Transcripts
1. Class Trailer: Hi everyone, It's standard. And in this class, I'm going to teach you the principles
of animation, the secret sauce to
master motion design. And I'm going to start by
asking you this question. Have you ever wondered why your animation looks
so dull and basic, while others look so soon
with beautiful movement. I did my animation scooters
used to look like this. And after diving into the science behind
good movements and started to learn
the secret sauce of a beautiful animation. My animations. In this class, I'm going to take you down
the path I took years ago. And I would show you the
principles and tools to upgrade your skills and
create awesome animations. You'll be learning to use the graph editor to
have more control over your animation and apply
the emotion you desire. At the end of the
class, you will be creating a small animation piece by applying the principles that you've learned
during the lesson. Keep in mind that this
is a challenging class. But I promise you, if you ingest the lessons and
apply the exercises, your animation skills will
be on a different level. Good luck.
2. The Project: Alright, for the class project, you'll be submitting a small animation piece of your choice, revealing the class title. But the most
important thing here is to use the principles that you've learned
during the lessons and apply them to
your animation. The class is splitted
into two parts. The first part, I teach
the principles with an exercise to do at the end of each lesson to practice
what you've learned. The second part is where I start creating the
class project. In the project and resources, you can find After
Effects project files. So you can download and use, make sure to post your work on the project gallery so you
can get feedback and support.
3. The Basics of After Effects: In this lesson,
I'm going to cover some of the basics of after effects software
for those who are not familiar with it,
it's a bonus lesson. So if you are an
experienced motion designer and familiar with this topic, you can skip this lesson, okay, so I'm inside after effects. And the first thing you
want to do when you want to start a new project is to
create a new composition. So you can go to composition,
new composition, or you can press Control, Control N on keyboard. Alright, so here we have
the composition settings. You can choose your composition
name. I'll name it. Basics of After Effects. Alright, here we have a bunch of presets you can choose from. You can keep it costume for now. The dimensions 1080 by 1080, and the frame rate is 30. You can choose whatever frame, frame rate you want to go with. 24 or 30, whatever you want. Alright, press Okay. And now a new
composition has been created inside this
project panel. This project panel
is the home of your, of your all your assets and the composition that you will
be creating your projects. Alright, now, let's create a new shape layer inside
this composition. You can go to this
rectangle tool, press and hold,
and you will have a bunch of options
you can choose from. I will choose the
rectangle tool. Go over here, click and drag, and make sure to press Shift and hold to make it a
proportional shape. Alright, let me
fill it with color white and remove the
stroke. I don't need it. Alright, so here
I have my shape. You can access the scaling
by pressing S on keyboard. Here we have the
scaling properties. Can scale it up and down. And the rotation you can plus R. And you can rotate
it left and right. But as you can see now, the rotation is not
happening from the center. And the scaling as well. It's not scaling
from the center. That's because our anchor point is not centered
inside the object. What you can do is you
can press Y on keyboard, press control and hold. And you can drag it to snap it in the center of the object. Or you can use the
shortcut on keyboard. You can press Control command on Mac or Control
Alt Home on Windows. So now I have my shape. I can scale it now, and it's scaling
from the center. And I can rotate it from
the center as well. You can press P on keyboard to access the position properties. We can move left and
right, up and down. Alright, so now I will add a simple animation to this shape layer two
over the square root. Okay? I select the layer and press P on keyboard to access
the position properties. Let's make the square smaller. Alright? Okay, you go over
this clock icon. This clock icon and a new
keyframe has been created. You can use the
plus sign buttons on keyboard to zoom in
and out on your timeline. Or you can use this
slider over here. Alright. Let's move this over here. Okay? Now I move the timeline to
the left, to the right. And let's move this
shape over here. And a new keyframe has
been created as well. Okay, Now, if I want to
preview the animation, first, I will need to limit
the work earlier of my timeline by dragging
the slider over here. Or I can press N on keyboard. To limit my work area. Is for, is to end the work area. And B is to begin the work area or to preview
the animation that you want. Alright, so this is helpful
to limit your work area, especially when you have a complex animation
scene and heavy layers. So sometimes you need to
preview a specific part of the animation without
taking so much time. Alright, so now you
can press Space on keyboard to preview your
animation. And here it is. Alright, so you can make as well your animation
faster if you want, by making the two keyframes
closer to each other. So you can drag this over here. So now your animation as faster and you can
make it slower as well by making them far from
each other, like this. Right? So as you can see now, the animation looks stiff
since it's a linear movement. Here we add the easy ease. So in a nutshell, Easy Ease makes the
animation looks less linear. So you can select
the two keyframes. Right-click. Go to
keyframe assistant, and you can choose easy ease, or you can select all the keyframes and
press F9 on keyboard. So here you have your easiest. So it begins. So it has some momentum
before it starts. And then at the
end it slows down. Alright, so now I will need
to duplicate this layer. So I want to wake
one with easy ease and one without Easy Ease. So let's select
this layer and you can click Control or you can press Control on keyboard
and click on the keys. So it's back to normal
Without Easy Ease. And the second one,
it has the easiest. So what I can do, I will
put the above layer. Okay, so I will show
you the difference between easy ease
and without disease. Alright, so they
want at the bottom, the one that doesn't
have any ease, ease, just linear movement. And the one above, it has the Easy Ease. It's obvious. Alright, now let's group these two layers
together in After Effects. We call it pre-comp. So you can select
these two layers. Right-click precomp. We can name your pre-comp, whatever you want.
Let's name it. Two squares. Alright? Here we can check
the option you want, like Adjust composition
duration to the timespan of the
selected layers. I will check it. Here. We can check this box as well
to open new composition. When you create your preComp, I will leave it as is
for now. Can press. Okay. Okay, so now I have my
two layers in one camp. Alright, so now I can
duplicate as well this comp by pressing
Control D on keyboard. Now I have two columns. We can drag this comp, scale it down, and
put it over here. Alright? Alright, so this is
a quick glance at the pre-comps and how you can utilize them in your projects. Okay. Now, let's
see what parenting is and how we can use it. Parenting allows you to
easily control layer or number of layers by linking
them to a common parent. Okay, Let's say I need
to rotate this object, these two, OK, it,
before I start, you can check this comp layer. It's called collapse
transformation. When you check it, the comp fits the
shape dimension. So see the difference. Okay, Now it's, it's taking the whole comp.
After checking it. It fits the just the dimensions
of these two squares. And you can center the
anchor point as well. Alright? So let's say I need to
rotate this layer and I need this layer
as well to follow the rotation of this layer. So first I need to apply a rotation animation
to this one. Press R to access the
rotation properties. Click this clock icon, move the timeline to the right. And maybe something like this. Let's preview it. Okay? Maybe I'll make it longer. Alright. Now I need this layer to follow the rotation
of this layer. What I can do is I can
go to this parent, pick whip, click and
drag this layer. Alright, so now this
layer is moving the rotation of
this layer, okay? Uh, one more thing.
If you need to access keyframes that are
applied to a layer, you can click on the layer
and press U on keyboard. Alright? Okay, so now let's see
how we can export. First, make sure you
have Media Encoder up and go to composition. Add to Media Encoder Queue. Over here. You can choose whatever
settings you want. Format H.264, preset,
high bitrate, everything else is good. You can choose the location. I will choose
desktop, click Save. Okay? And finally, use, you, press the Start Queue. Alright? Or you can randomize. You can choose the
Add to Render Queue. Without using Media Encoder. We can choose your
settings over here. Output modules. You can choose your
format, H.264. And by the way, in
After Effects 2023, they added this format, each 0.264, which is good. That's okay. And you can choose the
location you want. Desktop, Save and
you press Render. Alright? Alright, so that's
it for this lesson. And your exercise is to
practice what you just learned. Start animating
stuff gets used to pre-comps and play
around with parenting. If you have any questions, just post it on the discussion gallery and I'll be more than happy
to help you. Cheers.
