Transcripts
1. Intro: Hi! My name is Carminys Guzman. [MUSIC] I was born and
raised in Dominican Republic, and now I'm living in Portugal. I am the co-founder of Operary, an animation studio, where I work as an animator, illustrator, and scriptwriter. We've been producing top-notch
videos for over a decade, And we have the pleasure
of working with some incredible
companies such as Intel, Deloitte, Bayer, Porsche, and many more. Now, we are exciting to share
our knowledge with you. In this course, you will
discover how to simulate 3D turns from 2D illustrations
with Adobe After Effects, without using any plugins. The best way to impress, and wow your audience. We will start by
organizing the designs in Adobe Illustrator so we can work efficiently in After Effects. Then, we will get in touch with the After
Effects interface, and we will see the keyboard shortcuts that we will
use during the course. I will teach you how to prepare the character to be able to
animate it in a simple way. Once this is done, the
best part will begin; creating wonderful 360 turns. Finally, we will create
the final project, where you will
learn to integrate the character with an
animated scenario. You will have the
option to download all the files that we will
use during the course. In this way, you will be able to follow the instructions
in real-time, and it will be much easier for you to apply what
you're learning. This course is ideal for animators, illustrators,
graphic designers, creative artists, and generally, anyone who wants to bring
their illustrations to life. This is an intermediate
level course. If you have not used
After Effects before, I recommend you to take
my beginners course, animate your illustrations in record time using Adobe
After Effects, first. With patience, a positive attitude and
perseverance, you will succeed. Your time is now.
Join the course.
2. Project: [MUSIC] Hi there. I'm so glad you decided to take this course. I'd love to get to
know you better. So please let me know from
where you're joining us and your motivation for learning animation through the
discussion board. As your final project, you'll create a fantastic
360-degree character rotation and incorporate it into a scene. Usually, this type of
animation is done with 3D software or traditional
frame-by-frame animation. In this course, you will learn another method; simpler
than 3D animation and without the need to have good illustration skills for
frame-by-frame animation. Feel free to use my
artwork to practice if you don't have time to create
your design from scratch. After each lesson, I'll
give you some guidelines Make sure to follow them and practice to get
the best results. I'm excited to see your work, so please upload it to the
course project gallery. If you have any
comments or questions, please post them on
the discussion board. I can't wait to see
what you come up with. Have fun. [MUSIC]
3. Preparing the Files: [MUSIC] Hello there.
In this lesson, we'll take a look at our character design and see
how to organize the layers. We've used Adobe Illustrator
to design the character. You can download the
Illustrator file from the projects in Resources section to apply everything you learned during
the course in real-time. In animation, the
organization is key. That's why we need to separate
all the elements we'll animate into layers before we start animating
in After Effects. This will make our work much easier and help us work faster. If you look at the character, you can see that it's
a very simple design. The simpler our character is, the easier it will
be to animate. That's why the
character designs are basic in most animated
explainer videos. To better see the organization
of the layers we'll go to the Layer Panel and click
on ''Layer Panel Options''. In Row Size, we'll enter a value of 50
pixels and click ''OK''. Now it looks much bigger. Great. Let's look at how we
have organized the layers. First, we have the eyebrows. We have combined
them into one layer, just like the eyes. If we keep going, we come across the
mouth and ears. Unlike the eyebrows or eyes, the ears have been separated
into two independent layers. Why? Well, because we will be animating
them independently. We will deactivate the
hair layer for now. We will leave it for the end, as it is the most complex
part of the design. If we continue, we can see that we have separated the head, headband, and bun into layers as we need to
animate it independently. Similarly, we've separated in that body, arms, and legs. As you can see, it's
a very simple setup. Now, let's activate
the hair layer. In After Effects,
we'll apply a mask so we can only see the parts of
the hair inside the head. Since we want to
