Frame by Frame Look in Adobe After Effects: From 3 Illustrations to a Smooth Animation | Gui Jorge Porto | Skillshare
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Frame by Frame Look in Adobe After Effects: From 3 Illustrations to a Smooth Animation

teacher avatar Gui Jorge Porto, Designer and Animator

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      2:25

    • 2.

      Class Orientation

      1:21

    • 3.

      Sketching Your Keyframes

      3:27

    • 4.

      Vectorizing in Illustrator

      8:35

    • 5.

      Vector for Motion: Dos & Don'ts

      9:04

    • 6.

      Speed Graph & The Art of Morphing

      6:00

    • 7.

      Importing to AE: Layers! Layers! Layers!

      6:56

    • 8.

      Setting the Timing

      7:29

    • 9.

      Animating Shape Layers: Rotating the Head

      13:37

    • 10.

      Continuing the Rotation

      5:04

    • 11.

      Anticipation & Follow Through: It’s in the Details!

      5:40

    • 12.

      Adding a Background & Rendering

      6:44

    • 13.

      What Next? Keep Spinning! (BONUS)

      3:54

    • 14.

      Conclusion

      0:49

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About This Class

Do you love how frame by frame animation looks, but just don't have the time to draw 12 frames for every single second? So you are in the right place!

In this class, you will learn how to use Adobe After Effects to create animations that resemble frame by frame techniques but only use a couple of drawings. You will only need to create a few poses - in our case, just three - and After Effects will handle the hard work, generating the frames in between.

We do that by animating shape layers and managing the graph editor. That allows us to be able to morph different shapes and create seamless transitions. 

Throughout this process, you’ll learn:

  • How to use speed to trick the eyes and create an illusion of movement.
  • How to animate many shape layers in one go.
  • How to "fake" 3D even when working in a fully 2D environment.

This course is designed for anyone eager to animate characters without the complexity of intricate riggings or plugins. Some experience in After Effects will be helpful, but beginners will also be able to follow along, as I attached all my working files in the resource section for your reference.

 

This technique is how I animate many of my client projects, especially when I have to animate characters and don't have the time to do actual frame by frame animation. This is a really effective and time-saving workflow.

By the end of the course, you will understand the endless possibilities of working with shape layers in After Effects and be able to take your animation skills to the next level.

Meet Your Teacher

Teacher Profile Image

Gui Jorge Porto

Designer and Animator

Teacher

EN

My name is Gui Jorge and I am a Motion Designer and Illustrator from Brazil!

I currently work and live in the UK and have more than 7 years of experience as a Designer and Animator.

I have already worked full-time and as a freelancer and in this journey I discovered the wonderful world of frame-by-frame animation. I fell in love and decided to specialize and focus my studies on it. As the best way to learn is to teach, here I am at Skillshare to share a little bit of my knowledge.

Follow me on Instagram @guijooorge and say hello!

Thank you so much for being here!

-

PT

Meu nome é Gui Jorge e eu sou Motion Designer e Ilustrador de Belo Horizonte!