4. Timing & Spacing: Alright, so in this lesson, I'm going to talk about the two core principles
of animation, the timing and spacing. And I believe if you
put enough effort to understand these
essential principles, you will be much, much better than you or most
of your fellow animators. Okay, so what is timing? First, I will start by applying a simple animation to
this circular shape. I would go to the position, right-click separate
dimensions, so I have more control over the
X and Y position. Keyframe. Go 24 frames and drag
the circle over here. Okay, so 24 frames, since my composition is
24 frames per second. So it's going to take 1 s
to complete this animation. So basically this is my
timing of the animation. Alright? So the first key frame and the last keyframe defines
my timing of the animation, which is 24 frames, which is 1 s. Okay, so what if my
animation feels slow? I can, what if I want to make
that my animation faster is by taking this
keyframe and make it closer to the first keyframe. Let's say 15 frames now, my animation is faster. So what I'm changing now is
my timing of the animation. So if you see the animation now, it looks linear and stuff. So what we usually do is
we apply Easy Ease to make it less linear by
selecting the keyframes and pressing F9 on keyboard. But the thing is, most of the animators apply the easy ease without knowing what is happening behind it. So I'm going to turn on
this adjustment layer. This layer has an
echo effect on it. So let me return to
a linear movement. Alright? Okay, so this echo effect shows the frames between
these two keyframes. Alright? This is how our frames
look like between these two keyframes
in a linear movement. Okay, let me now apply the easy ease and see
what will happen. Okay, So as you can see now, the frames at the beginning of the animation are closer to each other and at the end are closer to
each other as well. And that's why the
animation is a bit slow at the beginning and a
bit slow at the end. And so the easy
ease is affecting the spacing between the frames and that the timing
of the animation, our timing is still the same. It's still 24 frames, 1 s. Okay, this tool over here
is the graph editor. This tool is the most important
tool in After Effects. Here you can control your
spacing of the animation. Let me turn on the echo
effect and let me turn it, let me turn my animation
and two linear. So go to the graph editor. Okay? So when you have the linear
interpolation huge line and the curve editor will
look like this linear line. Let me apply the easy ease. And let me turn on
the echo effect. Alright? So if I go over here and
make the hand like this, see what is happening here. The frames at the beginning of the animation are getting
closer to each other. And if I play around with
this handle as well, the frames at the end of the animation are getting
closer to each other. So the flatter the curve, the slower the animation, since the frames are getting
closer to each other. And the steeper the curve, the faster the animation, since the frames are
far from each other, you will know more about
this in our next lesson. So if I want my circle to
move fast in the beginning, slower in the middle, and faster at the end. Okay? I can make this
handled like this. I can make the curve is steeper, so the frames will be
far from each other, which will make the
animation faster. I can make this
handled like this. To make it steeper
in the middle, to all solid, to make it flatter in the middle
and steeper in the end. In the middle, the frames
are close to each other. And in the end, the frames
are far from each other, which will make the
motion and faster. So it starts really fast. In the middle. It's really slow since the frames are close
to each other. And then it moves fast. Alright, so now that
we've covered what is timing and what is spacing, your exercise is to do three or four different
spacing options like we did in this Lesson. Play around as much as you
can with the graph editor. It's gonna be your friend
during this class. And don't forget to post your exercises on the
project panel. Cheers.
5. The Value Graph: Alright, so in this lesson, I'm going to dig a
little deeper in the graph editor and
specifically the value graph. I've made this chart
for you to show you the different spacing you can get by changing the value graph. So what are the types of graphs that we have and how
we can access them. Okay, so now we have
this shape layer and we have an x position
animation applied on it. Alright? And these lines between, between them are the
echo effect that we have in order to show the frames
between these two keyframes. Okay, So in this
small tool here, this is the graph editor.
You can select it. And over here we have choose graph type and options selected. And we have this Edit Value
Graph and Edit Speed Graph. For now, I will select the Edit Value Graph since
we will be working on it. Alright? So I select my keyframes. And this is the
line that we have since it's a linear animation, we have this straight line. Okay? Just a quick note. Make sure that your
position is separated. So you have x position and y position by right-click,
Separate Dimensions. Now they are already separated. Alright, so in the value graph, you can use this slider
to zoom in and out, or you can use the
minus and plus button. Alright? And this small window over
here can fit your graph view. Alright? Okay, so the value graph, this is the value and
this is the time. And as you move forward in
time, the value increases. Okay, So now let me apply easy, ease to these two keyframes. Press F9. Alright? As you can see now, since I applied the easy ease, now we have an ease
in the beginning of the animation and is at
the end of the animation. So the frames are
closer to each other. Okay, Now we want to develop
the ability to look at the animation curve and
figure out what is happening. So the animation curve shows you the change in value over time. So the steeper the curve is, the faster the object
is going to move. Let's say if I
select this Bezier handle and I move it like this. What I'm doing
here is I'm making the curve flatter
at the beginning. But over time, if
you move forward, the value is increasing. So the motion is
beginning really slow and it's going
to speed up one, the curve is steeper. So the key things to remember
here are the following. Steeper equal faster,
steeper equal faster, and flatter equal slower. So if I take this Bezier
handle and make it like this, now I'm making the
curve steeper. So what is happening here is the frames are away
from each other, which will make the animation really fast at the
beginning and at the end. The frames are really
close to each other, which will make the
animation really slow. As you are playing
around with this curve, see what's happening here in this spacing between the frames. And you will start to
make sense of all these. It just need practice
and focus to absorb it. Alright, so now
I'm going to apply some little animation to show you how can I utilize the value graph to make
the animation more smooth. Okay, so let's say I have
this plate over here, and I have this cup of coffee. Just ignore the shapes
and the colors. Alright? So I will select
the blank layer. It's a composition and I have
all my shapes inside it. Alright? So I have my anchor
point in the middle. So now what I'm gonna do is I'm going to press P on keyboard. I'm going to separate
my dimensions. So I have more control over
the x and the y position. Okay, so let's select
these keyframes, create keyframes, move it around like 24 frames, let's say. And let's drag this to the beginning and put the
plate outside of the frame. So now as if it's
entering the frame. Alright, I think 24
frames is a good timing. It's like 1 s to arrive. Alright, so now let's apply some rotation plus
all on keyboard. Select keyframe. You can press U to
reveal or all the. Keys that we have, that
we have on this layer. Okay, let's rotate it. Maybe I don't know. Like this. Alright, That works for me. Alright, now, let's apply
some scaling to this capsule. When the plate arrives, the cup of coffee
is going to pop up. So let's press S select
first the layer, press S, create a keyframe. Move it like this. Maybe, I don't know. Bunch of frames than
15 frames and out. Alright? Okay. So as you can see now, my animation is super basic. I just have the keyframes. It's a linear movement. I don't have any
easing over them. So first let me select all
the keyframes that I have for the plate and
press F9. Easy, ease. Okay, now the animation
looks better. But now since I'm familiar
with the value graph, I can have more control over my, over the spacing
of the animation. So let's say I want the plate
to arrive more smoothly, okay, so I can
select my positions. Go over to the graph editor. Now. So the red line is
my x position and the green line is my y position. So I can select my keyframes, select this Bezier handles, and move them like this. So as you can remember, the flatter, the curve, the slower the animation. So I can make it like this. So now watch what
is going to happen. Okay, now, let me apply the
same thing for the rotation. Go to the graph editor. Select this keyframe
and move it like this. I'm making the curve
flatter. See the difference. It arises really slow. It's taking the time to stop. Now, I can extend the timing a little bit to be to be
more obvious for you. Yes. Alright. Now let's see, for the scaling of the cup. That's applied is 0s. Okay, the scaling
for the cup is good, but let's apply the same thing
as we did for the plate. Let's go to the Graph Editor. Select the key, this key frame, and move the Bezier
handle like this. The flatter the curve, the slower the animation. Okay, maybe we can
extend the timing a little to make
it more obvious. C. Alright, so now I'm
going to show you a new way of animating shapes and how you can use the value graph to control the
spacing of your animation. So I'm going to create
a new wavy path using the pen tool over here. Or you can press G on keyboard. And I'm going to
use the pen tool. Okay, so create the shape. Okay, so now I'm going to go to this play button and I'm
going to add the trim paths. I'm going to use
the, the end and the start to make a
short shape like this. Okay, and after that I'm
going to use the offset to animate the shape
along this path. Move it out of the frame. So that this clock icon. And I'm going to move
it like let's say 2 s. Move it all the way. Okay, so now I got
this animation. Alright, so let's select all the keyframes and
press F9 to easy ease. Okay, so as you can see now, this is my animation. Nothing much is happening. This shape is moving
along this path. What I'm gonna do now is
since it's a wave, the, this shape has to speed in
some specific areas and it's, and it should slow
down in some areas. So now I'm going to add keyframes on where the shape should slow down and
where it should speed up. Okay, so first it's
going to start here. It's gonna, it's gonna
be a bit slow over here. And over here, it's going
to take up the speed. So I'm going to create
a new keyframe. And over here, it's going to
slow down again keyframe. And at the tip here, It's going to speed up again. Over here, it's
going to slow down. Alright, so now I will
go to the graph editor. Select the offset. And here are my key frames. Okay, so now I'm going to play around with this Bezier handles. But before I start, select all the keyframes
in the middle and go over here and select convert selected keyframes
to auto bezier. This tool lock the
Bezier handle together. Alright? Okay, So here the animation should be slow since
it's moving upward. So I'm gonna make this
Bezier handle like this. So I'm going to make
the curve flatter. Flatter equals slower. And here it's going
to take up the speed, again, this keyframe. So I'm going to make,
Let's, let me zoom in. Alright. So here it's going to
take up the speed again. So I'm gonna make it
steeper it like this. And here it's going
to slow down again. So I'm going to make the
curve flattered here. Make sure not to have a straight flat line since you don't want
the animation to stop. So you just make it like this. Alright? And over here it's going to
take up the speed again. So I'm going to make
the curve steeper. And here it's going
to slow down again. Let's see what we have now. Alright. Okay, so it's moving
slow over here. And then it speeds up again. And it slows down. And here it speeds up
again and it slows down. And that's pretty much it. Okay, So just one more thing. Before I finish this lesson. You can go over here and check
this show transform box. One, it's active. You can select all
your keyframes. Sorry. Okay. And you have this box
highlighted over your keyframes. So what you can do
with this box is you can change your
timing if you want. For the whole animation. Let's say you think
that the animation, that the whole
animation of this shape is really slow or fast. So to make it slow, you can drag this over here. Now the whole
animation is slope and you can make it faster as well
by dragging it like this. Okay, now we have to exercise
what we have just covered. You can get the
project file from the project panel and try to
practice as much as you can. Since this subject is a prerequisite to unlock
your animation skills.