create a full spin, we need the hair to work in all positions front,
side, and back. That's why the hair needs
to continue on both, the left and the right sides, so it can easily expand
in either direction. If we can erase this, you can see it's a
very simple shape. We've drawn the hair and when
it goes behind the ears, we've made a curve downwards to draw the part
behind the head. I will hide the ears for a
moment so you can see better. Once the hair is drawn, we need to duplicate
the hair on both sides. I don't think it's necessary, but just in case we
are going to fill in the empty spaces
with a rectangle. Remember that these parts here correspond to the
back of the head so we need to make it more or less the same size as the head. We can select the
hair layer and drag it over the head to check
that it works well. Great. That's
perfect. That's it, we have our character
ready to start animating in After
Effects. [MUSIC]
4. First Steps: [MUSIC] Hi there. Before we
start animating the project, let's get in touch with
After Effects' interface. We will work with the
standard workspace, but you can choose
your preferred option. The first step is to
create a new composition. We'll go to Composition,
New Composition. Open a new 1920 by 1080
composition at 24 frames. Give it three
seconds and name it. As the second step, we will import our Adobe
Illustrator design. Go to File, select "Import", "File", and select
the desired file. When we import a layered file
in the Import As option, we must select "Composition
Retain Layer Sizes". As you can see, a
composition and a folder with layers
have been created. We are going to work
on the composition. First, drag the
imported composition into the main composition. We will activate the
"Toggle Transparency Grid" option by clicking here
to see the design better. Also, I will close
the Render Queue tab. Now let's take a quick look at the After Effects' interface. The panel where you see the
character is the viewport. This panel will show the results of our designs and animations. At the bottom, we can
see the Timeline panel. This panel is where we will spend more time creating
our animations. From here, we can easily modify the transformation
properties of the layer. If we look to the left, we can see the project panel
where all the composition we create and all the files
we import will appear. At the top, we can find
the essential tools. Perfect. Now we
will take a look at the must-know keyboard
shortcuts for this course. The shortcuts refer to the layers properties and
the commonly used tools. Let's see how to open the layer properties
with a single click. Press "A" for the anchor point, "P" for the position, "S" for the scale, "R" for the rotation, and "T" for the opacity. Also, if we hold down
the "Shift key", we can open several
properties simultaneously. Now we will see how to access the main tools with
a touch of a key. Press "V" for the
selection tool, hold "Space" for the hand tool, "Z" for the zoom tool, "W" for the rotation tool, and "Y" for the pan behind tool. It's about practice. At Projects and Resources, you have a PDF
file available for download with the most
helpful shortcuts
5. Head Rotation 1: [MUSIC] Hi there. It's time to start animating the character. First, we'll enter the
character's composition. We can see all the layers that make up the character from here. Now, we're going to
create several markers on the timeline to define
the animations timing. To do this, make sure to place at the beginning
of the timeline and create the first marker
with the asterisk key. We need to ensure
that we don't have any layer selected because
if we select a layer, the marker will be
applied to the layer. Next, we double-click on
the "Marker" to enter its configuration
and we write front. This way, we define that our character will be facing
forward at the beginning. We advanced 12 frames, equivalent to half a second
and with the asterisk key, we create another marker. We access its configuration with a double-click and
call it, "Side." From this display, we can see
on which frame we are in. We advance another 12 frames to the second one and create
another marker named, "Back." Once again, we
advance 12 frames, create a new marker and
also call it, "Side." To finish, we advance
12 frames again, create the last marker
and call it, "Front." Great. We have defined
the animation times and can use the markers as guides
to avoid making mistakes. In summary, we're going
to create a full spin, which will end in the
same position it starts, and we'll have a
duration of two seconds. Don't worry about the
duration of this spin. In future lessons, I
will show you how to play with the timing