Hoje eu trabalho num estúdio no Reino Uni... See full profile

Level: Beginner

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Transcripts

1. Introduction: Frame by frame has no limits other than your client's budget and a line. That's why I want to show you how I create good animation that looks like frame by frame, but only uses a couple of drawings. Hello, my name is Giiorge. I'm from Brazil, but I live in the UK and I have more than seven years of experience as a motion designer and animator. I love how Cartas are capable of telling stories, making people smile. That's why I always try to be funny and playful with the characters I create. In this class, we're going to make this animation where I simulate the camera rotating around the Carter. For that, I made only three illustrations. Then I let after effects do the hard work for me creating the frames in between. First, we are going to use a illustrator to create three poses of our characters. For that, you're going to see what you have to bear in mind when illustrating for motion. Then we're going to send the three illustrations to after effects and animate the shape layers so we can make one pose seamlessly morph into a node. The result will be a smooth animation of our cartas rotating and change perspective. Throughout this process, you're going to learn how to use the speed to trick the eyes and create illusion of movement. How to animate many shape alyers in one goal. And how to fake three D even when working in a fully two D environment. This classes for anyone that wants to animate cartas without reign with complex reading or plugging. But especially for motion designers dealing with tight deadlines, AKA most of us some experience with after effects is desirable. But if you are an ambitious beginner, attached at the resource section all my project files so you can open it, play around, and have fun. The approach I'm going to teach you here is how I animate my stuff every day. To prove that, I have added a bonus lesson where I show you real client projects. And you can see that this technique can be applied in many different cases. Join me and I bet it's going to change the way you see and work with after effects. 2. Class Orientation: Welcome to this class, guys. Thank you for taking it. For this class, we're going to create a disanimation of a 360 degree, where we're going to see the charters holding a smartphone, which is a very common piece in motion graphics. And we're going to start by sketching it. We're going to sketch our characters, we're going to vectorize them using a illustrator. For that, I'm going to show my process of vectorizing. So you're going to see some tips on what to bear in mind when illustrating for motion before importing it to after effects. I'm going to show you the logic behind the animation we're going to do for that, I'm going to talk a little bit about a speed graph which is going to be our best friend in this process. Then we're going to impart the three pulses into after effect. And we're going to animate the shape layers, one pulse transitioning to the other until the Carter makes the complete rotation at the end. I'd like to make sure we apply some principles of animation. We're going to add some anticipation and accommodation at the end of the movement. Please don't forget to publish your project so I can comment and give you feedback. Thank you for taking this class. I hope you enjoy it and see you in the next lesson. 3. Sketching Your Keyframes: Okay guys, the first step of this process is to plan the animation and sketch the three poses of the character. Let's go, it's time to plan the animation. First, I have to say that this project doesn't require you to have a walk with a pen to draw like I have here. All we're doing here is sketching. It's all right to draw in a real piece of paper and just photograph with your phone and send it to the computer. First, let's imagine what we're going to have here in this animation. We're going to draw three poses of the Carter. This is the frame, three of those. Now our Carter will be always a static. This is the top view of the Carter, and he's like here holding a phone, right? So we're going to have the same Carter in all the frames, because the Carter are not moving. What is moving here will be the camera. So I will sketch a camera here, so we can imagine where the camera is positioned in this first scene. And I first do the last one, which you'll probably be here, and obviously here, the camera is far from the Carter. Then what we're going to movement of the camera doing that, it's going to come from here. In the middle point, the camera will be probably something like this. All right. Now that we know that this is the camera trajectory and positions they're going to have, I going to imagine what shots we are having in each of the situations in here. As the camera is very close to the Carter, we might have something similar to this. We're going to see the phone, the second shot, the camera is here. We probably have the hand here within the phone. I'm not showing the full body here because I want to review the full body only in the last scene. In the last scene going to have the Carters like this. I would like to have a dog here, and this is what the shots are going to be. This is my initial planning, although she's not like showing the full body in all the shots. I might need to start by drawing this because it gives me a full picture of the Carter. This is what I came up with. I went through a process of designing this charter. Each one of you might have a different approach to that. I put some guides here as you can see, so I can keep the proportions. And although I like to create the full body just in case. But I'll probably have something like this because of the shot here, I will show the full body. This is what I have. Feel free to design the Carter the way you want. It's just important to keep the proportion and make sure the rotation makes sense. We are ready to vectorize this, Carter now. 4. Vectorizing in Illustrator: Now it's time to open Adobe Illustrator. And I'm going to show you how to vectorize those illustrations. Let's go. Okay guys, welcome to Illustrator. Well, the first thing we're going to do here is importing this sketch we just did here. Is it I can't just drag and drop. First thing that we're going to have a look is the layer. The layer tab is very important because we can separate the elements here. When we take it to after effects, the layers there will be separated like they are here. I want to make sure this reference is in layer so I can name this layer reference. I want to lower the opacity, selecting the reference image. I'm going to come in property and decrease the opacity. I also want to click in opacity here and change it to multiply. Multiply will allow us to draw under this image without changing the color. Otherwise, you're going to have a tint of white because the opacity is 17% If we multiply the color won't change. Then we're going to go back to the layer tab. Let me create another lyric click in here, I will. This layer under the reference here will be the vector. I want to make sure I will lock this reference layer so I don't click and move it. I'll click here. From now on I will just be able to draw on this layer vector. Obviously, if I have this layer selected and I try to draw anything, it doesn't allow me to. I have to be in this layer to draw anything. In 99% of the cases I use this pen two to draw. You have other variations of the pen to like this one. You could click and create some arcs like that, but I never use that. To be honest. You have other options like this brush, you have a pencil here. If I click and hold, you see other options. But what I actually use always is the pencil which works simply by clicking click, Hold It, so I can create those handles that indicate the direction I'm going to draw the next part of my curve. I release it, go to other point, click and drag it, create the curve. There are some important shortcuts. For example, if I hold shift, I will lock the handles 45 degrees, nine degrees. If I hold out or option on Mac, I will break. That allows me to make some sharp edge. That is not very possible when I'm working like this. Also, if I'm holding it, creating my handle and I hold space bar, I can change the position of the