Level Up a Text Animation with the Animation Principles - Motion Graphics Tips & Tricks | Tyler Bennett | Skillshare

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Level Up a Text Animation with the Animation Principles - Motion Graphics Tips & Tricks

teacher avatar Tyler Bennett, Motion Graphics Designer & Photographer

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      0:27

    • 2.

      Getting Started & Class Project

      0:20

    • 3.

      The Main Slide In Animation

      2:44

    • 4.

      Slow In & Slow Out

      1:26

    • 5.

      Anticipation(& Overshoot)

      2:49

    • 6.

      Squash & Stretch

      2:42

    • 7.

      Follow Through & Overlapping

      8:02

    • 8.

      Secondary Animation

      11:06

    • 9.

      Exaggeration

      2:54

    • 10.

      Timing

      1:49

    • 11.

      Staging

      2:54

    • 12.

      Arc

      5:05

    • 13.

      The Other Animation Principles

      2:07

    • 14.

      Refining our Animations(The Final Stage)

      5:23

    • 15.

      Outro

      0:09

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About This Class

Create a slide in text animation while learning about the 12 animation principles.

Important: While this class is recommended for intermediate Adobe After Effects users, beginners should still be able to follow along. Despite the "Advanced Text" title, this class is more of an introduction to the 12 animation principles and how they are relevant to motion graphics text animations. The text animation taught in this class is actually rather basic, it's the animations principles that bring it to life and make it appear more complex. 

 In this class you will learn:

  • How to create a slide in text animation
  • The 12 animation principles and how they relate to animations created in Adobe After Effects
  • How to use a valueAtTime expression to offset layers
  • Other tips such as how to create a vignette

You’ll be creating:

  • A slide in text animation while learning about the 12 animation principles

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

Meet Your Teacher

Teacher Profile Image

Tyler Bennett

Motion Graphics Designer & Photographer

Teacher

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

You can find me at tylerbennettvideo.com/

Connect with me at @tytyttheguy or @learnmotionwithty

or on YouTube: @tylerbennett3601

See full profile

Level: Intermediate

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Transcripts

1. Introduction: The purpose of this episode is to talk about the animation principles and how they can apply to text animations in motion graphics. The 12 principles were first contrived by Disney in the 1930s, but you don't need to be creating big budget cartoons or frame by frame animation to implement them into your work. Together, we will create a text animation while learning about the principles. Can't wait to see your animations. 2. Getting Started & Class Project: To get started with this class, you're going to need Adobe After Effects to follow along. Your class project is to apply the animation principles to your own text animation or any animation you would like. You can download a completed version of this project file on the project and resources page and feel free to post your projects to the project gallery. 3. The Main Slide In Animation : For this class, I'm taking a little bit more of a relaxed approach. We'll bring up the Wikipedia page for the 12 animation principles, and we'll go through them one by one, and we'll see how we can incorporate them into our text animation. We'll start this class off by creating a simple slide in text animation. Composition settings really don't matter for this project. I'm going to get my type tool and type out some text. I'll type out animation. The font you use really doesn't matter either, but I'm going to use Montserrat Black. I'll center the text to the middle of the composition. And this leads us to our first animation principle, pose depose versus straight ahead action. These are two different approaches to the drawing process. Straight ahead action scenes are animated frame by frame from beginning to end. While pose depose involves starting with drawing keyframes and then filling in the intervals later. Straight ahead action creates a more fluid, dynamic illusion of movement and is better for producing realistic action sequences. On the other hand, it is hard to maintain proportions and to create exact convincing poses along the way. To pose works better for dramatic and emotional scenes where composition and relating to the surroundings are for greater importance. A combination of the two techniques are often used. In computer animation, which is what we're doing, computer animation removes the problems of proportions related to straight ahead action drawing, but pose to pose is still used for computer animation because of the advantages it brings in composition. The use of computers facilitates this method and can fill in the missing sequences in between poses automatically. It is still important to oversee the process and apply the other principles. Don't have to actually do anything for this animation principle, since in motion graphics, most of the time we're doing pose to pose automatically. Now that we know which type of animation we're creating, we'll go ahead and create that simple slide in text animation. I'll bring up the position by pressing P. I'm just going to press the stopwatch to put a keyframe and drag it over on the timeline. Doesn't really matter where at the moment. Now I'm going to change the Y value. Maybe I'll add I'll add 300 to the Y value. There we go. And that creates another keyframe for us automatically. Now let's figure out how long we want this animation to be. Maybe we'll make it 1 second long. So I'll drag that keyframe to 30 frames on the timeline. And there we have it, our simple slide in animation. Now we can begin improving this animation using our animation principles. 4. Slow In & Slow Out: Slow in and slow out or in other words, ease in and ease out. The movement of objects in the real world, such as the human body, animals, vehicles, et cetera needs time to accelerate and slow down. For this reason, more pictures are drawn near the beginning and the end of an action, creating a slow in and slow out effect in order to achieve more realistic movement. Concept emphasizes the objects extreme poses. Inversely, fewer pictures are drawn within the middle of the animation to emphasize faster action. This principle applies to characters moving between two extreme poses, such as sitting down or standing up, but also for inanimate moving objects like a bouncing ball. So like I mentioned, slow in and slow out can also be named ease in and ease out. To ease in and ease out our motion in After Effects, it's as simple as selecting our keyframes, pressing F nine to add an easy ease. There we have it. Our first animation principle is already applied. If you're an intermediate user of After Effects, you already know that an ease in and ease out creates a more smooth animation in between our keyframes. Of course, we can head into our graph editor and tweak our animation to our liking. But for right now, I'm going to leave it as it is, and we'll improve it later on using our other animation principles. 