6. Bonus Lesson : Alright, so in this lesson, I'm going to cover some of the most useful and essential
tools inside After Effects. I believe if you are
familiar with After Effects, you know what parenting
now's and mats are. This lesson is for the
ones who are not familiar with After Effects
and these tools. So if you are an experienced
motion designer, you can skip this lesson. Alright, so I will
start with parenting. Here I have two shapes. I have the first one, I colored them with Brown. I have this circle, I have the cup of coffee and
I have this d is two layers. Alright. So now what if I want the cup of coffee and this
team to follow the circle? So if I move this circle
around it smoothing alone and the rest of the shapes are not
following the circle. What I can do is I can select the rest of the
layers and I can use the pick whip and drag it to the circle layer to
make it apparent. So now if I move
the circuit around, the rest of the shapes
are following it. Okay, but sometimes this is
not the ideal way to do it. Sometimes you need one layer to control or handle all the shape. So what I can do, that knee, press Undo. I can create a null object. You can go to layer new, or you can press
Control Alt Shift Y. So here I have my null object. It's an empty object, doesn't have any
anything inside it, and it won't be shown
in your render. So let me put it in the middle. The anchor point. Alright, let me drag it above the shapes. Ok, so now I have
this null object. So I can select all the shapes, use the pick whip and
drag it to the nano. And now I have the
null as a parent. So it's controlling
the whole shape. Okay, let me name it e.g. shape. One controller. Alright. Sorry. Okay. Okay, so what I can do
more is I can create a, another null for the cup
and this team alone. So I can create another Null Control Alt Shift while you drag it over here, select the cup and the steam and use the pick whip
and drag it to the null. Move the anchor point to the center of the comp,
and let's name it. Controller. So now if I move this layer, if I move the cup is let me
uncheck this napping for now. If I move the null, it's
moving the cup with the steam. But now if I move the
shape one controller, the cup is not following. That's because now the cup
has its own controller. So what I should do
is I should connect the cup controller to the shape controller or the master controller
of a few months. So I will select
the cup controller, select the pick whip, and drag it to the
shape controlling. Now this shape controller is
controlling all the shapes, including the null or
the handle of the cup. So now if I move the shape
one controller, it's moving. So the whole idea is now
that I can control the cup, would this controller alone, and I can control
the whole shape. Would this shape one control. You can scale and scale
out left and right. And I can apply the same
thing for this shape as well. Let's see here we
have a MasterCard and it has like the
shapes inside it. So I want this credit card
to have its own handled. So what I can do is first I
want to create a new null. Select the MasterCard and the shapes and all the shapes inside this rectangular shape. And I'll use, and
using the pick whip, drag to the null four. Let's put the anchor point at the center of this MasterCard. That's the next card. So now I have control
over the court. Now I can create a new now, let's name it and put
the anchor point in the center. Let's name it. Mastered. Now, I can select
this card controller, use the pick whip and drag
it to the master node. And I select the
circular shape and use the pick whip to make it
apparent to the master node. Now the master null is
controlling the old shapes and the cart controller is
controlling the card along. Alright, so now what I
can do is I can create a null that can control
both shapes in one day. So now I have this master node, or let's name it like this one shape two
controller, right? So it's controlling this shape and this NADH is
controlling this shape. Now I can create a new null. Let's name it, master control. And I can select the shape, one control, which is
controlling this whole shape. And use the pick whip to
drag it to the master node and shape to use the pick whip regular
to the master control. Now this null is
controlling both shapes. I can scale, can rotate, can move it left and
right, up and down. Alright, now let's talk
a little bit about matt. Alright, Matt is an object that controls the visibility
of another object. Let's say I have
this bowl over here, and I want to do a
simple animation. Let's say I want the ball
to drop from here to here. Apply some basic
animation keyframe. We would like 1 s and
drag it down here. Alright, so now I have
this simple animation. Now I'm going to use
the mat, as we said, that controls the
visibility of this object. So what I can do is I can
create a new solid layer. Or I can press Control
Y on keyboard. You can change, you can choose the color that you
want, plus, okay? Alright, so let's scale
it down like this. Okay? So now this shape, this shape over here, controls the visibility
of the bowl that I have. So what I can do is I can
go to the ball layer, go to the Track Matte. If it's not visible to you, you can toggle switch
mode and it will appear. Sorry. Alright. So I can go to the ball layer, go to the Track Matte, and select the solid shape
that I just created. Okay, So now my bowl is using this layer
as an Alpha matte. Okay, but as you can see now, this is not what I want. Since I want the ball to
be invisible right here and outside this box, I want it to appear. So what I can do simply click this click to invert the mat. Now it's visible. It's invisible inside whenever the ball
is inside this object, and it will appear
whenever the ball is outside this object. Alright? Alright, so we've covered what parenting nulls and mats are
and how we can use them. These tools need
practice to really get the idea on how to employ them
and the best way to do it. So go ahead and start
to play around with it. Failed and repeat
until you get it. Now we have the information
you need is practice.
7. The Speed Graph: Alright, so in the
previous lesson, we dive into the graph editor and we did some stuff
using the value graph, and we learned the importance of such a tool in controlling
our animation. I will start this lesson by showing you a small
piece of automation. The most eye-catching
thing you will notice in a really good animation is the curved motion
path. On real-life. When you see a butterfly, it doesn't move in
a straight line. It has this deliberate movement where it slows down
and speeds up. One is strolling in the orchard. And that's what
makes the animation piece that I'm going to
show you now a good one. It has this deliberate
movement where it makes the animation beautiful and
perky to the viewer's eyes. All right, That's a good one. So an aftereffects, we have a few ways to do
that kind of motion. In this lesson,
I'm going to dig a little bit deeper into
the Curve Editor. And now we're going to choose a different kind of
graph, this speed graph. So in the previous lesson, we use the value
graph to create and control this wavy motion path, where the motion is speeding
up and slowing down. Now we are going to
do the same thing, except that you are going to use a different curve option, which is the speed graph. You're going to
need this graph in your future projects sometimes, and it's best to get used to it. Now, this paragraph
is a little bit harder and more confusing to
read than the value graph. It's a bit challenging to learn. But hey, if it doesn't
challenge you, it won't change you, right? So let's start. Alright, so I have
this motion path, let's say linear motion. First, let me apply the ys, ys on the first, I'm going to show
you the speed graph. Let's go to the graph editor and let's select our keyframes. Go to the Show graph, type and options and
select Edit Speed Graph. And here our liners. So let's select the
keyframes and press F9. Easy, ease. And now we
have this weird line. Okay, so first I'm going to put the keyframes as I did
before to know where the shape slow down
and spin speed up. Okay, So until it reaches here, it's going to speed up. So let's put a keyframe here. It's going to slow down. Let's put a keyframe. Here.
It's going to speed up again. And it's going to slow down. Alright? So let's go
to the Speed Graph. Alright, so as you remember, in the value graph, the steeper the curve, the faster the motion and
the flatter the curve, the slower the motion. Now in the speed
graph, it's different. So in Speedy graph, the higher the curve, the faster the motion, and the lower the curve, the slower the motion. Okay, So first let me select all the keyframes and select
the Auto Bezier handle. Alright. Okay, so here the shape is
going to be slowing down. So let me take this keyframe
and make it around. Let's see, 55, okay. And it's going to speed up. So let's make this keyframe. Maybe 400. It's going to slow down. So let's make this 50 as well. And here it's going to speed up. So let's make it 400. And then it's going to
slow down, I guess. So here we can play around with the Bezier handle to refine your curve. It's my dog. Alright. Okay, so if you go
over here to this window, you can select Show
reference graph. This is the value graph
that you can see now, as you can remember, okay, if we switch back to
Edit Value Graph, you see it's the same
graph that we did before. Except that now we
use the speed graph. But we got the same value graph. So to make comparison, the value graph here, let's say one day
shape is speeding up. The curve is flatter. In the speed graph. The curve is higher. In the Speed Graph. To make the motion fast, the curve has to be higher. In the value graph. To make the motion speed up. It has to be, the
curve has to be flat. So here's our motion. Okay, so what I
recommend from you now is to memorize the following. In the value graph, steeper, equal speed, flat
or equal slope. And the speed graph,
the higher the curve, the faster the motion, the lower the curve. Slower is the motion. Alright, now we can go and
practice as much as you can. You can get the after-effects file from the project
and resources. And remember, it's essential
to grasp the curve. Editor goes without it. The rest of the lessons
won't be effective. See you in the next lesson
and happy practicing.
8. Oscillation : In this lesson, I'm going
to introduce one of the most common emotions you
often see in animations. It's called oscillation. So what is oscillation? Simply, it's an object
that moves back and forth, and sometimes it stops after
the back and forth movement. So let's jump into After Effects
and do some oscillation. Okay, so now we have this
wooden swing toy and let's say we want to do
swaying back and forth. Okay, Let's make it start
at 50. Create a keyframe. Move it 1 s, and
let's create -50. Okay, so now it's
going 50 -50 and then back to its
initial position. Let's copy paste
the first keyframe. Okay? Alright, now I
can go to the, okay, now I want to extend this
back and forth by going by copy and by copying and
pasting the keyframes. I can do it by knowing
to the graph editor. Let's make sure we're
in the value graph. And we have to be on
the last keyframe, select all the keyframes. Command C to copy, command V to paste.