point while I'm still holding the bottom of the mouse. This is pretty much it. Here I see the stroke and the film, so I can come here double click, So I change the color of the fil, or the color of the stroke. And obviously here in my property type, I can change the stroke weight. And I have some other options for the stroke, which are the cap, which is the tip of the stroke that can be rounded or can go projecting around the joint. When I want it to be rounded on the edges like this. Those are very important settings. Vectorizing is interesting approach because when you have a vector, it's different from having a bit map. Image. Map images is made by pixels. If you expand it like this image here, you can see as it was made in Photoshop as a bit map, you can see the pixels. The vector never loses resolution. It's very important, especially for us that are working with animation and after effects. Because the after effects allows us to modify those vector shapes like this and allows us to animate that. That's the core principle of what we do. It's very important for this technique to work with vector. Now, let me delete what I created here. Just pressing delete, and I want to show you how I actually vectorize my characters. It's good to be very close to the characters. And I will start here at the chin. I just click. Then I will click here again and hold until I find the curve I want. I can also hold out so I make one side of the handle different from the other which will be affecting the curve. I can see already that the stroke is very thick. I want this stroke to be one and the feel to have none. I usually just start using just a stroke. I click, hold out to break the handle. So I can draw the nose click and drag. Then I will go all the way there. Here. I will not draw this ear, because I want to draw it later with a sphere. Okay, I made this part, then I would do the same for the rest of then. Always trying to have the minimum amount of points possible. It's not good to draw like that, We're going to talk about it later, but this is very bad. Let's keep your points to the minimum because it will make our life easier. When animating, I always do the lines first and then I come with like changing color and making the fees. I also have those shapes. Just click here and hold to show me the options. It's very nice when I have something that's a circle, I can simply draw a circle. This is what I have once I've vectorized everything at this point is when I actually change the colors and stuff. Let's suppose that I want the skin color to be, I will flip here so I can have just few. Let's see that. I want something like this. For the skin, I want some brown hairs like this. You just realize that this hair should be behind my carters. For that we have the shot Curt, which is command or control bracket or one thing that you could do is come here, right click, go arrange and bring to front, Bring forward backward and send to back. In this case I wanted to send to back. Obviously, you could always see here the order of your shapes. You select the shape, you're going to probably see it here. This is the last one. Now you can see that it is selected by the symbol here in the little square. I can press eye to select this two here. If I want the same few stroke, I just click. But I also can, for example here I have a brown few in this here. If I want this brown fuel to be in this stroke, I want to make sure the stroke is in front. I press the eyebotom or click here to use this eye dropper. If you hold Shift, you can select the color to the place that is in front. In here, I took a color palette. The Internet. This is the Carter with colors. Everything is inside the same layer, and the background that I put here is in another layer. And obviously, I could block that. I will not click and move it in the next. I want to talk about some things that you have to bear in mind when illustrating for motion. Some limitations you may have when taking our illustration to after effect. See you in the next one. 5. Vector for Motion: Dos & Don'ts: Now I want to talk about dos and don'ts. When illustrating for motion, it's very important because we are animating the shape Elayers in after effects. That means the shape we're going to draw is very important and needs to be clean and effective so the animation process will be easier. It's a very important topic. This class guys, is about things that either after effect doesn't recognize, so you shouldn't do in your illustration. Or things that if you add, you're going to have to rebuild in after effect. First of all, in this example here, you can see gradient. Gradient is fine to after effect, but you'd probably have to rebuild it there. It will not carry on from Illustrator to after effect. I use a plugging called Overlord, which is not a free one, but it's very advisable to have with one click. I could import that and it would keep the gradient using Overlord. But I want to teach you how to do everything without necessarily using a plugging. I will show you how you could recreate the gradient in after effects very quickly. Just to give you an idea to create gradient here. In after effects you need to select your shape, which is the hair. In this case here, you would come and change from El to gradient. Like here. You could have linear or radial gradient. I would go for linear here. Then I hit okay. And then you can see that immediately you have two dots here. As you can see, I have two colors by clicking here. Now I could change those colors for whatever color I want to use. But of course, imagine having to do that every time you have ingredient. The second thing here is the stapered strokes. Stroke here is made by using this tool here that creates variations of width throughout the stroke. It's a very powerful tool. I really like using it, but after effect doesn't recognize it. If you really want to use taper stroking after effect, you would also have to rebuild this one overlord also. The way to do that here is you're going to select the lines. Let's open here the content of your shape layers. And you're going to see that each of those parts are in different groups. I would go to a stroke, open the properties in the stroke, and here we can have taper and playing around with those properties, you could have a similar effect of while you have an illustrator, this drawing here uses effect in the stroke. This effect is actually a brush. You could click here and you'd see the brush here. This brush is not recognizable by after effect, so you'd have to come here and change to basic. Basic is the normal line. If you don't see this stroke here, you can come here in windows and you could see brushes. You'd see the basic in the brushes. If you want to have these rough edges in after effects, you can do that by using some effects there. I do not recommend you having this effect in your Illustrator file. Now, if I really want to have the rough edges in my illustration, I would like to add effect, creating a new adjustment layer so I don't apply the effect on my individual shapes. And here I could come to effect and preset and I type turbulent displays. So I click and drag here to my adjustment layer, and that's what happens. That's because my parameters are too big here, so I have to reduce the amount. I usually put something like 15 the size. I want something very, very small, like five. I already get a little bit of roughness here. I can click and drag, so I see the effects happening. This is how I would make the rough edges effect. Next one you can see that I have some blur effect here and some inner shadow in this one. Those are effects that illustration has. Most of them you could potentially recreate there in after effects, but you cannot have it in your drawings to see if your object has some effect, you have to click it. Go to Windows and go to Appearance. Inside appearance, you could see your stroke, your few, and here is the Gaussian blur that I don't want to have. So I can just click here and hit the Lit. And the same I would do if I select this one. I can see that I have a inner glue here, so I can select them both at the same time. Select here, remove the inner glue. The last 1.1 of the most important ones is here, the number of points. You don't want your illustration to have too many points as we are modifying this