5. Anticipation(& Overshoot): The next animation principle we're going to apply to our animation is anticipation. Anticipation is used to prepare the audience for an action and to make the action appear more realistic. A dancer jumping off the floor has to bend the knees first. A golfer making a swing has to swing the club back first. The technique can also be used for less physical actions, such as a character looking off screen to anticipate someone's arrival or attention focusing on an object that a character is about to pick up. To apply some anticipation to our own animation, before our animation starts to animate upwards, we can move ahead a few frames, and we can pull our animation down so let's head to maybe four frames on the timeline. We will copy and paste our first keyframe and we'll drag the Y position, maybe round it off to 930. There we go. Before our animation goes upwards, it'll go down just a little bit, and that can be our anticipation. What we can also do is add a little bit of overshoot. And overshoot is just another word for anticipation, but it's overshooting the final resting place. We can copy our last keyframe, paste it onto frame 26, and we'll change the Y position upward. I'm going to make mine 525. So there we go. Now our animation instead of just animating from one keyframe to the next, it goes downward a little bit, which is our anticipation, and then it overshoots a little bit before going to the final resting place. I'm going to head into the graph editor and take a look at the speed graph. It's looking a little bit weird. An easy fix to this is unease our keyframes by selecting them, pressing control, and clicking on our keyframes, and then we'll re easy ease them by pressing F nine, head back into the graph editor. And I'm going to start easing our keyframes. I'll start by dragging these two into the middle, then I'll head to the last two keyframes. I'll also drag these two towards the middle. And for the main animation in the middle, I'm going to drag this handle to the left. There we go. Let's preview and see what that looks like. I'm thinking that looks pretty good. So there we go. We've created some anticipation and some overshoot. I'm also going to move our keyframes over a little bit on the timeline so that the animation doesn't start right away. Maybe we can move it to five frames on the timeline. 6. Squash & Stretch: Just a little recap of what we have so far. We have determined that the type of animation is pose to pose. We have added some ease in and ease out, and we have also added some anticipation and overshoot. Now let's take our animation a step further with our next principle, squash and stretch. The purpose of squash and stretch is to give a sense of weight and flexibility to drawn or computer animated objects. It can be applied to simple objects like a bouncing ball or more complex constructions like the muscular of the human face. N to an extreme, a figure stretched or squashed to an exaggerated degree can have a comical effect. In realistic animation, however, the most important aspect of this principle is that the object's volume does not change when squashed or stretched. If the length of the ball is stretched vertically, its width in three dimensions, it's also depth, needs to contract correspondingly horizontally. In our own animation, since we're just doing a simple text animation, I don't believe we need to worry too much about the realistic animation. However, if we were animating something like a ball bouncing, we would have to counteract a vertical stretch with a horizontal squash. Apply some squash and stretch to our text animation, we'll add a simple scale animation. I think as our text is animating upwards, we'll stretch the text a little bit, and then when the text lands in its resting place, we'll give it a little bit of a squash, and then a few frames later, we'll have it return into its regular scale. So to start things off, bring up the position and scale properties by pressing P, holding the Shift key, and pressing S. We'll head to the second position keyframe and we'll press the scale stopwatch to put a keyframe. Now let's move to the third position keyframe. We'll unlink the scale so we can just change the Y property. We'll change our Y scale to one 15%. Now we'll move over to the last position keyframe. And what we want to do is we want to press the keyframe button because we want these two keyframes to stay the same. We don't want any animation between them. Now we're going to move over, let's say, maybe five frames on the timeline to frame 40, and this is where we'll do some squash. We'll change our Y scale to 85%, and then a few frames later at frame 43, we'll go back to our regular scale, change our scale property of 100. Now let's preview what it looks like. It's very subtle, but I think it adds so much to the animation. All these little subtle things can make your animations look so much better. And I think we can ease it and just leave it at the basic ease for now. 7. Follow Through & Overlapping: Follow through and overlapping action is a general heading for two closely related techniques which help to render movement more realistically to help give the impression that the character follows the laws of physics, including the principle of inertia. Follow through means that loosely tied parts of the body should continue moving after the character has stopped, and the parts should keep moving beyond the point where the character stopped only to be subsequently pulled back. Towards the center of mass or exhibiting various degrees of osculation damping. Overlapping action is the tendency for parts of the bodies to move at different rates. For example, an arm will move on different timing than the head and so on. A third related technique is drag, where a character starts to move and