Let's make another one. Alright. Now I can have
it as the loop animation. Alright, now we have this
back and forth movement, but as you see, it doesn't
feel like it has any weight. It looks bad. So let's create, let's select all the
keyframes and press F9. Easy, ease. Now let's see. Now, obviously it looks, it looks much better. Alright, but I still need
to do some tweaks to the curve to make it more believable as if it
has some weight. So here's spacing
comes in handy. Okay, So now just imagine or think of a kid playing on
a swing in a backyard. When the swing reaches
its end position, like this, it stops for a while, like maybe for a millisecond. Then gravity forces it to come back to its initial position. Here. It's going to stop for a while, and then it will go back
to its initial position. Okay, so to make this possible, to make this little pose, we can go to the Graph
Editor, the value graph. And let's select these keyframes and move it a little
bit like this. And here as well. Maybe the two sides. So now I'm extending the
curve a little. So I'm making the curve
flatter to make it. So when it reaches
this position, it's going to hold a little bit, then it's going to
continue its animation. So let's see. Yeah. Of course
you can make this. You can exaggerate more on this. So you can make it
maybe like this. If you wanted to look
more cartoony, you see? If that's cool for you, you can go ahead and make it. I just don't need that
much exaggeration, so I'll be fine with
this motion for now. Alright. Now, the motion feels
as if it has some weight. It looks as if it's a real
object influenced by physics. Okay, cool. So now as you know, oscillations, sometimes
it has to stop. The motion starts to
decay until it stops. And that's what happens most of the time
in our animations. We have a shape or a logo. It's moving back and
forth and then it stops. So let's see how we can
achieve this in a neat way. So here we have our swing. It's moving back and forth. And then it has to be
that it has to stop. So this keyframe
has to be at zero. So every swing is going
to be less and less like this until it reaches zero. So these three or four points, they should form a decay curve. So I would show you a way to
do the decaying properly. So let's create a
new null. Okay? Let's make a rotation
just for reference. So we'll create a new keyframe. Let's put it at $0.50. Our initial position
for the swing is 50, and then it's going
to end at zero. Okay? Make it is IIS. And let's make, the first key is steeper to have a decay curve. So this is the decay curve. We will use this decay curve as a reference and our
rotation animation. So in order to see the
decay curve as a reference, we go over this graph over here, include this property and
the graph editor set. Click it. And now we have the decay curve and our
graph editor as a reference. So let's start here at this key. Our reference here is at 28. So our rotation key
here should be -28. Alright? Here at this key, we can eyeball the key to match
the decay curve. Here at this key, the
reference curve is at 9.7. So let's make this -9.7. Let's eyeball this
key to the curve. And you're, the curve says 1.2. Let's make it -1.2. Let's turn off the reference. Okay, so now as you can see, the keys that we have now
on the rotation is forming a decay curve until we reach
the zero or until it stops. But now you can
adjust your Bezier handles and we will see what you have. Okay? Okay. I think that's good, but sometimes you
think that you want to adjust the keys a little bit. Maybe you're not 100%
satisfied with the result. Maybe you can adjust your
timing or you can make this, let's say less keyframe closer. The second one to
make it more to make the timing more appropriate. I'll just let you handle. This is some tweaks you can do to adjust your animation until you are satisfied
with the result. Okay, maybe I might want to change the whole timing of the animation so I can
use the transform box, select all the keyframes, and make it a bit faster. Okay, so another way is
to change the timing of your animation without using the transform box is
to go back to you. Can select the whole key frames and press and hold Command
and select the last keyframe. And you can adjust your
timing as you want. Maybe you want it faster or
maybe you want it slower. Alright, so that's
it for oscillation. Make sure to practice
it as much as you can in the project panel, you can get the project file
that has the swing artwork. See you in the next lesson.
9. Anticipation & Overshoot: Alright, so in this lesson, I'm going to introduce a new and important
animation principle that we often use in animation. It's called
anticipation, although overshoot is not
considered as a principle, but it's often used
after the anticipation. You can think of it
as an accessory. Okay, so let's say I have this logo over here
and I want to apply some scaling animation on it using anticipation
and overshooting. So first I want to scale
it down a little bit. Let's say 40. Alright, I'll create a keyframe. Let's do a couple of frames
and make it like around 20, as if it's preparing
itself to scale. So it scales down. And then it's going to
scale up, let's say 75. Okay, so this is my
animation for now. Let's select all the
keyframes and press F9. Easy, ease. Okay, maybe I
want to change the timing. I want to make it a
little bit faster. Okay, so as a definition, anticipation is the movement
of the opposite direction of the way the object
is going to move. So it's preparing itself
to scale up. Alright? And here I can go to the Graph Editor using the value graph to play around with the spacing if I want. So maybe I want it to
start really smooth. So I can make the curve
using the Bezier handle. I can make it more flattered. So the frames are going to be
really close to each other. So we can have a
more slow animation. It's going to start small. And then it scales up. And here I can make the
Bezier handle flatter as well to make it make
the easy out smoother. Alright, so now that's
for the anticipation. Now let's add some overshoot. Overshoot is when you go past the location you're meant to go to and then get back to
the initial position. So let's say I can create a keyframe here past the
last keyframe I have. Now. I can go to the value graph and select this keyframe
and make it up like this. That's just the Bezier
handle a little. So now here the animation, it goes past the final position and then it goes back to
its initial position. I can make it maybe
like around 90. So it can be more
obvious to, let's see. So here, over here,
this is our overshoot. It goes up and then it goes
down to its initial position. I can make the last key
frame and listen to smoother by making
the Bezier handle, by making the curve flattered. Right? Let's, let's start
them into timing. Faster. Maybe I can change the timing
of the overshoot a little. Alright? Alright, so maybe that's it for anticipation and overshoot. You can go and get
any shape or logo you want and start applying anticipation and overshoot
over your animation.
10. Bounce: Alright, so it's
the balance lesson. And I'm pretty sure that
the last thing you want to hear in an animation class
is to hear the word physics. But hang on. If you want to be
a good animator, you need to know how
to bounce a ball or anything in a real and
neat and convincing way. In order to achieve that, you have to think about what is making something
move and what are the forces acting on it in order to choose the right
motion for your balance. Okay, So I will start this lesson first by
using Photoshop to demonstrate how the
ball bounces and the different factors that affect the bouncing of the both. So first let's say I have a hard chord surface and
I have a tennis ball. Okay, so now we have
two factors that are going to affect the
balancing of this board. The weight of the ball. And now we have a tennis ball. And the second factor is the surface or the kind of
the surface that we have. Now we have a hard surface. So the tennis ball is going
to fall on the ground. Then it's going to bounce. Then it's going to
bounce a little less. Since it's going to
lose some of its energy than little less
and less and less, until it reaches,
until it stops. So this bouncing motion is
following a decay curve. So a few draw a little line
at the peak of every bounds. They should make a sloping
decay curve like this. Okay, So in order to make your bones look good
and believable, avoid having a
balanced pattern that has a straight line from
the beginning till the end, like this or whatever. Okay? So each bounce gets lower following the path of AD
curve and ending at zero. Alright? And pay attention to this goes, it's important as well. The angle that the
ball hits the ground. Let's say this should be the exact same angle
that leaves the ground. Your Bezier handles. And After Effects will, we will see later, should
all have symmetrical angles. And also each bounce takes
fewer and fewer frames. So the timing of the bounds DKs, as well as the height. So the timing between
the frames like this, it's going to be less and less
as the height, the bounds. So they all follow this
sloping decay curve. Okay, Let's say I
have a different kind of ball, a bowling ball. And it's going to
fall on the right. Now we have a different kind of surface and we have a
different kind of ball. This ball is, obviously
it's gonna be heavier and the rug is going to help, or it's going to affect the bouncing the bowl
since it's the rug. So based on the weight of the ball and the
type of the surface, it's going to bounce
just once or twice. Maximum. Once. Alright? So before you
start animating a balance, you should ask yourself
three main questions. First, what's the
surface made out off? What's the bowl made out of? And how big is the bulb? These three questions once
answered will determine the timing and the
dk, the mouse. Okay, so now I'm inside After Effects to animate some bounces. So here I have a tennis ball, and here I have the surface. So to start answering
the main questions are the three main questions
that we discussed before is what type of ball
I have a tennis ball. It's a medium-size. What type of surface do I have? It's a hard surface. So just by answering
these three questions. We have an idea, how
should the balancing, how should we treat the
balancing of this board? So the first thing I have to do whenever I have
a balanced is to break down or to break down the components of the bounds and work on each one separately. I will show you how first our balance is happening
on the Y position. Let's do the rotation
first, okay? So first our root, our balance is happening
on the Y position. And it also might move
from left to right, which is the x position. And it might as
well be spinning. So it's the rotation. So these are the three
different components that can happen in one bounce. So we should work on
each one separately. Okay, Let's start by animating the bounds on the Y position. Okay? Let's say first I'm going
to create a new keyframe. Let's move 20 frames. Kind of put this
keyframe over here. And let's say the tennis ball is going to fall