shape, the least number of points you have, the better. I'm going to show you the effect of having too many points here. I would like to use only the body here, just to show how having so many points can make our life way more difficult. Here I have added a key frame to the path which I will teach you how to do later. Going a little forward, I would like to change this shape as if the body was rotating. Select the two here. I will do more or less what I think would happen in case this is a Carter rotating. I have something like this which gives us an illusion of three dimensionality. And you saw how I did that by changing point by point here. Imagine having to do that to this one. Look how many more points I have to work with. I would spend way more time changing this shape. Always try to keep the minimum number of points possible in your drawings. I also want to give you some tips on how to reduce the number of points because sometimes you're working with someone else. Illustration, there are two very nice ways to reduce the number of points. One of them is automatic. You select the shape, you go to object path, then you go to simplify. When you go to simplify, you already see that it's automatically reduced a lot. The number of points I could reduce even more. And here I have a balance between keeping the shape I have and reducing the number of points. So I want to have the minimum number of points, but keeping the shape as much as I can. This button here makes it automatic. It balances it for me. Now I have way less points than I used to have. The second way is a manual because sometimes you want to remove a specific point, remove it, but keep the shape as it is. The way to do that is coming here and selecting the lite anchor 0.2 which is the same as the pen two, but with a minus. If you don't see the two here, it's probably hidden. So you can click in these three points here at the bottom, and you're going to see all the tools you have hidden here. You just have to grab a tool that you don't find here and pull it to the two bar. But I'm using this one. Let's say that I want to remove those points here. You keep the circle with four points only if I just click here and remove this point. Look what happens with the shape. The shape changes a lot, so I lose a little bit of my curve here. That's why I recommend you clicking here, Holding shift. If you hold shift, look what happens. I remove the point but the remains the same. By holding shift, I make those other handles here so I can keep the same curve even though I no longer have the point here. So I will do the same for the other points. I think four points are fine for the circle, so I remove those points without changing much of my shape. 6. Speed Graph & The Art of Morphing: Okay guys, before going to after effects, I want to show you the process and what we are actually going to do when animating shapy layers. And for that, we're going to need to talk a little bit about the speed graph, which is going to be our best friend in this process. And you will understand why guys, this is the class where I teach you all the secrets of this technique. From now one you're going to understand how it works. Here we have a star that morphs into a ball. In this animation, this morph doesn't look good. It's simply change from a star to a ball. And this is not convincing at all. This is a simple movement. I have a star in a circle, a new object that control both of them. And in the middle of the trajectory from point A to point B, I simply cut the star and have the circle. There is one simple thing here that I can do to make this morph way more convincing to show you that why will select both key frames and I will come here to see my animation curve. I want you to make sure you are in the speed graph, which is the case here. To check it, you just come here and go speed graph instead of value graph. You see that we have a linear movement, which means the speed doesn't change. Now I want us to come back and put my cursor here at the moment where I change from one shape to another. You select it again and come back to the curve by selecting the two points, which are the two key frames, how you press nine. So they go to zero and now I have a curve like that. That means that now we have, as in, what I need to make sure here is that the peak of the speed, which is the peak of this curve, is exactly at the moment where the start changes and become a circle. But I need a more drastic movement here to make it even better. You pull this handle here and put this handle here. You get very close to the center, But I want to make sure this tip here, the peak of the curve, is exactly where my needle is right now. If you remember the animation before, you can watch it now. And see that now I have a very convincing morph, even though it is still just the star becoming the circle. That happens because the key frames in this moment here are far away from each other, which gives the impression that in this period of time, the star really morphed into the circle. You can also see that if the peak of the speed is somewhere else, the morph doesn't look as good. To show that, you select both. Again, I will go back to our speed graph. I make sure the peak of the curve is now around here. Pull those handles. If you play the animation, you see that this is bad. Because you see they start becoming the sphere very clearly. I believe I convinced you that the morph works way better when it happens in the exact moment where we have the peak of the speed in the movement of the position. This is how we are going to morph any shape to any other shape. But it's very important that we are not only changing very different shapes like we are doing with the star, we are doing a little bit more. This is what I did in this example here. Look how good this morph looks. This one is a very smooth morph. Let me show you how I did that. Of course, I have to make sure the peak of my speed is at this point here. If I go to my graph, I see that this is exactly the peak of the speed, and it's where my shape changes. But in this case, here I did more. I animated the shape layers at this point here. Here I have a star, and this is what I have here. I just change it slightly, the shape of the star by moving those points here and animating the path. In this moment, the star changes to the circle. But again, I don't have the circle straight away. I have first a shape that remembers the star, but it quickly becomes the circle. In this curve here, I made that, I also want the peak of this curve to be here. In the beginning, the curve starts with a very high speed and finish very smoothly with the star. The path of this star, I have the opposite. This is how I have a very smooth transition. But you can see that from this point to this point, I change the shape. But nobody's realized because I make this shape closer to the circle. And from this circle here, if it, so the shape would be to the start. In the animation, I will explain details how animate the path like this and you're going to see step by step, my process. For now, I just want you to understand the technique and understand how we can trick the eye by pretending to have a full transition even though we don't actually have it. I hope you enjoy it, and I see you in the next lesson. 