we want both the X property and the Y property to be the same value. We both want them to be the X value. I know it's very difficult to wrap your head around, especially when you're a beginner. Well, as I said, things get way more complicated with this expression when you start to use it on stuff like the scale or the position, which is why in this beginner level class, I suggest using it on something more simple like the opacity of a layer or turning a layer on and off or changing the color of a layer. Perhaps down the road, I'll make a more advanced expressions class where we can go into more examples of how to use this expression. Let me know on the class discussion page if this is something you'd be interested in. 6. Get Creative Examples: In this bonus lesson, I would just like to further explore these examples to give you ideas of how you can get creative and use these expressions in your own animations. In my first example, I created a snake using our value at time expression. I took that same line that we created in our earlier lesson. I added a taper, and I changed these settings to get this look. Then I added a fill to our line. Then I went ahead and I created all of our face elements. I parented these face elements to our line path one, null. So now all these face elements follow our null, and that's essentially it. In my next example, I created a car speedometer using the linear effect. As you can see in our expression field, I'm taking the rotation from negative 90 to 90, and I'm remapping those numbers to zero to 200. And once again, I put a two fixed to round those numbers. I also changed my font to a monofont. And what a monofont does is as our number increases, you see as our number increases, it doesn't change the spacing between our numbers. You'll see that our first number stays in place, which is exactly what we want. And then in our color field, just like earlier, I used an FL expression, and as our rotation goes above 100 or zero degrees, it changes color to red. Again, I'm not sure if any cars actually do this. Your examples don't need to make sense, but it's all about getting creative and using these expressions. I've provided a copy of this project file on the project and resources page so you can download it and have a look at these examples. 7. Outro: Congratulations and thank you for taking my class. I'm interested to see how you integrate these expressions into your own projects. So feel free to post a project to the project gallery, and please let me know how you use these expressions to create your animations. 8. Bonus Lesson(for beginners) How to Add an Expression: So my course is all complete and I'm reviewing all my lessons, and I just realized that never once did I explain how to add an expression. I'm assuming most intermediate users already know this, but just in case there's some beginners taking this class, to add an expression, you would go to the stopwatch for the property that you would like to add the expression to, and you would hold the Alt key while clicking on the stopwatch. And then in the field over here is where you would write your expression.