from this height. Let's say 1150. Okay, the height is good. It's going to form like this. So I'm gonna select all the
keyframes and press F9. Easy ease, and let's go
to the graph editor. Okay, So I want the
tennis ball to start a little bit like with momentum
and then to speed up. So let's make this
Bezier handle like this. So it's going to be like this. It starts slow and then it speed up 20 frames for the timing. I think it's fair. Okay, So now our balance gonna take less time as we
discussed before. Let's say so now it hits
the ground and now it should bounce back up. So let's say the first, the falling took 20 frames. So let's say the next bounce
is going to take 15 frames. So there are t and five, so that's 15 frames. Let's create a keyframe. And now we'll play around
with the Bezier handles. And as we discussed before, the angle over here should be
equal the angle over here, so we can eyeball it like this. This as well. Now
the big question is, how much the height should
be for the next bounce. So now our balance is happening. Should it be like this? Or should it be less? We have two ways to
figure that out. Either we can eyeball it and
just follow our intuition, or we can use a reference
curve as we did for the oscillation by creating a new null object and creating new keyframes to have the
decay curve for reference. For now, I'm just, I'm gonna continue the balance
just by eyeballing it. And maybe at the end, if I'm not satisfied
with the bouncing ball, I can create a new
null to have it as a reference if I want
to adjust my balancing. So let's continue. Now I have second bounds. So the third bounce. It's going to take less time. Let's say ten frames. A new key-frame. And remember this angle should be
equal to this angle. Okay, So just by eyeballing it, just make sure
it's a decay curve and not a straight line. Right? So if you draw a straight line over
the tip of each bounds, make sure it's a curve
and not a straight line, as we discussed at the
beginning of the lesson. Okay, so here I have
my second bonds. Now the third one maybe
should be around five frames. I can add it a little. Alright, perfect. I think the balance is good. Just by eyeballing it without
using the decay curve. If you think you should. If you are more comfortable
using the decay curve, go ahead and use it. It's the same technique as
it did for oscillation. So feel free to use it as
a reference for me now, I think I'm satisfied
with my results. So you can adjust the
curves as you want as long as you're satisfied
with the final result. Okay, so now let's work on the second component
of the balance. And it's the X position. Now, the ball has to be outside the frame
and it's going to bounce and enters the frame and it's going to
stop at the end. So let's create a new keyframe. Let's move the tennis
ball out of the frame. And let's drag it all over here. Maybe it can stop right here. Okay? Okay, so now we can play
around with the Curve Editor. First, let's select
the two keyframes and press F9. Easy ease. Now I can go to
the graph editor. Okay, So here, when it stops, I can make the
curve flatter too. Maybe I can test it. Let's say it's going to be like this and see
what's going to happen. No, I think it's a bad option. Let's make the curve flatter to arrive really
slow and smooth. Let's make beginning
maybe like this. It's bad as well. Let's keep it as is and
see what's the result. Okay, so now I have my
animation, maybe one, maybe here it can continue to, to move a little bit. After it stops bouncing. It stops bouncing, and
then it's continuous. Let's let's move it out
the frame completely. Okay. I think I'm satisfied
with the Curve Editor. I don't need to adjust anything. Alright, so now i'm, I'm satisfied with
these two components, the x position and
the y position. Now, let's do the rotation, which is the third
component of our bounds. So let's create a new keyframe. Let's move it over here and
let's spin it a little. Maybe like this. Let's select the keyframes and trusted flying
for Easy Ease. Okay, I'm going to
add the spinning. Not too much. I think it's good. That
said trial and error thing. You can try as much as you want until you are satisfied
with the results. Maybe a bit more. Yep, I think this is good. Alright, so that's
it for this lesson. Your assignment is to add some bounces to any
kind of ball you won't. And that's definitely
going to affect the timing and the decay
curve of your motion. You can find the project
file in the project panel so you can use it and practice
as much as you can choose.
11. Follow Through: In this lesson, I'm going to
talk about follow-through. Follow-through is one of the
principles of animation that adds so much life and
playfulness to your motion. So as an animator, be sure to grasp this principle,
what is follow-through? Follow-through is
one part of a shape continues to move after
this shape has stopped. Alright, so now let's jump into After Effects and do
some follow-through. Okay, so here I have
a punching box. And what I need to do with it is to move it back and forth. But the plus thing is to use the or to add the
follow through on it, not just to be back and forth, we have to add the
follow-through. I have this stick over
here and it's separated into multiple layers. Alright? So in order to rotate this
stick back and forth, I have to start from the
bottom of this tick. And if I go to this layer
and press R for rotation, if I move it back and forth, it's rotating from the center
and it's moving along. So what I need to do
first is I need to change its anchor point and put it
at the bottom of the shape. Press Y. You can press Control
and hold it to snap it. Alright, so now if I
rotate it left and right, it's rotating from the bottom. Awesome. But now the rest of the shapes are not
following this layer. That's because we didn't
do yet the parenting. So what I can do now
is select this layer over here using the pick whip, drag and drop to layer one. Layer two, which is this one, is the child of
this parent layer. So now if I rotate this layer, this layer is going to
follow the layer underneath. I'm going to apply the same
thing to the above layers. So I select this layer and this layer should follow
the layer underneath it. So using the pick whip, drag and drop, this
layer as well, it should follow the
layer underneath it. So pick whip and drag. And this shape as well should follow the
layer underneath it. So pick whip. And you actually are for, now, if I rotate this layer, they are all following
the base layer. Alright? Before I proceed, I need to change the anchor
point as well for these layers and put all
of them at the bottom. So plus y. Snap it to the bottom. This one as well. This one as well at this one. Right? So now let's apply
the basic rotation. Let's create a keyframe
for the basic layer. Let's move around 20
frames and let's make it -30 -30 plus 30. So it's moving back and forth. Let's apply Easy. Okay, Let's let's
make it -30 again. Okay, so now I can go to the graph editor and copy
and paste the layers. Alright? Alright, so now that
I have the rotation, but as it is now, it looks super basic, it looks stiff and nothing
much is happening. So let's apply the
follow-through. So what I can do is I can copy, paste these keys
over here, copy, and let's paste our keys to this layer above
the basic layer. Alright, let's move them
maybe around five frames. And let's see what's
going to happen. Alright, let's apply the same
thing to the above layer. And let's move it as
well like five frames. And the same for this one. And the same for this one. Okay. They, they follow
through on the stick. Looks good, but maybe I can adjust the rotation of the bag. Maybe I can drag the
keys over here for the bag just to follow
through any battery away. Alright, so see how much
different is the animation now, after we applied
the follow-through, it gives more playfulness
to the whole motion. Okay, now, let's say I want the whole animation to be
less loose, or let's say, I feel it's a little bit of exaggeration is
happening over here. And I want the rotation
to be less exaggerated. So I can go to the basic layer, go to the Graph Editor. I can select my
keyframes over here. And using the transform box, select the press Control Tab on keyboard to change both sides. And maybe I can
make it like this. If you want it to be
more exaggerated, you can make it like this. That's too much. Okay, so you get the idea. You can apply the same technique to any layer you want over here to make it
less or more loose. Alright, so let's move
to the next example and now we have a different
scenario to deal with. So we have the
same punching box. But the difference now
is that the stick of the punching box is
a one layer shape. So how are we going to
apply the follow-through? First, I'll start by applying the basic rotation of
this bunching box. So we'll go to this thick. Let's make the anchor point
at the bottom of this tick. And you can check this box
over here to make it solo. Alright. Create a keyframe
for the rotation. Let's move around 15 frames
and make it -30, 13. Apply Easy, Ease and let's go to the curve editor to copy
paste our keyframes. Okay, So here are our basic
rotation for the stick. Alright, so now
I'm going to apply follow-through using two tools, Puppet Tool and the
Direct basal tool. So I click my stick layer and go over the puppet
tool over here. I want to create
three puppet tools, one at the bottom of the stick, one in the middle, and one at the top. Alright. So when you open
the puppet tool, make sure the Puppet Engine
is legacy and not advanced. Alright, so here I have
my Puppet Tool. Alright? Alright, so now I need
to use Ludwig Basil to have control over
these puppet tool in order to make
our follow-through. Okay, so go to Windows. Duik basal basal tool is mainly used for
character rigging, but for now I'm
just going to use one thing from it and
which is the add bone. I will show you how in a bit. Let's select our Pen tools. Alright, and go to rigging. Links and constraints
and select Add bones. And the bones are added to our Puppet
tools. The red ones. Here are the layers. Puppet pin one, puppet pin
tool and puppet pin three. So these bones now can
control our Puppet Tool. Now let's do the parenting as we did in the
previous example. So Pen tool, pin two and
pin three to pin two. And let's make burnt the puppet pin one to our
layer, stick layer. So when I move the stick, the bones or the controllers
shortfall of our shape. All right, so now I have the basic rotation
applied to the stick. Now let's apply some
follow-through. I don't have to apply
any rotation to the to this control
at the bottom, I just need to add rotation to this one and the one above. So let's open the rotation
properties, create a keyframe. And here I can use the rotation. Let's make it maybe like this. You can just eyeball it. We can copy and
paste our keyframes. Let's apply Easy Ease. And now I can copy and
paste this controller. Let's move it a little bit. Perfect. Now I have my follow-through
applied to the stick. Let's switch off the solo. And let's make sure the bag
has to follow our stick. Okay, not this one. Maybe.