7. Importing to AE: Layers! Layers! Layers!: So guys, before bringing the illustrations from Illustrator to after effect, I'm going to show you how to prepare your file to go to animation. Now we are going to organize this file so it's ready to go to after effect and animate. I have those three poses already and all I'm going to do here is to group together part of the body that I want to stay together. When I go to after effects, there is not really a rule to do that you can separate the part the way it makes more sense to you. Of course, it's going to affect the number of layers we are going to have in after effects. Let's see how I do it. I will be selecting the parts I want together and I will hold shift to select other parts. And I want all the phase features to be together. So I will press Control or Common G to group it together. It's now grouped and if I come here to my Layer tab, I can find the selected one and I can see that all my face features are together in this group. So I will do that for the whole Carter. I want the face to be together. The hair is one thing. I want all this body to be together. Sometimes I group and as you can see, the body came forward, so I would have to adjust it later. So to do that, I will select the arm. I will group the whole arm and I could come right click, arrange, bring to the front. Here we are. Those legs are separated as well. I want these lines here to be with the leg in the front, which is this one. And I also add those shoes and come on G to avoid me clicking on the background. It is important to block the background here. And it's important the background is in another layer here. I also have to put the leg backwards now. So I'll press command brackets until it gets the position. Should be. I think I'm going to have this whole thing here together in the arm and the phone. Okay, let's do that for the other poses. Now, everything is grouped the way I want, but now I would like each one of the poses to be in a separated file. And also, I want to position it the way I want it in the final animation. Let's revisit the sketch. As we did in the initial class, you remember those different shots, how you select this two here, which is the artboard two. Duplicate this art board. It's going to tell me that the background is blocked, so that's why it's not being copied. The third scene here, let's unblock the background so I can copy it like this. Let's plan the shots according to what we have here. Here, there is a very important thing when you want to scale your Carter, because you have two ways of scaling it. In one option you would keep the stroke width and the other you'd increase it proportionally. To open the options to do that you press command K, and here you can active stroke. In effect or not, I will activate that and press. Okay. I can scale that the last one, but I would like those three poses to be each one in one different Illustrator file. It will make our life easier when going to after effect. To do that, I will open two new Illustrator files. Make sure it's 1920 by 1080. Now we're going to bring those other illustrations, two other illustrator files. I select this one here, Common C, here in frame two, I will press Common shift V. I will paste this illustration here exactly at the same position it was in the other file. You'll do the same with the third one. And of course, in this one I can delete everything that I don't need and I'll delete those others to art boards as well. So now I'm going to start with the frame three as we have the full body here going to the layer, you can check if you have the parts of the body grouped correctly. And I just realized that I haven't grouped the dog, so I will select the dog and come on G. So I have the dog as a one single layer. It's very handy because I can see little parts here of what is grouped. I can see a single path here, and this is the middle of the shoes look. So it's important to be inside the group of this leg here. To do that, are you selected here? Then I can click and drag this blue square here and put it inside the group I want. Now that line is in the correct group. Okay, we have everything grouped, but they are not in different layers yet. For after effects to read as separated parts, they need to be in different layers, not just in different groups. Luckily, there is a very easy way to do that. I just have to select the layer where everything is inside. And come here in this menu and click Release to Layer sequence. Now you can see different colors on each layer, which means they are all different layers, although they are still all inside the layer one. I want to remove everything from the layer one. Select all of them, and I will drag it outside the layer one. The layer one now is empty. I delete that, and I have every part of my body as I grouped it in different layers. Now, the last part I want to name the layers here. Just name it to indicate to myself what each one is. Now I have to do the same on every single one of my pulses. It's important to notice that the names doesn't need to match the names in the other poses. Okay guys, now everything is ready to go to aftereffects. See you in the next lesson. 8. Setting the Timing : Okay. Now in after effects, we're going to set the timing of the animation. The first thing we are doing here is importing the illustration. Right click, import file. So I will start with the third one which is more complex, so it's a better example to give. Instead of importing as footage, I want to import as composition, retain layer size, and press. Okay, now it's already creates a composition for me. I would double click it and I'd like it to have 6 seconds of duration. To change the duration, I go to Composition Composition Settings and set here as a 6 seconds and the frame rate. I would advise you to use 24 for now. Here I can change the resolution of my preview, so I go to full so I can see the character properly. Now you can notice that all of those layers are separated the way I did in illustrator. But they are all illustrator layers like this. I want them to be shape layers, so I could edit the curve and modify it to do that. And I will start with the head. I right click here, Create Shape from vector. This way it hides my head and creates a shape layers called the head outlines. Now I can edit the shape of my. That's what we want to do for all the layers we have. I can do all at the same time. I can create create shape front vector. Now I want to delete all the illustrator layers. I no longer need them as all the layers have the same color label. I can just right click in this color label and click Select a Layer group. It's going to select all the layers with this color here. And I press backspace to delete. Now I have my whole body all with shape layers. One thing I like to do for this process is to put my time line tab on the side. Click here, hold, drag it here. Now I have my animation here on the left. And here on the right. I'd have more space to see and to open my content here. I could reduce this element here because most of them I would not need. So I can hide this one, for example. I just need for now the parent links shaped layers have content. So you can open here and inside contents you're going to see groups. Each group will contain one of the elements of my drawings. If you open the group, you're going to see the path. And here you can see that this is the path of my arm. By clicking here, it's already selected. So I can see the little squares which are the points of my illustration. Before animating that, I want to make sure all my anchor points are in the right place. Anchor points are the points from where my elements rotate. As this is the arm, I would like the anchor points to be in my shoulder. I just use these two here. Which shot curd is Y and drag here. Each element here would have a rotation point. The head for example, would definitely be. And the neck, the hair could potentially be something around the hair. For the face, it doesn't really matter. But all the rest, I can put the anchor point where I think it makes more sense. Once I position my anchor point, I'd like to parent. So when I control one part, the other will follow. In most cases, I would like the body, the main torso to be the core elements from which I could control the whole Carter. That's why I will probably link my legs to the body. To do that, I will come here in this weep. I can simply click and drag and put in my body, I'll do the same to the arms, the head as well. The face should be connected to the head, and the hair is also connected to the head. So I can see now that if I move my body, the whole carter moves with it. Although I'm able now to move the whole Carters by moving the body, I'd like to have a new object here to control the whole body. And don't necessarily modify the parameters of my body when animating. Right clicking, new new object. Now position the new object to my body and then I have to link the body to the new. Now you name this new pulse three. I will use this dark green and I will block it so I don't move the background at all. Everything else, I want to have a specific color, Orange. You could choose any color, and this is important for us to be organized. Now, this whole process has to be done for every single pulse as we only have three. It's not too bad that I did all that for all the pulses. I will cop them and make sure they are in the same. I just copy and paste. Now I can clearly see which composition is which by the different colors. I can close the other two composition and name it. Okay, now I can see that the three poses are at the same time in my frame. We're going to set the timing by determining the duration of each of the poses. Make sure the pose three is at the top. We should never begin the animation in the frame zero. We have to allow some time in the beginning for the view to understand what is going on. They might start moving around the one a half, I guess I can roughly say that in 2 seconds and a half, I will crop the pose one and I can click and drag the end of the comp like that. In this moment, the Po two would start. The pose two is only a transition pose. It's my less just for 1 second. The rest of it will be the pose three. You definitely should press play and watch the animation like that to see if the timing makes sense to you. I will make sure in they are not overlapping like this, so just drag one frame behind and perfect. Now we have the time set, it's time to start animating. 