of spins easily. Before configuring
the character, we will apply continuously
rasterized on all layers. We simply click and drag
down on all layers. By applying these, we make sure that our character
doesn't pixelate. Additionally, they
take matte from layer of fact that
we will apply later, needs this option to be active. Great. Now we're
going to pre-compose the face elements in
a new composition. If we select the eyebrows, eyes, and mouth, while holding
down the "Shift" key, we can select multiple
layers simultaneously, and with the right-click, we click on "Pre-compose," we
name it and press, "Okay." Now it's easier to modify
the face elements. Additionally, in future lessons, we'll need to duplicate
these elements. Grouping them in a composition will help us work
more comfortably. Of course, with a double-click, we can access the face elements. We're going to go back to the main composition and
we're going to create a null object to control the movements of the face
and hair at the same time. To do this, we go to, layer, new, null object. We select it, press the" Enter" key and call it,
"Face controller." Null objects are
invisible layers in after effects that can be used for efficient control of the movements
of other layers. We place a null object on top
of the head and simply link the new pre-composed composition and the hair with
the face controller. To do so, drag the pick whip from these layers to
the face controller. Now, if we move the face controller all the linked elements
will also move. To finish this lesson, we will apply an
effect so that we can only see the hair when
it's inside the head. To do this, we select the
hair layer and go to, effect, channel, set matte from the
effect controls in the take matte
from layer option, we choose the head
layer since we only want to see the hair when
it's inside the head. Great. Our character now
looks more beautiful. If you can't see the
effects controls window, activate it from window. Now, we want to apply the
same effect on the face. We select the effect
and copy it with "Control C" or "Command
C" on Mac to save time. Then we select the
face layer and paste it with "Control V"
or "Command V" on Mac. Now, if we move to the position of the
face controller layer, we have configured the
movement of the face. Oops, there is an error, the facial elements should
not come out of the head. Do you remember I told you
that we had to activate the continuously
rasterized option on the layer for the take matte
from layer effect to work. When pre-composing
the face elements, I forgot to activate this
option on the new composition. We will simply activate
it and now we can only see the facial elements when
they are inside the head. In the next lesson, we will animate the head
rotation of our character. Don't miss it. See
you there. [MUSIC]
6. Head Rotation 2: [MUSIC] Hello again.
In this lesson, we're going to start animating. Let's just start with the most complicated part of the animation; the
head rotation. Before we begin we'll
turn off the ears, headband, and bun, so they don't get in the way. To animate the head rotation, we only need to create
three key frames. We make sure we are at the beginning of
the timeline where the first marker is located which corresponds to
the front position. We open the position property of the face controller layer, and create a key frame by
clicking on the stopwatch. Then we move forward to the
central marker named back, and move the position
until the back of the hair is
centered on the head. Finally, we move forward to define our marker named front, and modify the position
until the hair is centered on the
character's face again. Notice that we can't see the character's facial
elements in the final pose. Don't worry, it's an easy fix. We go to the beginning
of the timeline, and select the Face layer and
duplicate it with Control D or Command D on Mac then we go to the [inaudible] option, and we move the link from
the new duplicated layer. Finally, we move forward
to the last marker, and we link the layer
with the face controller. Now if we preview, we have the complete rotation. It's that easy. The good thing about
this method is that once you understand
the dynamics, you can create a 3D
rotation in a few minutes. Now is the time to animate
the movement of the ears. Again, we only need to create
three poses. Let's go. We can now activate the layers
that we had deactivated. We select the right ear, open the Position property, and create a key frame by
clicking on the stopwatch. We advance to the
central marker, and drag the ear to
the opposite side. Finally, we advance