Make it to the pin. Pin three. Yes. Alright, cool. Alright, so that's a way
of doing follow-through. When we have a one shape layer, you can use the puppet
tool and we can use Duik basal to add bones to have control over
your puppet tool. I've provided a link for you
in the project panel so you can download Duik basal and
use it in this exercise. Don't forget to
share your exercises and the project panel so you can show your progress
and inspire other students. Cheers.
12. Squash & Stretch : Alright, so here we are. We've come this far
and I hope that you're practicing the principles
along this journey. And now we've got to
squash and stretch. So squash and stretch is one of the principles of
animation that is applied to a shape to give it a sense of realism
and flexibility. So let me demonstrate this principle by showing
you these two samples. Okay, So I will
start by showing you a quick sample of this animation without having squash and stretch
applied to it. It's as simple bounds
animation and as you can see, it looks stiff and nothing much happening other than the
balancing of this bowl. So if we turn on
the echo effect, you can see the frames between the animation and the bowl is having the same form or volume across the
whole animation. Okay, so now let's see the
squash and stretch example. Alright, so as you can see now, the animation looks better. It has squash and
stretch applied to it. You can feel the playfulness and the flexibility of
the, of the object, of the shape of it
turn on the Eco fact. You can see how the volume of the circle is changing
through the whole animation. So it starts to squash and
stretch at the beginning. Then it collides,
then it goes back. And here in the middle, it goes back to
its normal volume. Then it continues to
squash and stretch. Alright, so now I want
to explain something crucial while doing the
squash and stretch. Let's say I'll
create a new comp. And let's say I have
this small ball. Alright, Let's say we have this ball and it's going to move from left to right. So it's going to
stretch horizontally. And as you know, an order to play around with
this squash and stretch, you have to access
this scaling property. Alright? So it's going to
stretch horizontally, but it has to squish
vertically as well. Right? And if we ignore the
vertical squishes, the volume of the ball
will be incorrect or rather it will be distorted. So in order to avoid this, we have to put the
correct numbers over here to make
the volume correct. So let's say if we want the
stretch horizontally be 200, the question is should be 50. But this is hectic to do, especially when we
have complex numbers. So to make long story short, it's not the ideal way to play around with this
squash and stretch. So to make it easier for you, I've got an expression
for the squash and stretch using the
slider controller. And the expression is applied
on the scale of the shape. And using this slide controller, you can move it right and left. And you can have your
squash and stretch without worrying about distorting
the volume of the object. You can, by the way, download this project file to use it. And I will show you how
you can copy and paste this expression and
the slide controller to any shape you want. Alright, now I'm going to apply some squash and stretch
to this bouncing ball. Okay, first, I'm going to get the expression with
the slider controller. So first I'm gonna copy slider, based it on from here. Now I'm trying to
get the expression. So select on scale, go to Edit, Copy Expression Only and
paste it on the layer. So now I can squash and stretch. Okay, let me make some stretch. Create a keyframe. Press U to reveal all the
keyframes on the layer. You make it like this. And now I'm going
to orient object to pass to press Control
Alt on keyboard. And you can orient this
shape along the path. Press Okay, Alright,
so now I have this squash and over here
it's going to squish. So let's make it like this. Okay? I have an issue
with the sliders, so the range is from zero. Hundreds. So I can, I can squash, I can
stretch like this. So to fix it, you can press
right-click Edit Value and make the range -100, 200. So now I can squash and stretch. Okay, so now I'm going to ask
questions, maybe like -25. Okay? So I need to
adjust the rotation. So rotation create a keyframe and make it toggle
hold keyframe. And over here, just like this, and now I'm going to select all the white
position and drag it down to cool to make the ball collide with
the ground. Right? Now, it collides and the next
frame has to stretch again. So like maybe 25. Alright, and over here it has to go back to normal
size, so zero. Okay? And then searches
back again, maybe 25. And over here, Let's squish it. Maybe -25. Alright, then here it stretches back in again. Let's make it 25 as well. Let me adjust this key
frame to make it okay. Right over here,
back to normal size. And then here stretches like this. And over here, -25. And then stretch and over
here back to normal. All right. Not bad. Okay. Alright, that's fine. Now if you want to
make exaggeration of, you want to exaggerate
the balancing. You can, you can
make it like this. The question is, are fewer ball? You can make, we can make the stretch like
this if you want. If you want to look
more cartoony, go ahead and do it like this. I'm just exaggerating here, but feel free to do
whatever you want. Alright? So in general, the amount of squash and stretch depends on the
style that you want and the exaggeration that you think it fits your,
your animation. Okay, So now I will
apply the same squash and stretch to this
bouncing ball. But the only difference now
is that the ball is rotating. So we're going to have a small issue regarding
the rotation. Think. So. If I want to, let's say applies some squash for this, see what's
going to happen. It looks like a
twirling football. So to prevent this
from happening, we need to have
more control over the squash and
stretch of this bowl. So let's return this to zero. And first I'm going to
create a new null object. Alright? So the first thing
I want to do is to transform the position
keys to the not. So copy and paste. And now they're not all has the same animation as the board. So I can get rid of the position animation
on the ball layer. And let's parent the
ball to the naught. Alright, so now the
null is controlling the animation of the bone. Okay? Let's make sure
it's orient along path. Since now I can move
the ball around. Let's make sure that it's
at the top of the novel. Okay, now I want to have this slider
controller on the null. So let's copy and paste
the expression as well. And let's start creating
some squash and stretch. Let's create a keyframe
at the beginning. And let's have a rotation
key toggle hold. By the way, I kept the
rotation of the bowl as is. And on the null object, I'm going to control
the squash and stretch and some adjustment
in the rotation. The original rotation is
still on the ball layer. Okay, so over here, let's make it maybe like this. And now let's change
the rotation like this. And I can select all
the white position and drag it down to
collide to the ground. Alright, so, alright. So now there is no need
to make any squishing us, since I just change
the rotation of the bowl and then
return it to zero. Alright, so over here I can return the board
its original size. And then over here, let's make it
stretched like this. And here I can change
the rotation as well. I can move this position down
to collide with the ground. And here, let's return
the rotation to zero and the bowl to
its original volume. And now it's going to
stretch less and less since it's losing its energy. Let's rotate the ball
like this and adjust the Y to collide the ground. And zero like this. Okay, I want to adjust
the volume of the circle. So over here, now
it returns to zero. Alright, so here I
have my animation. So basically here's how we
can handle the squash and stretch when we have a
rotation on the object. Alright, so that's it
for squash and stretch. Make sure to get the
project file from the project panel and
practice as much as you can. And as an exercise you need
to do to squash and stretch. One with rotating the bowl so you can practice the
null and one without it. So happy practicing and cheers.