parts of them take a few frames to catch up. These parts can be inanimate objects like clothing or the antenna on a car or parts of the body, such as arms and human body, the torso is the core with arms, legs, head, and hair dependencies that normally follow the torso's movement. Body parts with muscle tissue, such as large stomachs or breasts or the loose skin on a dog are more prone to independent movement than bonier body parts. Again, exaggerated use of this technique can produce a comical effect. More realistic animation must time the actions exactly to produce a convincing result. The moving hold animates between two very similar positions. Even characters sitting still or hardly moving can display some sort of movement, such as breathing or slightly changing position. This prevents the drawing from becoming to implement this principle into our own animation, we could have all the letters of our word animating at a different time. So in this lesson, I'm going to show you two separate methods to offsetting our letters. The first method is a lot more beginner friendly, but while it might be easier, it's a lot less forgiving when we go to tweak our animations later. The second method will connect all of our layers together to one layer using an expression. That way, when we edit the animation on one layer, all the layers will follow. You'll see what I mean when we go to implement this. So what I would recommend doing is watching this lesson all the way through, and then you can decide which method you would like to use. We start out by right clicking on our text. Go to Create Shapes from text. What we're going to have to do is duplicate this layer for every letter. I'll duplicate my layer seven times, toggle down the contents, and we're going to delete every other letter in here, other than the A, then we'll rename this layer A, and we're going to do this for every letter. I might fast forward through this, but essentially, we're going through every layer, and we're deleting every letter except for the one that we want, and then we're renaming the layer. And I'm just realizing now that I need to create another one because I forgot one letter. Okay, now that we finish that, now we're going to offset our layers. We can select all our layers, head to one frame on the timeline, hold Alt and square bracket to cut our layers on the timeline. Then I'll drag my layers on the timeline so that they're only one frame long. I can right click the layers. Go to Keyframe Assistant, sequence layers. We'll just click Okay. And this will offset all our layers by one frame on the timeline. Now we'll have to drag out our layers again so that they expand across the timeline. And we'll have to do the same at the beginning of the timeline. And essentially all that's done is it's offset our keyframes on the timeline. This is just a much faster way of doing it. You see, as we bring up our keyframes with the U key, they're all offset by one frame. So that's the first method of offsetting our layers. Now I'm going to show you another method using an expression. To start things off, we're going to right click create shapes from text. Then we'll duplicate that layer enough times for each letter, very similar to our first method. We're just going to go through them all, delete all the letters we don't want, and we're going to rename our layer, just like in our first method. Okay. Now that we're finished with that, this is where things get a little different. We're going to bring up the keyframes for all our letters, except the first A letter, and we're going to remove all the animation because we're going to be replacing it with an expression. Remember, to delete animation, you can just press the stopwatch Now we can bring up those key frames for our A layer. Now with the position for our N, we're going to press Alt and press the stopwatch. And in this field, we're going to write our first expression. I'm going to write a variable first. P equals, and I'm going to use the pick whip to grab the position. Finish that off with a semicolon. Go to our next line and I'm going to write out my expression. P dot value at time. Remember this is case sensitive, so write it out exactly like it's shown. And in here I'm going to write time -0.10 0.1 of a second because expressions are always in seconds. And as you can see when we go through the timeline, our N animates exactly one point of a second later than our A, which is exactly what we want. Now we're going to do the same thing for scale. I'll start out with a variable. S equals, use the pick whip to grab the scale. Finish it off with a semicolon. Head to the next line. Type out the variables dot value at time. T -0.1 of a second. There we go. Now it copies over the scale animation as well. And we're going to do this for every letter. The only thing we're going to change in the expression for the rest of our letters is the timing. But yeah, so now any changes you make to the A layer will carry over to the other letters because, again, we're using an expression that's copying all of the animation. So I'm going to go ahead and copy this expression for the position. Head to the next letter, press Alt to add an expression, then just paste it into this field, and we're going to change it to 0.2. That carries over the position animation, another 0.1 of a second later. We'll do the same thing for the scale. And you guessed it. We're doing the same thing for each letter. So I'll probably just fast forward through this. But remember, every letter, we're going to change the number to 0.3 0.4, et cetera. There we go. Let's preview our animation. 