to the last marker. We select the first key frame, and copy it with Control C or Command C on Mac and with Control V or Command
V on Mac, paste it. We do exactly the same
with the left ear. Create a key frame at the
beginning of the timeline, advance to the central marker, and drag the ear to
the opposite side. Finally, advance to
the last marker, select the first key frame, and copy it, and then paste it. If we preview, we
see that there are still some details that
we need to improve. Right now the ears are always in front of the head which
should look strange. To solve it we are going
to duplicate the ears, but before I continue I just realized that I had
misnamed the ears. They are reversed. I'm going to fix it quickly. We just need to
select the layer, and press the Enter key to
modify the layer's name. Done. Returning to the
problem of the ears, we are going to
duplicate the ears. We select one ear, duplicate it with Control
D or Command D on Mac, and do the same
with the other ear. We select the duplicate layers while holding down
the Control key, and drag them below the head. To keep everything organized, the layers behind
the head will always be the ones identified
with the number 2. During the first half of the
animation which is until reaching the central marker
that defines the back pose, we want the right ear
to be above the head. We go to the right ear layer
and animate its opacity. We create a key
frame at frame 23; one frame before
the central marker, then we advance one frame and
lower the opacity to zero. During the first 23 frames
the ear will be visible, and in frame 24 it
will be invisible. To work faster we
select the key frames, and copy them with Control
C or Command C on Mac. During the second half
of the animation, we want the ear to
pass behind the head. We go to the Right Ear 2. Again, we place one frame
before the central marker, and paste the animation. With the selected key frames, right-click "Key
frame Assistant" , "Time-Reverse Key frames". In this way, we create
the opposite animation. When the top layer is visible the bottom
layer is invisible, and when the top layer becomes invisible the bottom
layer becomes visible. If we preview, we can see that the animation works perfectly. We are now going to do the
opposite with the left ear. In this case, we want the
left ear to be behind the head during the first
half of the animation. In other words, we want
the left ear layer to be invisible during
the first, second. We go to frame 23, and animate its opacity. We lower the opacity to zero, move forward one frame, and raise it to 100%. Just like we did
with the other ear, we copy the key frame, go to the layer behind
the head, and paste them. Right-click "Key
frame Assistant", "Time-Reverse Key frames".
Let's take a look. Great. We have it guys. Let's temporarily deactivate
the headband and the bun. We now have our head
rotation almost finished. If our character
didn't have a bun, we will have finished setting
up the head rotation. Now, all we have to do is animate the headband
and the bun. We're going to
activate the layers. The process is similar to what we have
done with the ears. We are going to create a
key frame in the position of both layers at the
beginning of the timeline, then we advance to
the second marker that we have called side, and move the elements
to the right. We advance to the fourth marker, and move the bun and hairband
to the opposite side. Great. Finally, we move
to the last marker. Layer by layer, we copy the
first key frame and paste it. It is important to do it
layer by layer because if we copy and paste key frames from different layers
at the same time, the layers will be duplicated. Let's take a look.
We almost have it. Now we have to see when
they have to be above, and when they have to
be below the head. In this case we want
them to be above the head in the central
part of the animation, that is, from side-to-side, from the second marker
to the fourth marker. We're going to start
animating the bun layer. We move one frame before the second marker and create
a key frame in the opacity. We advance one frame and
lower the opacity to 0%. We select the key
frames and copy them. We advance to the fourth marker, go back one frame, and paste the key frames. Right-click "Keyframe
Assistant", "Time-Reverse Keyframes". To go faster, we can copy
the opacity animation, and paste it into the hairband. To do this, we move to the first keyframe we
applied to opacity. We select all the key
frames and copy them, and then with the
hairband selected we paste them. Okay, guys. Now we are going to
duplicate the layers. We drag the original
layers above the head. Remember the layers
numbered with the number 2 should go below to keep