13. Secondary Animation: So here we've come to our last lesson of
animation principles, the secondary animation, or as they call it,
the secondary action. Secondary action is one of the 12 principles of animation. And those principles were designed for character
animators, e.g. when a character is arm moves backward before doing
the primary action, which is throwing
the rock forward, is called secondary animation. So moving the arm backward is the secondary animation which comes before the primary action, which is throwing
the rock forward. Now we as motion designers, our understanding of the
secondary action is not what our ancient
character animators use to think about it. And it's not just restricted
to character animation. Secondary animation is an
additional animation that supports or reinforces
the main action. Alright, so here's a
sample animation for McDonald's made by Buck studio. It tastes more video,
so let's watch it. Starry Night, same two or three. Blocks and laughter. Brand new. Surprise, 15 a day. They really great. Alright, but it's
a cute animation. It's a beautiful
animation and it has so many secondary
actions happening. I will show you a few. Alright, if we go to this scene, alright, look at the
scene over here. Alright, now, look at
the small circles inside the strokes as the dog and
the mailman drinking soda. These movements of the
circles inside this trope is a secondary animation and it gives so much impact
to the whole scene. The moving tail here of the dog. Right? So the
moving tail here of the dog is a secondary
action as well, and it makes it less
rigid and more alive. Let's see, in this scene. In this scene, we have
the dust particles and the hearts coming up as the witches broom is
hitting the ground. These are secondary animations. Now imagine this scene without
the secondary animation. I mean, it can pass but to
death list some realism to it. Or rather it would have lacked a juicy or effect
to the whole scene. Alright, now, I'm
going to create some secondary animation
to this simple motion. So I'm going to show
you how it can be done. Now since we have all the
principles at your disposal, this lesson will be
a walk in the park. So here I have this ball hitting this barrier or wall, whatever. I need to have some
geometric shapes to behave like particles to scattered or burst from behind this wall as if
it's part of the world. So first, I'm going to
create a new comp Control N. And I'm going to
create a simple square. And let's add a
stroke not filled. Alright, center the anchor point in the middle of this shape, and let's align
it to the middle. Okay, so here I have this
simple square shape. Now I'm going to
create a new null. And let's parent this
shape to the null. Alright? Now let's apply some animation to
this square root. And now our null is
controlling the shapes. So all the animation is going
to happen inside the null. Okay, so first, I will start
by separating the position. And let's. Create a y position
here and move it around ten frames and scale it
and move it up like this. So now I have this movement
that's applied is 0s. Okay, so and at the end
it should disappear. It's going to act as a particle, so it's going to
disappear at the end. Let's scale it down. So over here it's
going to disappear. That's apply Easy, Ease. Alright. Let's go to the graph editor. I want the movement
of this particle, let's say to move really
fast at the beginning. So I'm going to adjust
the curve like this. I want to, I want to
make the curve steeper. And as you remember,
steeper equal speed. So let's say I have
it like this. Okay? Maybe I can adjust the
curve a little to make it less, less steeper. Alright. Okay, so now I
can duplicate this layer, so I can use it to
another layer in order not to recreate
the animation, I can duplicate the null and I can link it to another object. So in this case, I can
create my animation once and I can link
it to another shapes. Again, it's a way you can do it. You have so many other ways. Feel free if you
have any other way, you're comfortable with
it. Go ahead and do it. It's just my own way of doing the particle kind of stuffing. Okay, so now I can pre-comp this null and the shape I have. Okay, Let's turn it off
and now let's create, let's say I have the Nano. Now let's create
a circular shape. Centered the anchor
point and the middle. Let's parent the
shape to the nodal. Now, the non is
controlling my shapes. See. Now we don't have to recreate our
animation from scratch. Okay, Let's duplicate the
null and pre-comp our shape. Now I have these two shapes. They are above each other now, but I can adjust them later. Now let's create another shape. Maybe like let's
create a square, but now let's fill it. Whatever color I can
change the colors. Later. I have this filled square. Let's make it in the middle. And let's parent it to the null. And the animation
is already cool. Let's complicate the
null and we call this. Okay, now let's create
one more shape. And let's say create
a polygon shape. Okay? Central the anchor point and put it in the
middle of the comp and parented to
the null. Alright. Okay, I can see now let's
play around with the comps. Let's say I can move the anchor point like
this and rotate it. And maybe I can scale it
down a little, move it up. Let's rotate this one as well. Keep it swan around. So I'm moving down the
anchor points so I can rotate the shape like this. And all I have this particle
or scattered effect. I can use it as a
secondary animation. Okay, so now since I
have my comb plenty, let's name it particles. So I can drag it and
drop it to this comp. Let's put it over here. Let's rotate it, scale it down. Okay, so the secondary
animation should start when the ball
collides with this barrier. So maybe, let's see
what do we have now? Alright. Okay, let's add the
full effects so I can make the secondary animation white as if it's part of the wall. Okay, I can as well duplicate
my particles, comp. Make another one, make
it smaller like this. And maybe I can change
the rotation a little. Let's see, what do we have? Alright, I think it's perfect. Okay, Now maybe I can add
some particles from the, from the bowl as if they are
coming out from the bowl. So what I can do is I can
duplicate this particle, comp, move it,
rotate it a little. Let's position at here, and let's change the fill color
to the color of the ball. Alright. I think this is perfect. Alright, so basically that's it for the secondary
animation lesson. Go ahead and practice
it as much as you can. And what I recommend is if you can take any project that you've
worked with before. And if you think you have any space that you can add some, you think that your
animation lacks some kind of movement or it lacks
some kind of stuff on it. Maybe it's a good idea now to add some secondary
animation to it.
14. The Second Part: Alright, so now we've
reached the second part of the class where I will be
creating the class project. It's a small piece
of animation to reveal the class title. And I will try my best to employ all the principles that we've
covered during this class. I think you should be
ready now to create your own animation piece to reveal the class title
in any way you want. It doesn't have to
be a long animation, just a small piece to utilize all the principles and techniques that you've
learned during this class.
15. Phone Entry: Alright, so let's start. I will start by showing
you a small story board that I've created for
this class project. It's a simple thing,
it's a phone. So I will just type
something on the search bar and then some apps appear. And then we have the
animation principles, which is the title of our class, will reveal any fun
and playful way. Okay, so I'm inside
After Effects. I'll start by creating a new
project than eight by 108. And let's make the frame rate. Okay, Now I'm going
to first create the color palette that
I have in this AI file. Now I have a tool called
re dynamic color tool. You can create your own
color palette here. So you can just click your shape and assign
the color directly. But if you don't have
this tool, it's fine. You can just create your
color palettes over here. You can create boxes and just assign the color
to the shape you want. You can have like
multiple, multiple shapes. So you can create your
color palette and this way. But since I have the tool, I will create it
right over here. Okay, So let me
think this color. Create a solid color. Just select it and
press the plus sign. So I can edit my
color palette now. Script-based, doing this one. And this one. Okay, so and I will refresh. So I can have the color palette. Alright, so now using
the array dynamic color, now I have my color
palette over here. Alright? Okay, now
I'm going to copy and paste this shape. I'll select the Pen tool, click and copy and paste. Let's add a stroke to it. Now, I can assign a
fill color to it, which is this color. Alright? And to
apply the stroke, I can click this one more time. And I can apply the stroke. Maybe I can increase its
width like 15 is good. Okay? 15 is good. Let's center it. Okay, so here's our first scene. Alright. So our first scene, the phone is going to
enter from left to right. It's going to rotate
a little bit here. So selected layer, press P and I'm gonna
separate dimensions. The exposition. I think maybe I can extend
the timing a little. Maybe let's make it 15 frames to reach the
center of the frame. Alright. Please ease. And let's make it
smoother when it arrives. Alright. Okay, now I want to know, I want it to rotate a
little from this angle. But now I already
applied the animation. I can't change its
anchor points. So what I can do is I can
create a new null object. And let's put it over here. Alright, and let's make the
shape burn to the NADH. The NADH is
controlling or shape. So I can rotate it from here. Okay, so now it arrives
like this, maybe 15. Okay, maybe here I can
apply some oscillation. So I can go to the curve editor. Maybe it's too much, I can lower it a little. And over here, it's going
to maybe overshoot. Maybe I can add
more oscillation. Maybe over here, I can
add a new keyframe. Alright.
16. The Search Bar: Alright, so now as our
storyboard tells us, we have to zoom in to the phone and then the search bar is
going up, up, up over here. So let's create a new null. Let's name it phone control. And let's assign the null
one to the phone controls. Now the phone control is
controlling the whole thing, the layer, the phone
layer and the NADH. So I can use the scale
and the position. Can zone like this. Adjust the timing. Okay, So now let me
separate the positions. I dusted curve of the y position
and the scaling as well. The timing maybe. Alright, I think it's
good now. Alright. Now I want to create
this search bar. Let's go to the
Rectangle Tool and let's choose a rounded
rectangle tool. Center the anchor point. And let's kill this stroke and let's apply the green color. Alright, maybe I can
make it more rounded. Maybe like this. Alright, and let's name
this layer search bar. Alright. Now I want to create this shape as well. So what I can do is I can
duplicate and I will, you will know why
I'm doing this now. Change the scaling. Maybe like, and make sure to change
the scaling from the rectangle path and
not from the transform of the shape like this. And let's change its color
to yellow, orange, whatever. Okay, so it's gonna
be right here. So let's name this slide. This shape is gonna pop up from here and then it's gonna move. Or it's gonna slide
to reach this point. So while it's moving
from left to right, it has to reveal the
shape underneath it, which is this search bar. So what I can do, Let's apply scaling
animation on it. And that's some overshoot. Okay, I think this is good. And now, once it pops
up, it has two modes. It has to move from this
position to this position. So let's apply. So let's separate our
position and select it, create a keyframe and
that's going to move. It reaches this point. Okay? Let's make the timing faster. Alright. Now I want to add
something to this shape, which is the squash and stretch. So first I want to get
the code and the slider. So I'm gonna find the project file and get the
code and the slider from it. Okay, so here I've got the project file for
the squash and stretch, so I can get the slider
and the and the code. I think it's here. Yes, so let's copy this slider. And let's get the code. Edit, Copy Expression Only. And then now I can squash
and stretch my shape. Let me adjust the, let me add the value so it's minus hundred 200 so I
can move it back as well. Alright. I don't need
this composition now. Okay? So like this, and then back to normal. Okay, so I'm done with this now, as we said before, I need this shape to reveal
the shape underneath it, which is the green search bar. So what I can do first, let's, let me turn this search bar
and I will duplicate it. Let's name it mask. And I'm going to, first, I'm going to select
the search bar, go to Track Matte
and select our mask. Now I can move it to here. And let's parent the
mask to the slider. Now. Alright. Okay, so here I have my mat. It's called the storyboard
and see what we have.