8. Secondary Animation: Now that we've added some follow through and overlapping by offsetting our letters, we can head to our next animation principle, which is secondary action. Adding secondary actions to the main action gives a scene more life and can help support the main action. A person walking can simultaneously swing their arms or keep them in their pockets, speak or whistle or express emotions through their facial expressions. The important thing about secondary actions is that they emphasize rather than take attention away from the main action. If the latter is the case, those actions are better left out. For example, during a dramatic movement, facial expressions will often go unnoticed. In these cases, better to include them at the beginning and the end of the movement rather than during. Hey, there, teacher from the future here. Remember earlier in this class when I said it didn't matter which font you used? Well, I lied. In this lesson, we're going to be animating the dots on our eyes. If your font doesn't have dots on the eyes, you won't be able to complete this lesson. But don't worry. It's not essential for the class project. You can skip to the second half of this lesson where we add an opacity animation, or even better, you can brainstorm different ways you could add secondary motion to your own animation. I'm thinking one way we could add some secondary motion is animating the dots on our eyes. I'll start things off by selecting all my layers, right clicking, going to precompose. And we'll name this new composition animation text. Now we're going to head up to our project menu, select our animation text composition. We're going to duplicate it by pressing Control D. This creates a new composition, and we'll rename this one dots because we're going to have one with our animation text in it, and the other composition will hold our dots. We'll head into our animation text composition. We'll toggle down our I, and we're going to delete the top I right here to get rid of our dot. Now we'll do the same thing for our second I toggle down the layer, toggle down contents, toggle down this I, delete the top one. Now we have a composition with just our animation text in it without the dots. Now we're going to have to go into our dots composition and do the opposite. Delete everything in here except for the dots. Except one thing to note is we're going to have to keep this top A layer because that's the layer with our animation on it. Because remember, everything is connected through an expression. We can turn the visibility off on it. I'll continue to delete all the letters, toggle down the I contents, and on this one, we're going to delete the second e. Do the same thing for the other eye layer. Delete the second one. So now we have a composition with just our dots in it. And remember, the reason we're keeping this A layer is because that's the layer with all our animation on it. Now we'll head back into our main composition. Now we'll drop in our dots composition into our project panel. So now we can start animating our dot animation. I think what we'll do is we'll animate the dots within the main composition. So what we'll need to do is duplicate our dot layer and we'll draw some masks to separate the two dots. I'm going to take the dot layer, duplicate it with Control D. On the first dot layer, I'm going to get the rectangle tool and draw a mask over the first half of the screen. That'll be for our first dot. By the way, make sure the mask is set to add. I'm going to rename this layer dot one. Out for our second dot, we'll do the same thing but draw the mask on the other side of the screen. This will be our dot two. I'll rename the layer. So we'll start with animating dot one. I think for dot one, we could have the dot jump upwards as the I is animating up. And then as the letter lands, dot will catch up almost like a little bounce effect. So around frame 20, we'll bring up position with P, press the stopwatch to put a keyframe. I think maybe move over to frame 32. And this is where we will drag our Y position upwards. I'm going to subtract 200 from the Y position. Then we'll move over further on the timeline. Let's try maybe frame 44. We'll copy that first keyframe and paste it. Select our keyframes, press F nine to add some easy Es. Let's preview what this looks like. I'm thinking right off the bat, that looks pretty good. We could head into the graph editor. I'm on the speed graph, and I'm going to drag these handles, one to the left, one to the right. A I'm thinking that looks pretty good. Pretty good for a first try. Now we can head to our dot two. The dot two, I'm thinking maybe we can have it just drop in from the top of the screen. So we'll have to find a point on the timeline. I think it frame 54 is when we want the dot to be in its regular position. So we'll bring up the position and press the stopwatch. Now we'll have to move back on the timeline to a point where we want our dot to start dropping in. And I'll just drag the Y position until our dot is off the screen. I'll just round it off to negative 100. I'm also going to trim the timeline so we don't see that dot until that moment in time. Alt square bracket is the key to do that. It's a nice shortcut to know. We'll select these keyframes, press F nine to ease Es. And for this one, we want a nice fast movement because it'll look more natural like the ball is actually falling from the sky. We'll head into the speed graph, and we'll drag both of these handles to the right. There, that looks a lot more natural. There we go. We have our dot