everything organized. Now, we just have to select the first two keyframes applied to the opacity of both layers, and with a right-click, apply Time-Reverse Keyframes and then we do the same with
the last two keyframes. Let's see how it looks. The bun layer should be
above the headband layer. Voila, we have our head
animation finished. Right now the animation
looks robotic. Don't worry about it. We'll fix it later. If you want to animate the
character with long hair, follow exactly the same process that we have done
during this lesson. In the next lesson, we will continue with the
rotation of the arms. See you there. [MUSIC]
7. Animating the Arms: [MUSIC] Hi guys. Now that we have
animated the head, it's time to animate the
body of the character. We're going to start
with the arms. The process is very similar to what we did to
animate the ears. But before we start animating, we are going to place
the anchor points on the arms with the help
of the Pan Behind Tool. The anchor points will
be the axis on which the arm will rotate when
animating the rotation. We're going to place
them at the junction between the shoulders
and the body. Great. Now we're going to animate the position
of the arms. We add a keyframe at the
beginning of the timeline. We advance to the
central marker, and move the arms to
the opposite side. Finally, we move to
the last marker. We copy the first
keyframe and paste it. We do the same with
the other arm. Again, we go to the beginning of the timeline and
create a keyframe. We advance to the
central marker and move the arm to
the opposite side. Finally, we go to
the last marker and copy and paste
the first keyframe. Let's take a look. To make the animation
more natural, we need to animate the
rotation of the arm as well. We simply animate the
rotation in a natural way, so that the arms open a
either add the extremes. Finally, we copy the first
keyframe and paste it. Of course, we do the same
with the other arm as well. [MUSIC] Let's take a look. Perfect. Now we just need
to duplicate the arms and decide when they should
be above and when below, the same as we did in
the previous lesson. We select the arm layers and duplicate them with Control
D or Command D or Mac. In this case, we want
the arm layers without numbers to be above the body, and the layers with number
2, should remain below. We simply place the
layers to achieve this. In this case, for the
rotation to be natural, the right arm will be above during the first half
of the animation. In the previous lesson, we used opacity to decide
when they should be visible, and when they should be hidden. In this case, we will play
it with the length of the layers to see different
methods of doing the same. As we want the right arm to be above during the first
half of the animation, we place at second one
and simply drag from the right end of the layer to the central mark
of the timeline. We do the same with the layer of the right arm that is below. But in this case we
drag from the left side so that the layer becomes
active from the central marker. That is so that it is visible when the top layer is invisible. On the other hand, we want the left arm to start
behind the body. We go to the top
layer and drag from the left side so that it
remains invisible at first. Again, we do the opposite with the left arm that
is below the body. In this case, we drag from
the right size so that it remains active during the
first half of the animation. Let's preview. We have it. At first, it may seem
a tedious method, but once you learn it, it is a relative quick way to give a third dimension
to your characters. In just 20 minutes, you will be able to create
incredible animations. In the next lesson, we will see how to
animate the legs of the character. See you there. [MUSIC]
8. Animating the Legs: [MUSIC] It's time to
animate the legs. In this lesson, we will
learn how to animate paths to easily animate
the movements of the feet, but first, we need to
animate the position of the legs in the same way
we did with the arms. We will place the
anchor points of the legs with the help
of the Pan Behind tool. We will place them at the junction between
the legs and the body. We select the right leg, open the position property, and create a keyframe at the
beginning of the timeline. Then we advance to the central marker and move
the leg to the opposite side. Finally, we move to the last marker and copy and
paste the first keyframe. Of course, we do exactly the same process with the left leg. We create a keyframe at the
beginning of the timeline, advance to the
central marker and move the leg to
the opposite side. Finally, we move to the last
marker and copy and paste the first keyframe.