9. Animating Shape Layers: Rotating the Head: All set guys. We're going to start by animating the head of the Carter time to talk about animation in after effects. Guys, now that we have set the timing so we have the duration of each of the poses before anything, I want to show you how does it work to animate shapy layers. We're going to start by trying to make this eye blink. First, I need to find where my eyes are as every shapy layer you can open here, and you're going to see the content of it. We have two groups. One is the eye, one is the eyebrow. I want to animate both. Make her blink. I will open the path. And every time I have this little watch here, that means I can add a key frame and animate this parameter. Let's click path on both of them. Where your needles here is is where it's going to create the key frames. And for me to see my shapes, to have this button here activated. If I turn it off, we are not going to see your path. I can walk a couple of frames forward. To do that, I press command or control error to the side, 1234 frames ahead. And now I can modify my shapes. I'm going to change this shape to make her blink. I have this animation. Once I have it, I'd like to go two frames ahead and mark another path key frame. I have the ice remaining closed for two more frames. And then I will count 1234 frames ahead. I will select those first keyframe, common common V, and grab this bar here. This is the preview bar. That means the animation I'm previewing is just between here and here. And I will hit space bar to play. She's blinking already. When doing this blink, I always like to add easy to the first and the last key framed by pressing F nine, nicer, in my opinion. Now we're going to have to make this pose transition to the next one. That's why I will extend this one here so I can have this as a guide as I want this one to be a guide. I would like to select all of them and lock it so I don't click and edit it by accident. Now the first thing I like to animate is the new object. So I can animate the scale and the position already before animating the shape layers. I will press P select position more or less where I want the animation to start around 1 second and a half, I will mark a key frame and I will press for scale. Mark scale as well. And then I'm going to press, which is going to show me only the active key frames in this case, position scale here. Then I will go to the last frame of the pose here. And I first animate scale. The size of my Carter will be closer to the size in the next pose. This look good to me. Now I'm going to move the position. I also want to change those handles here. It also makes a curve when it moves, arcs are also a principle of animation. It's important that your movement are never very linear. I want to reduce the scale a little bit more. All right, let's select my keyframes. Click here to open my graph editor. I want to make sure I am in the speed graph, which is here. Now I will select the first key frames I can click and drag to select both. And I will press nine. So I'll have my depo easing in here. As I showed you guys before, I want to make sure the peak of the speed is at the end of my animation. That's why I want to select my key frames here and pull the little handle I have here. So I will make this curve. I can also pull this one the opposite direction. So this is what my curve. Does that mean? My movement will start very smooth and the peak of its speed is going to be here. You may be wondering why they are inverted like this, but the curve of the scale is in this direction, because we're scaling it down. If I were scaling it up, it would be flipped. Now, I'm going to animate the path to make a fake rotation. Oh my God. So I will have to go in each layer and open the content. And open the group, and select the path for each one. The answer is no, you don't need to do that, because I will teach you a trick. So let's close that and I'll select every layer of my Carter. And let's go to the 1 second and a half where my animation begins. If you see here, you have this little search bar here. I can search for any effect or parameter here. And it's going to show only those for the layers I have selected, if I type path all my path. Show. I will select all of them. I can just click and drag down only the path of the ice were not selected because we already had some key frames on it. I will click here. Now I can select everything again. I can even click here and select a label group. And now I can press you. It just shows the path that I want to animate. If I go to the last one, I can click and modify the path. And I will automatically create the key frames. As I want to start just animating the head. I want to hide everything else so we don't get confused. Now let's see how I animate this head. As I do, like the head to rotate in this direction here, I think I won't need the other pose reference, so I will hide them. If I double click, I can see my points. And let's see what would happen if my character rotates. I can select more than one point and drag. Then if I need, if I to animate the ice, I will probably click on those ice paths here. And I can click and drag to select all of them. In the eyes, we are going to be stretched a little bit. If I select all of them and double click in one of the points I have, this is square here will help me to edit it. So I could rotate for example, which is not the case for this one. I could squash it a little bit. Let me select the key frames of the head and keep playing with the shape. I also like to creek and drag here, so I can see the movement. It's very nice, so I can see if it's actually working. If it's not, I can see that I should change a little bit more. The ears, I'd like something a bit different here. I'd like the hair to swing a little bit. To do that, I create a box to select the key frames. Here I'll double click, so I can modify only those four key frames that I selected. I can use the Zunkorpoint here. I can click and drag to change the position of it, and I can rotate the hair. I press Enter to confirm what I did. You have always to go back and forth to see what are you doing and to make some changes, I can press Space Bar, that will give me an idea of my head rotation. Now I need to make sure this animation curve is the same as the scale in position. What I can do here is select all of the key frames I just created. Go to my graph, press nine, so they will all have the def, easing. And pull this handle here, I can see that the key frames of the hair didn't change, so I just select them like King Dragon, like this. Press F nine in this one and pull the handles like I did with the others. Let's watch. Perfect. This is exactly what we want. I have a little script that I always use that is essential for me when I need to have the same curve and many different parameters. As you could see, it's very complicated to select many key frames and edit the curve all at once. That's why I would recommend you download any styling, a script called Easy Copy from the AE scripts website and you can name your own price. Obviously, I recommend you donating for them, although you can get it for free. If you want, I can come in here in