animations. And now as a secondary second motion, why don't we take this as an opportunity to animate the opacity of the letters animating in? We'll head into our animation text composition. Bring out the E frames for the A layer by pressing. Press shift and hold T to bring up the opacity. I'll bring the opacity down to 0% and press the stopwatch. Now we have to decide, at what point do we want the opacity to go to 100? I think frame 25 might be good. So we'll bring that opacity back to 100. Select the keyframes and F nine for EZ Es. I think that might be good. Scrolling through the timeline, I can see that we can still see a little bit of our anticipation, which is what we want. So for the rest of the layers, since I did my offsetting using the expression, I'm going to do the same thing for the opacity of all the other letters. G to type in my expression. I'll type in O equals, use the pick whip to grab the opacity for the A layer. Skip a line, and then I'll type in my expression o dot value at time, bracket time -0.1. Now the N, copied the opacity properties, but just 0.1 of a second later. And this should be easy. We'll just copy that expression, paste it on the opacity for the rest of the layers. And, of course, we're changing the number on each layer. This one will change it to two and so on for the rest of the letters. And I'll just fast forward through the rest of them. And remember, if you did your offsetting using the other method, you will need to copy and paste the opacity property onto all the letters. Now let's preview the whole animation and see what it looks like. I'm thinking that looks pretty good. I'm going to copy the opacity keyframes, we'll head into our dot composition. And I just want to make sure that I paste the animation on the same frames. So we'll move to frame five, paste. And of course, we have to do the same thing for our opacity on the two I layers. I'm just going to go back into the animation text composition, copy the expression for that layer, paste it onto the opacity here. Do the same thing for the second I, copy this expression, go to the dot composition, paste it onto the second So now those dots have the same animation as their animation text compositions counterpart. Now let's go to the main composition and preview our animation. To me, this looks pretty good. Of course, you can animate yours, however you would like, but I think I'm gonna keep mine this way. 9. Exaggeration: So now that we've added some secondary motion into our animation, let's head into our next animation principle, exaggeration. Exaggeration is in effect, especially useful for animation as animated motions that strive for perfect imitation of reality can look static and dull. The level of exaggeration depends on whether one seeks realism or a particular style like a caricature or the style of a specific artist. The classical definition of exaggeration, which was employed by Disney, was to remain true to reality, just presenting it as a wilder, more extreme form. Other forms of exaggeration can involve the supernatural or surreal alterations of the physical features of a character or elements in the storyline itself. It is important to employ a certain level of restraint when using exaggeration. If a scene contains several elements, there should be a balance of how those elements are exaggerated in relation to each other to avoid confusing or overawing the viewer. When it comes to our own animation, we've actually already incorporated some exaggeration by animating our first dot. That animation in itself is already exaggeration. Thinking we could take things a little further by maybe exaggerating our scale animation. So I'll head into our text animation composition. And on our second scale keyframe, I'm going to maybe turn it up to one 30%. We'll also have to change our third keyframe to one 30% because remember, those two keyframes are the same. And then as our text lands on the ground, we'll add a little bit more squash, maybe turn our squash down to 70%. Let's preview this. And remember, if you did your offset using the expressions, then this is extremely easy for you because all the animation that we change on this layer should follow over to the other letters. If you did it the other way, the more simple way, you would have to copy and paste the scale animation from our A layer onto all the other letters. So just keep that in mind when you're creating your own animations. I'm going to go into my dot layer and change the scale on the dots, as well. Go to the second scale animation. Second scale keyframe, turn it to 130. Go to the third keyframe, change it to 130 as well. Then we'll go down to our squash keyframe, change it to 70%. And there we go. Now let's go back to our main composition. Preview what it looks like. There we go. We've added a little bit of exaggeration to our scale animation, and remember that our first dot animation is also an exaggerated animation. 