17. Type in Here: Okay, So here I need to start typing stuff and these
geometric shapes will start to appear. Then we have these
small boxes here, which, which are the apps. They're gonna start to appear one after
the other, I think. Alright, so let's
create this shape. Make its stroke and
center the anchor point. Make the stroke width. Maybe. I'll write seven as good. Okay? Alright. Now let's, let's make it enter the frame
and in a fun way. So I will change the
anchor point to the top. Supply some rotation, some
animation on the rotation. And let's make it come from the above. And let's apply some trim path. Alright. Can always press
U on my keyboard to reveal all the keyframes that you
have on your layer is 0s. Okay, Now, let's maybe I can have some oscillation
on the rotation. Let's add a couple of keyframes. You see now I'm just doing
the oscillation without using the reference curve. Just I'm eyeballing it. So all right, I
think this is fun. Okay, now I want to the shape to enter promptly without slowing
down at the beginning. So I will make the
curve steeper. For the rotation as well. Can maybe I can make the timing faster by selecting
all the keyframes and press and hold Command. Alright, yeah, I
think this is good. Now I want to move the
shape to the right story. Reveal these shapes,
geometric shapes. This one. So I will choose the
toggle hold keyframe. Here. Here, I want to
review three shapes. So 11, this is for the two. I can maybe I can make more time between them. Okay, I think this is good. So first I have the
triangular shape. The points three. So I have the rectangle
shape, sorry, the triangle shape, and
change the color to white. I can put it to you. Okay, so this triangle
is going to appear here. So you give them, I will have the square shape. So it's going to appear here. Alright, so form poem. And then I have the circuit. And it's going to
appear here, yes. Okay. I can align the
shapes by going by selecting all the
shapes and going to the Align and
Distribute vertically. Horizontally. Alright. I can align them. The top. Maybe. No. Let's keep them like this. Alright, so let's see
what do we have now? Okay? Maybe I can move this bar a little bit here. And I can move all the shapes, maybe a little bit to the left. So I don't have this
large gap over here. So what I can do is I
can create a new null, select all the shapes
parented to the null, and drag it like this. Alright? Okay, I can't
believe the null now. I don't want it at the moment. If I need, I can recreate one. Can maybe. It's a little bit too
far from the shape. Let's turn the deadline to
turn it back like this. Alright? Think it's good. Alright, now let's apply some animation to this
geometric shapes. So maybe let's make this
shape rotate like this. With some oscillation. This is too much. Okay. I can't change
the timing. Overruled. So here, our first shape. Yeah, I think it's cool. And let's make this shape
rotate from a different angle. Let's try to copy and
paste this rotation keys. Yeah, I think we can do that. Let's apply this rotation
keys to this one. Yeah. Alright, now let's add some secondary animation,
these geometric shapes. A new comp, and let's name
it as secondary animation. And I'll create a new shape. Center the anchor point. Let's put it in the middle. Maybe I can make it
a little bit bigger. And then I can scale down
the whole comp. It's fine. I'll create a new null. And as we did previously, we apply the automation
on the null and then we can link our null to
any object we want. So in that case, when we
do the animation wants. So let's link the
shape of the non. No. Alright. Make the curve like this to
make it start instantly. Now let's duplicate
the null and preComp. I wouldn't all and cheap. Now we can create a new shape
and link it to our normal. Perfect. Now we have, can I have the animation ready? I need to just adjust the
rotation to make them spread. Alright? I can duplicate some of the shapes and
make different scaling. Alright. Now I have my comb ready. I can drag and drop it. Now I can adjust its position. All right. But I can put it over here. Now, duplicate this comp
and put it in the square. All right, So yeah, definitely the secondary
animation gives so much impact. Do the movement of
the geometric shapes.
18. Popping Up Apps: All right, so our next move
is to create the apps. They're gonna pop-ups
consecutively. Alright, now let's create, maybe I can copy and
paste the shape. All right, Let's
apply this color. Alright, so now I can
create a new null. Let's put it over here and permanent or
other shifts to the null. And I can scale it down, scale it up to align
with the guideline. Here I have four shapes. Now I can select
all and duplicate. And duplicate again. All right. I can select all and okay, so now they're
going to pop up. So let's apply some
animation on this scaling. And let's, let's have
some overshoot as well. Alright? Now they
have to pop up, not necessarily consecutively,
maybe randomly. So the pop-up in a random way. Alright, I think this is good. Alright, now, getting
back to our storyboard, we have to pick a random
shape from these squares. And this one it has to scale up to be equal to be like this. So I can choose this shape
as if for tapping on it. And maybe while tapping, we can change its color. So it's clear that we are
choosing this app to open. So let's apply some
scaling to this. Maybe it's scales
down and then up. All right. And let's
change its color. So maybe we can change it to maybe this color and then
back to its original color. And then, and then we can make the rest of
the shapes disappear. So. Select all the shapes, create a new keyframe
on the scaling. And maybe we can have some anticipation
before they scale down. So maybe they scale up a little and then
they scaled down. And they can leave
randomly as well. So and now this shape will scale up, maybe some anticipation and
then it scales up like this. And let's adjust the
positioning as well. Can move to this
centered like this. Let's adjust the curve to
have some anticipation. Made me want it arrives. We can apply some overshoot
as well on the scaling. Create a new keyframe. Go to the graph. Let's check our storyboard. So yeah, here we can
zoom out a little bit. So on the shape appears. And the one day this one, they start to disappear. And selecting our app, we can zoom out a little. So here we have the
controller of the phone. But what we can do as well
is let's drag it to the top. And let's select all
our shapes inside the phone and link it to
the phone controller. So now our phone is
controlling our whole shape. So over here, we can
start scaling out. Like this. Much, maybe like this. Okay, I didn't scale much. Just the timing. A little bit faster. Okay, I need to adjust this this box so it has to be more centered. And I think we
have an issue with the alignment of this bar. It has to be centered as well. Maybe lower and maybe you
can scale it up more. Yeah. Let's adjust the overshoot. I think it's too much that's deleted and
to create a new one, Maybe it's subtle. Overshoot is enough. Yeah. Okay, before I continue, I need to adjust the alignment
of the of the search bar. So okay, so here our search
bar with the shapes, Let's assign a new color
to them, maybe cyan. Okay, so here I have all my
assets for the search bar, I can create a new node
and assign all the, all the assets to the null. And let's name it
search bar control. And then I need to assign the search bar control
to the phone control. Alright, so let's drag
it to the last lesson. Much better. Alright.
19. The Title Animation: Alright, now let's move
to the final scene. It's the text animation,
animation principles. That's the title of the class. Okay, Now, let's copy
and paste the text. Center the anchor point. Align the text. Alright, now I need to
pre-comp and context. Now I can work on the text animation on a
separate composition, so I have more space. Alright, so now I'm going
to animate this text and you have different
ways of doing that. First, I need to separate
this word into characters. So I want each character
on a separate layer. So I have a decompose
text plugin. It's a, it's a powerful plugin. I can just select my layer and I'll make sure that the
decomposed into characters. And then I click decompose, and now I have all my
characters on a separate layer, so I have more control over each character so I can
animate it in any way I want. So if you don't have
the decomposed text, you can do it manually. So the first thing you
can do is to count the number of characters
that you have in your word. So in my case now I have nine
characters in this world. So I want nine copies
of this text, 23456789. Now what I should do is I want to separate each
layer by masking it, or you can delete the
other characters. So now I have a layer, I can have n, can use the pen tool. Alright, And the
third character is I. And it goes on until we have each character
on separate layer. But since I have the
decomposed text, I will just use it. Alright? And by the way, if you want to purchase
the decomposed text, you can find it on the
e00 script website. Alright, so let me start to
animate these characters. Separate positions. Okay, I don't need
the X position. Now, I want this text to be out of this box, like this. Okay, So I want to move
it out of the box. Alright. To make it a little bit faster. Oops, I forgot. Okay, maybe
we can do some overshoot. So let's create a new key. Go to the Graph Editor. Make it like this. So it's going past the final position and
then it goes back. Maybe I'll change the timing a little to make it
a little bit faster. All right, now let's make the characters a
full consecutively. So. Maybe just delay one frame. Alright. Okay, so now I need to
make some track matte to make my animation text invisible whenever
it's outside this box. So I will duplicate this box. Let's name it. Mask. Right? Okay, now let's animate
the principles. What I'm gonna do
the same thing. Separate positions. Alright. Let's remove the x position and some overshoots. I think it's too fast. Maybe I can make the overshoot give me a bike and make the
overshoot higher. Right? Let's add some delay between
the characters. One frame. Okay, Let's make them
a pure like randomly, not like the animation texts. Like to have some variety. Well, I should've split the
layers before, but it's fine. And I want to adjust
the curves as well. So I just need to go to the curve editor and make the Bezier of the curve steeper. So it begins instantly. Let's see what it,
what do we have now? So, oh case, I turned
off the characters here. Let's check the principles. Okay, now, the last
thing I want to do is to make the phone
leave the frame. So let me get the
phone controller. Alright, now I want to link the text with the
phone controller. I don t need to
link the mask since the mask is already
linked to the text. So I just link the text
or the font controller. Alright. Now let's make the phone leave. Let's do some anticipation. And then it leaves the frame. All right, maybe
let's rotate it. It looks awesome. All right, good to play around
with the curves. It's good. Alright. Alright, so
now let's export. Add to Media Encoder. Kids a format H.264
preset high bitrate. Alright, good. And here's our animation.
20. The End: And that's it. Now that you've
completed the class, I suppose that you
already have a set of animation tools already in your possession
that will put you way ahead of the
average animators. It's a pleasure for me to share
this knowledge and skills that I've learned during
the past few years. And I thank you so much for
deciding to take this class. Please remember to share
your projects to get feedback and inspire
other students. And if you found that
this class was helpful, I would appreciate it if
you leave a review and follow my channel to get
updates on my new classes. Until that, cheers
and good luck.