Windows and find easy copy here. I drag my easy copy here. It allows me to copy and paste the curve of animation. If I select two of my keyframes and press copy, then I select all of the others and press Paste. I'll make sure they all have the same curve, and that's what we want in this case here. Now I will unlock and turn on the visualization of the post two. So I will hide everything that is not the face. So now I can return the beginning for where it's supposed to be. But I want to leave one overlapping frame because I might still need a reference here again, that animate the position they scale. I'd like them to being this scaling position halfway through this pose. So I'll drag my cursor here to the middle and mark the key frames. Now I'm going to do the opposite. This head here will have to match more or less the position of this head. In this case, you're going to scale up a little bit, and then we're going to change the position. And don't forget to keep the art, this is where we get. Let's select everything, even the ones that are hidden. Now pick here to find the path and mark all the parameters. You always have to mark them all again. I select Led Group and press I want the shapes to be like this in the middle of the movement. As I said before, let's grab it here to align with this one Now, we're going to change the shape. It can get closer to this one here. All right? I think I'm happy with this movement now. Let's change the curve in one of those. Press F nine on both you do now the curve like this, in this case it is. Start at the peak and then get smoother. Use my friend easy copy, You just select press copy, then select all the others and paste. If you copy the curve of two key frames, you can only paste if you also have pairs here and you see that they all have the curve I wanted. I can preview and see what's happened. This is what we have. One is small detail because I have one overlapping frame here. I'll make sure I don't have that. I have to use my scale here, make sure I don't have frames overlapping like this. I can even drag those key frames, one frame I had, and pull all of them, one frame ahead. Now it's going to look even better. Now we're going to do that for the body and the rest of the animation. Hope you enjoy it. See you in the next class. 10. Continuing the Rotation: All right, now you understood the whole process of the animation. Let's keep going. Okay, let's animate the rest. Music Music And now I also have the whole body animated as you can see. But by playing it, I realized that the movement of the hair in the second pose should be slightly different. So I'm going to fix it. Now that shows how important it is to watch the animation many, many times. So you can see detail that you need to and things that you could improve. Music Bed. Music Bed. This is what I got so far. And for this pose here, I see a little problem. This pose stops when it gets here. As we pressed nine in the beginning, it sets the speed at this point to zero. And that's not really what we want to fix that, it's very simple. I just go to position, select this keyframe here, open my graph. Now I want to drag this key frame up. It's no longer on zero. It makes the animation fast in the beginning, is lower in the middle. Although it never gets to zero, it never stops. And faster again at a speed peak, which is very important for us here, all those key frames should have a similar curve to that. That's why I use my friend easy copy. I will select three of them. Copy and then paste in all the other ones. Now when I hit play, you can see that it slows down, but it never really stops. As always, I see some adjustments to make. Let's do the rest. Music Music Bed. Music Bed. Here we are guys. This is what we have. Now, I realized after the animation that I had to change a little bit the position. So I just put my coursor here, select the position key frame, and I could change it the way I wanted. And you just need to watch it many, many times and you're going to see what you can improve. But for now, I'm happy. In the next class, we're going to talk about some more details that we can add. And we are going to add anticipation and accommodation, which will make the animation way way better. See you in the next work, bye. 11. Anticipation & Follow Through: It’s in the Details! : Okay guys, the main animation is ready. But as always, we have to think about some principles of animation. So I'm going to show you now how to add some anticipation, which is like the carts going back before going forward, and the accommodation of the hair at the end of the movement. It is very, very important. Let's do it guys. After the last class, I have made some adjustments to the animation. I want to show you some, You can see that now I animated the dog. I want very quickly to show you how I did that. The dog layers is here. All the shapes are in one layer, which is not the best practice, but I want to show that it's possible to do that. One thing that I want to show you is the fact that in most recent versions of after effect, I'm allowed to color my keyframes as I want to make the dog blink. I did color the key frames of the eyes by selecting them right click label and I can select the color I want, Blue, for example. This way I can mark specific key frames that I want to give a special attention to. Other than that, I linked dog to the new there is controlling the Carter. I will just unparent it just to show you the movement of the dog by itself. Press this bottom here to single the dog. You can see that all I did was animate the shapes so it could make the rotation. The tail has a mix of animations of rotation shape. I have the path animation, but I also have some position and a rotation, and those are the key frames. I even have a small anchorpoint here as you can see, which I could change by using this two here. But this anchor point is specific for detail for this group. If I select the whole layer, I see the big anchor point which is here, which is the anchor point of the main object. This is very, very interesting because it adds another layer of complexity to what we can do. Because you can not only animate the path, which will give you a lot of flexibility, you also can animate all those parameters, including which is something that you don't have for your normal layer, but which makes a very interesting distortion. The other thing that I decided to do, I have added an arm behind her that were not here before. It was important because I realized that we would probably be able to see this arm at this point of her rotation. And you can see here the arm, one that comes up at this point coming from behind her. And I also added second coming up here. I felt that it was also necessary. I have also added a little shadow here which is a small detail. But now I would like Yes, to create some anticipation and accommodation which are going to help the animation stand out. Let's start with anticipation, which is when the Carter moves in the opposite direction. Before going forward, I will just come here in my new press you to review all the key frames. I will mark a keyframe here in the position. In the next one them, I want to move the cars a little bit to the left like this. By doing that, I have to pay attention on my handles here. I will say this two here. Make sure this handle is in the right place like this. I can watch what I just did. I adjust the curves because it needs to be more soft, just a little bit. I'm also adjusting the timing by moving the key frames a little bit. Now it's working better. Now, I would like the hair to swing a little bit, so let's mark a key frame here for the hair. In this one here, I also edit in the curves. All right, now I'm happy. Now we have a little bit of anticipation. And then at the end, we need to make sure that the hair will go a bit forward after the movement is stop and swing a little bit. Let's see how I do that. You always have to watch your animation many times and play around with the shape of your object, the duration, and the distance between the key frames. The core animation is done already guys. Now we're going to add a background and I want also to add some effects and final details that I want to talk to you about before we render the animation. We're almost there and see you in the next lesson. 