10. Timing: Timing refers to the number of drawings or frames for a given action, which translates to the speed of the action on film. On a purely physical level, correct timing makes objects appear to obey the laws of physics. For instance, an object's weight determines how it reacts to an impetus like a push. A lightweight objects will react faster than a heavy one. Timing is critical for establishing a character's mood, emotion, and reaction. It can also be a device to communicate aspects of a character's person so this is the part of the animation process where we would contemplate, does our animations timing make logical sense for what we're animating? If we were animating something complex, such as a character animation, this process would be a lot longer and more complex. But for something like a text animation, such as our case, this is where we would go through our timeline, maybe space out our keyframes a little bit, or we can offset our layers, or we could head into the graph editor. Change the easing of our animation. These are all things we can take into account when we're adjusting our timing. For my animation, I think the timing looks pretty good. The only thing I want to adjust now is maybe adjust the scale easing in the graph editor. So I'm going to go ahead and do that and I'll fast forward to the end. There we go. I only did some minor tweaks to the graph editor and the scale animation just to make it match up more with our position animation. If you did your offsetting using the expressions method, then all that animation should carry over to the other letters. But if not, you will have to copy the scale keyframes and paste them onto your other letters. And of course, this is all up to you. You can ease your animations however you would like. 11. Staging: This principle is akin to staging, as it is known in theater and film. Its purpose is to direct the audience's attention and make it clear what is the greatest importance in the scene. Johnson and Thomas defined it as the presentation of any idea so that it is completely and unmistakably clear whether that idea is an action, personality, an expression or a mood. This can be done in various means, such as the placement of a character in the frame, the use of light and shadow, or the angle and position of the camera. The essence of this principle is keeping focus on what is relevant and avoiding unnecessary detail. Since the only thing in our scene is our text animation, this animation principle doesn't really apply to us, but why don't we take this as an opportunity to stylize our animation a little bit? First thing I'm going to do is drag in this color palette that I made on the Coolers website. I go to scale it down and put it into the corner of my screen. I'm going to create a new background by going to layer new solid. I'll name it BG for background. Use the color picker and choose one of my colors. Drag that new layer to the bottom of the layer stack. Now I'll add a fill effect to my text animation. Again, I'll take the color picker and maybe choose this dark blue color. Copy the fill, add it to my two dot layers by pasting it to my dot layers. Blue and orange are contrasting colors, which means, in other words, this text animation will stand out from the background. By the way, I have an entire class dedicated to choosing colors just in case you're interested. Why not for a final touch out of vignette? Vignettes are great for drawing the viewers attention into the center of the screen. I'll create a new shape layer using the rectangle tool. I'll rename it vignette with the vignette selected. I'm going to go over to my Ellipse tool. I'm going to make sure tool creates mask is selected. Now we can double click the Ellipse tool to create a mask over our vignette layer. We'll need to change the mode to subtract. Bring up the feather with the F key, and we can drag up this feather until we get a nice looking vignette. To make the vignette take on a darker shade of the background color, we can change the mode of the layer to overlay. There we go. The vignette's looking a little bit too saturated for my liking. So the first thing I'll do is bring up the feather again. Turn up the feather a little bit more. And another thing I might do is bring up the opacity with the T key, change the opacity to 50%. There, I think that looks great. A 12. Arc: Most natural action tends to follow an arced trajetory and animation should adhere to this principle by following implied arcs for greater realism. This technique can be applied to a moving limb by rotating a joint or a thrown object by moving along a parabola trajectory. The exception is mechanical movement, which typically moves in straight lines. As an object's speed or momentum increases, arcs tend to flatten out in movement ahead and broaden in turns. Baseball, a fastball would tend to move in a straighter line than other pitches, while a figure skater moving at top speed would be unable to turn as sharply as a slower skater and would need to cover more ground to complete the turn. An object in motion that moves out of its natural arc for no apparent reason will appear erratic rather than fluid. For example, when animating a pointing finger, the animator should be certain that all drawings in between the two extreme poses, the fingertip follows a logical arc from one extreme to the next. Traditional animators tend to draw the arc in lightly on paper for reference to be erased later. So essentially, in layman's terms, it looks way more natural to animate something in an arc or oval shape rather than a straight line. Now, this can be true for any type of animation, but especially true for character animation. Here's an example of a walk cycle I made a while back, and I've brought up the motion path. And as you can see, as the foot leaves the ground, rather than animating in a straight line or a triangle shape, I have it animating in more of an oval shape, and this is essentially what the arc principle is saying. It looks way more natural to animate something in an arc than animating straight. So how can we implement this into our own text animation? Well, for this basic text animation, there isn't a whole lot we can do, except for one thing that I think we can do is perhaps animate