Let's take a look. Great. Now, just like
we did with the arms, we will animate the
rotation of the legs. We create a keyframe in the
rotation at the first marker, we advance to the
central marker, and open the legs
a little to give the character a more
natural posture. Finally, we advance to the final marker and copy
and paste the first marker. Of course, we need to do exactly the same
with the other leg. Great. Now we're going to
animate the character's feet. To do it quickly and easily, we're going to animate
the legs parts. To access the parts, we need to select the layers, right-click, Create, Create
shapes from vector layers. By doing this, the
shape layers have been created and the original
layers are now hiding. We're going to drag them
over so they are together. If we select the shape layers and in the timeline search bar, we write path, we can access
the paths more quickly. Perfect. Now we just
need to animate them. We're going to zoom in a bit
to be able to see it better. I'm going to create a
guideline to make sure the feet are always in
contact with the ground. We're going to
deactivate the option toggled transparency grid to be able to see
everything better. To animate the paths, we need to have the option shape path visibility activated. We're going to select the path. Now, if we click on one of the control points of the
path that make up the foot, the path we need to animate in the timeline
will be selected. In this case, path
1 remains selected, so this is the one
we need to animate. We place at the beginning of the timeline and
create a keyframe. If you don't have much
experience animating paths, you can select all paths. This way, you make
sure you select the path you want to animate. We advance to the central marker and with the selection tool, we modify the control points
of the path to our liking. First, we select
the control points of the path and
then we modify it. In this case, we are looking for the foot to look towards
the opposite side, so we simply change the
position of the foot, making sure that the
base of the foot always stays in contact
with the ground. Finally, we advance to the last marker and copy and
paste the first keyframe. Done. Now we will do the
same with the other foot. We select one of the
paths and then click on one of the control points
that belong to the foot. Again, path 1 remains selected, so it is the one
we must animate. We will create a keyframe at the beginning
of the timeline. We advance to the central
marker and modify the path so that the foot looks
towards the opposite side. Remember, first, we select the control points of the
path and then we modify it. Finally, we advance
to the last marker and copy and paste
the first keyframe. Let's see how it's turning out. Fantastic. I really like it. We will reduce the zoom of the view part a bit and we will reactivate toggle
transparency grid to be able to see it better. Well, it is time to
duplicate the legs. As usually, we want the layer
that do not have numbers to be above the
body and the layers with number 2 should
remain below. Similarly with the arms, we want the right
leg to remain in front of the body onto
the central marker. Therefore, the right
leg number 2 will be invisible on [inaudible]
the central marker. With the left leg,
the opposite occurs. It will be behind [inaudible]
the central marker. We will hide it during the first part of
the animation and we will activate the
left leg number 2 onto the central marker. We will take one last
look, almost there. We have to reorganize
the layers a bit because the legs and arms
are getting in the way. You see the arm is in-between the body and neck,
it looks unnatural. To solve this guys, we will simply drag the
left arm number 2 below the leg layers. Let's see. We also have to drag the right arm number 2
below the leg layers, that is, both arms
must be below. Great. We got it. We have the complete
turn of our character. In the next lesson, we will see how to integrate the character into a scene and create a much more fluid and
dynamic turn. See you there.
9. Final Project 1: [MUSIC] Hi guys. In this lesson, we'll start creating the
animation you see on the screen. First, I want to show you
the Adobe Illustrator file. It is a simple design made up of several elements
separated into layers. A mouse arrow, a button
divided into two layers, and finally, the background. The file has a size of
1920 by 1080 pixels, the same size we are working
with in After Effects. Let's go back to our
After Effects project. From here, we will go to File, Import, import as
Composition-Retain Layer Sizes. With a double-click, we enter
the project 1 composition. Before anything else, we will modify the duration
of the composition. We will go to Composition, Composition Settings and set
a duration of four seconds. We will drag the layers to
the end of the composition. We select the first layer, and then while holding