12. Adding a Background & Rendering: Okay, okay, the final element that we need to add to make the three D rotation more convincing is a background, so it's going to help to create these three D effects. And then we will render the animation. Check it out. The animation is now pretty much done guys, but we all want this animation to look like it was done frame by frame. When we animate frame by frame, we very usually animate on 24 frames per second. But we animate on chose, which means each drawing less for two frames. That's the same of animating in 12 frames per second. That's why I want to add an effect to make the animation 12 frames per second. So it will look a lot more like frame by frame. To do that, I would like to create new adjustment layer. This adjustment layer needs to be on top of everything and I will find here, in effect, in per set, an effect called posterize time, it can dragon drop to my adjustment layer. Here I can add the frame rate of my animation by the four. I have 24, but I want to change it to 12 when you play. That look more like frame by frame and you also get rid of some imperfections that you end up having when you animate like that. Now I would like to show you that I created a background here which is longer. This is actually the same high but three times the width. This is a illustrator layer inside a pre comp. I'm going to put it behind everything. I want to see my new poses because the rotation have to follow the same timing of the position of my new. Let's first position, My background here. Let's press P to review the position. And I have to keep these key frames aligned to the ones of my new because they are my reference. I will go to the next one. As my charters are going to the left, I want the background to go to the right. Just a little bit like that. I can have a three dimensional effects. Now I want to jump to the key frame where my characters slows down and I will onlymate the position of the background. And then when my Charters gets to the final position, so does my background perfect. Now I need to match the timings of those curves as well. I know when I change drawings, like in this moment is in the peak of my speed. That's why I'm going to select all those key frames and make sure that between those two, the peak of the speed is exactly at this point, it's going to match the animation of the Carter. Okay. The same here when we go from the post two to the post three. This is where the peak of the speed should be. Of course, I don't want it to stop at this point here. I will just bring it up a little bit. Two of them, the initial anticipation key frames also should match. Let's see where the peak of the speed in this moment here, which is more or less around here. This is where the peak of the movement here should be as well. Great, let's play the animation. Now, I just need to animate the scale. To animate the scale, I would like to have a new object, because I want it to scale always from the center of the artboard. Let's go layer new object. You bring it down, make sure both has the same color. I will parent the background to the new and I will control the scale through this new. I want the scale to start here from the last one because it's where my scale will be 100% Now I'm going to scale it up a little bit more here as I want the curves of my scale the same as my position. I will just select three of them and use my friend easy copy, copy here, select here, and Paste. To avoid my background losing resolution because of the scale, make sure this first button here is activated. And then I will click this little sun here, so I will have a continuous rasterization. I have to go inside my background pre comp and make sure it's activated in this layer here as well. Let's click here, make sure it's activated. So you can see that no matter how much I scale it here, it's now never loses resolution. Let's play to see how it's looking. The animation is ready guys. It's looking good. There are some effects that are very popular and very fun to use that I'm going to show you how to add. The first one I showed you before is the turbulent displace that I can use very small parameters here. It's going to give us a little bit of roughness, maybe even more here. Also a little bit of noise. I'm going to use this noise here. I like to use grain and I can just increase those values a little bit. This will make the animation a little bit less flat. Okay, we are ready to render. Before render, we need to make sure this bar here is covering all the animation. You can double click it if you want to grow it for the whole composition. I go to file, Add to hander. Here will change the format to 8264, which you give us an MP four file. Okay? And here, select where I want to save my video. That's it. Just hit Render. 13. What Next? Keep Spinning! (BONUS): So guys, we got to the end. But now I want to have this bonus lesson, which is like me showing you some projects that I have made before. And I use the same technique in different use cases. It's going to be very nice to see like how powerful this technique actually is. Let's go here. I am ready to show you how I use this technique in my daily project. This one is very similar to what we have in the course, which is a character rotating and looking behind. I have three poses here. One is this pose where the head is in this position. The second is like this. There is like a very quick rotation, as you can see from this frame to this frame. Then there is a bigger one, which is this rotation, which I do change the head from this frame to this frame. When you play it quickly, you don't notice that you don't actually rotate everything. It's only possible because I made the changes of frames at the peak of the speed. The second project I want to show you is an interesting one. In this project, I had to animate some hands. Hands would change shape all the time. I designed many positions of this hand. I had a new controlling the movement at the peak of each position. Movement, I could change from one pose to another and it would give us a seamless transition in this case here. I even added a middle frame between this and this. I actually had three drawings in here, but this change does happen at the peak of the speed. It shows that with very few drawings, it's possible to make a very convincing movement. Later in the same project I have this. It's a astral hand. It turns and swings from left to right at the peak of the speed. Again, I change the drawing. In this case, I also added a pose in between which is this one. It just lasts for one frame and then you have the other pose. I also added a smear, which is making the stick change shape like this, which also happens in the fastest moment of the movement. Last but not least, this animation here. This one is a little bit more complex just because I used more drawings than usual. Those are the poses I made for this one. I made a small animatic before vectorizing all those poses. This is the animatic that gave me the base for me to vectorize the poses I wanted. Then in after effect, you can see that this looks very much like the project we just created in this course. You can see that each of those sections is a different pose. This one, especially for just two frames. But they always transition one to another at the peak of the speed. If I show any of my key frames and you're going to see that this is how the graph looks. They all start at the peak and finish at the peak. For me to have a perfect transition, I hope you guys enjoy that. That's pretty much how I do most of my projects. I cannot wait to see what you guys can create with that seeing the next one. 14. Conclusion: That's its guys. Congratulations and thank you very much for taking this class. We started by sketching the ideas and the three poses of our Carters so you could see how I vectorize it in Adobe Illustrator. And we imported the illustrations to Adobe after effects to make it become shapy layers. And then we animated the shapy layers. And at the end, we added principles of animation. We also added a background to make the rotation more convincing. And we got to the end. Please, don't forget to publish your project so I can comment and give you feedback. Please, if you could review the class and make any comments or critiques you may have, take care and see you in the next one.