down the Shift key, we select the last layer and we drag the
layers to the end. Let's start animating the
movement of the plants. To do this, first of all, we will place the anchor
points of all the plants at their base with the help
of the Pan Behind tool. The anchor point will be the axis on which the
plants will rotate. Perfect, now, we will animate the
plants very quickly with the help of a very
simple expression. We open the rotation
of the first plant, and while holding
down the Alt key, we click on the stopwatch and we write the wiggle expression
that you see on the screen. Thanks to the wiggle expression, the plants will move randomly without the need to
create any keyframes. With the first value, we define how many times
they would move per second, and with the second value, we define the amplitudes
of the movements. We have established
the frequency at 0.5 and the amplitude at five, but you can play
with the values. We select the expression, right-click, Copy
Expression Only. Then we select the
rest of the plants and paste it, and we preview. When animating the plants, the parts that are
outside are cut off. To fix it, we go to the Illustrator file and make sure that all the
plants are within the working area, and save. Then we go back to After
Effects and preview. I love using this expression to animate the
movement of the plant. It's super easy and it
looks very good, perfect. Now we're going to
animate the mouse arrow. We open the Position property
and create a keyframe, and we take the mouse
arrow out of the screen. Then we advance one second and place the arrow on
top of the button. Once here, we create a
keyframe in the scale. We advance three or four frames and reduce the scale
to 80 percent. We advance four more frames and copy and paste the
first keyframe. Now we're going to animate the interaction of the mouse
arrow with the button. To do this, coinciding
with a moment when we animate the mouse arrow, we're going to create a keyframe in the position
property of the button. We advance four frames and move the button so that it is just
above the button 2 layer. Finally, we advance
four more frames and copy and paste
the first keyframe. Let's preview and
see how it works. Perfect, now, all we have to do is improve the movement of the mouse arrow. We select the keyframes, and with F9 key, we apply Easy Ease. By doing this, we apply smoothing
to the acceleration and deceleration of the movement so it is more fluid and organic. Next, we right-click on one
of the selected keyframes, Keyframe Velocity and set
the influence to 60 percent. The greater the influence value, the greater the smoothing of acceleration
and deceleration. Let's take a look. Now,
it looks much better. Finally, we are going to apply an effect to add more
depth to our project. First, we select
the plant layers, right-click, preComp, rename
it, and press "Okay". With the new
composition selected, we go to Effect, Blur & Sharpen, Gaussian Blur. Coinciding with the
moment we click, we create a keyframe
in blurriness. We advance a few frames and
change the value to 20. By doing this, the
plant become blurred. We go to the blurriness option and make a right-click on it and select "Reveal in Timeline" to be able to see the
keyframes we have applied. Now we select the
keyframes and copy them with Control C or
Command C on Mac. We go back to the moment we
created the first keyframe. Select the mouse
arrow layer and paste the animation with Control
V or Command V on Mac. We're also going to select the bottom layer and paste
the animation again. If we preview, we see
that at the beginning, the foreground elements are in-focus and then
they become blurred. We're going to select
the button to layer and paste the animation
on this layer, too. Now we're going to do the same with the background elements. We select the background layer, and with Control V or Command V, we paste the keyframes. We're going to drag the
character to the scene. We place it and
adjust its scale. Again, we paste the Gaussian
blur animation effect on the character as well. With the character
layer selected, we right-click on blurriness and select "Reveal in Timeline". Then we select the key, and with right-click, we
apply time-reverse keyframes. We do the same process
on the background layer. In this way, at the
start of the animation, when the foreground
elements are in focus, we give priority
to these elements. Then when we click
with the mouse, we focus on the character
and background animation. This is a resource that we
like to use in our studio and gives a very professional
look to the animations. As you can see, the character disappears from the second tree. This happens because
its composition only lasts three seconds. In the next lesson, we
will see how to solve this and finish animating everything.
See you there. [MUSIC]
10. Final Project 2: [MUSIC] Hi, everyone.
Let's continue animating the final project. We will enable the
time remapping option. This option will
allow us to make the character rotate
faster or slower, and we can even smooth out the animation so that the
movement is much more fluid. We select the character, right-click, enable
time remapping. When we apply it, two keyframes are
automatically created. We will move to the
last marker and create a keyframe by clicking on
this little diamond here. This way we have two keyframes, one on the first marker and
the other on the last marker. We can delete the last key key and extend the layer to the end. [MUSIC] We will preview
again before doing anything. The magic is that now we can
modify the speed at which the animation of
the character is played by simply
moving the keyframes. For example, we can move the second keyframe to
the central marker. Now, if we play it back, we can see that it
rotates in half the time. The problem is that the
movement is too rigid. [MUSIC] To solve it, we select both keyframes and with F9 key, we apply Easy Ease and we
can smooth it out even more. Again, we select the keyframes, right-click Keyframe
Velocity and modify the influence value. Just like before, we can
leave it at 60% for example. You see now the movement is much more dynamic
and attractive. We will move the keyframes to the moment when we
click with the mouse. [MUSIC] Now we only need to add a second turn to the
characters spin. To do it easily, we move one frame after the last keyframe and
copy the keyframes. Then we paste them with
Control V or Command V on Mac. If we preview, we can
see that the animation makes a stop between
spin and spin. That breaks the
breathing of the spin. This is because the animation
hat is moving applied to the acceleration and
deceleration in all keyframes. To solve this, we will
remove this moving. To do this, we select the central two key
frames and click on one of them by holding down the Control or
Command key on Mac. Now, yes, we will have the double spin
working perfectly. From here, you can use the characters spins
in 1,000 ways. It's an incredible way to make your animations more
eye-catching and attractive. The only limit is you. [MUSIC]
11. Looping the Animation: [MUSIC] Hello, again.
In this lesson, we will learn how to create a loop of our
animation very simply. To put a loop in context, we have created an 8
second simple scene. We drag the
character's animation and placed it in the scene. Next, as we already saw
in the previous lesson, we select the character, right-click, time,
enable time remapping. We create a key frame
on the last marker. We select and delete
the last key frame, and finally, we drag
the layer to the end. So far we are repeating what we have seen in the
previous lesson. Perfect. Now we will apply the expression loop
out on time and remap. To create the expression, we click on the Stopwatch while keeping the
Alt key pressed, and we write a loop out
expression you see on the screen. If we preview, we can see our wonderful character
spinning endlessly. To improve the look of the spin, we are going to apply an effect
with the layer selected, we go to effect, time, posterize time, and we
reduce the frame rate to 12. By reducing the frame rate, we get a more cartoon
look that I like. See you in the next
lesson. [MUSIC]
12. Rendering: [MUSIC] Now that we have
our projects ready, we can export them. Keeping mind that the
composition that we currently have open
will be exported. For these, we go
to Composition and select "Add to Adobe
Media Encoder." Media Encoder helps us export
projects more efficiently. First, we choose the codec. In this case, we will use H264. It exports the video in MP4, the most used
format for the web. Regarding the output resolution, we can choose the Match Source, high or medium bitrate
option to avoid mistakes and export it in the same size we
have worked on the project. Finally, we choose the
location where we will export the video and
give the file a name. To finish, click on
the play button here. With these guys,
everything will be ready. Once the process has finished, you can open your
video and share it with all of us in the
course project gallery. I'm so looking forward to
seeing your work. [MUSIC]
13. Final Thoughts: [MUSIC] Congratulations
on completing the course. I'm so proud of all that you have accomplished and the
progress you have made. Your hard work and
dedication have paid off, and you are now equipped
with the skills to create 360-degree
character rotations. As a teacher, it has been a pleasure to guide you
on this journey and I am excited for you to apply
everything you have learned by creating your
animation from scratch. You can use the course
files or even better, animate your own designs. Please share your projects in the gallery or tag me in
your Instagram posts. I will be very happy to give you feedback and
help you improve. Remember practice is the key, and don't be discouraged
if you have to repeat the process
or make mistakes. The process of learning
animation is not easy, but it is incredibly rewarding. I invite you to visit my
profile to stay updated on new classes and discover other classes related
to the animation world. Your feedback is very
important to me, so please take a moment
to leave a review of the course and let others
know about your experience. I will appreciate it. Thank you for being
part of this class and I hope to see you in
my other courses soon. Happy learning. [MUSIC]