our second dot animation to come in off screen from the side, almost like it's a ball bouncing. So I'm going to bring up the position for my dot two, and we're going to have to tweak this animation to have it animating in from the side. We'll keep our second keyframe the same. We'll go to our first keyframe, and I'm going to move the position so that it's animating in from the right of the screen. Now that we have it animating in from the side of the screen, we're going to have to do some more tweaking to have it animating in in more of an oval shape. First, I'm going to unease the keyframes for now, just to make this easier. You can unease keyframes by selecting them and pressing Control and clicking on the keyframes. So I think around halfway or maybe a little past halfway, we will have to add another keyframe. We'll lift up our Y position a little bit. Now we'll have to smoothen out the curve of the motion path. First, I'm going to go to our first keyframe, and I'm going to move the Y position down a little bit more, maybe round it to negative 60. I'm going to zoom in a little bit on our second point on our motion path, and I'm going to get the Pen tool. More specifically, I'm going to get the change vortex tool, and I'm going to click on this middle point, and that'll smoothen it out a little bit. And there we go. We're getting there. It's looking a little bit more natural now. Now, this middle keyframe, I'm going to right click and I'm going to go to rove across time. If you don't know what that means, it means that when we go to ease our keyframes in the graph editor, I'll select them, press F nine. Our Rove Across time keyframe is now just part of the motion path, and we don't really have to worry about easing it. We only have to ease our first and last keyframe. So the second keyframe is just acting more like a motion path. I'll drag the first handle over to the right. There, I think that looks okay. I'm just going to tweak the motion path a little bit more to have it look more like a curve because we want it to look more like it's bouncing from off the screen. So I'm going to go to my first keyframe, and I'm going to drag the Y position down more. And I'm going to drag the handles for the middle keyframe to get it more oval shaped. Gonna move our first keyframe down a little bit more. Then I'm going to take this handle again. And now we're getting something that looks way more like an arc. G to drag the other handle. There we go. I think that looks pretty good. Yeah, I think that looks okay. 13. The Other Animation Principles: The last two animation principles apply specifically to illustration and character animation, but we'll still go over them quickly. The principle of solid drawing means taking into account forms in three dimensional space or giving them volume and weight. The animator needs to be a skilled artist and has to understand the basics of three dimensional shapes anatomy, weight, balance, light and shadow, et cetera. For the classical animator, this would be achieved through the classical training, including extensive art classes and life drawing. One thing in particular that Johnson and Thomas warned against was creating twins, characters whose left and right sides mirrored each other and looked lifeless. In computer animation, modern day computer animators draw less because of the facilities computers give them yet their work benefits greatly from a basic understanding of animation principles and their additions to basic computer animation. This principle highlights the importance of good illustration in animation. And while it's not always going to be relevant for us motion designers, sometimes we will be the illustrators of our own motion graphics. So it's still important to have a basic understanding of this principle and how we can implement it into our own creations. Appeal in a cartoon character corresponds to what we would call charisma in an actor. A character who is appealing is not necessarily sympathetic. Villains or monsters can also be appealing. The important thing is that the viewer feels the character is real and interesting. There are several tricks to making a character connect better with the audience. For likable characters, a symmetrical or particularly baby like face tends to be attractive. Complicated or hard to read face will lack appeal or captivation in the composition of the pose or character design. So this principle would be way more relevant if we were doing character animation. The purpose of this principle is to make your character as likable as possible for the audience. But since we're doing a text animation, we won't be diving too deep into this principle. 14. Refining our Animations(The Final Stage): So this is the part of the process where I'm going to go over my animation and refine it. The first thing that I'm not quite happy with is the scale animation. I think I might add more follow through, so I'm going to head into my animation text, and I'm going to tweak the scale animation by adding more follow through to the end of the scale animation. I'm going to start by dragging my last keyframe over a few frames on the timeline. I'm going to change the percent from 100 to maybe 115. I'll move over three frames on the timeline. Change the percentage to 95. Maybe I'll drag this keyframe over another frame. Now I'm going to head over another three frames, and here is where we can change our percentage back to 100. But we have a little bit more follow through animation on our scale. I think that looks a lot better. I might even increase the scale on a few of our keyframes. I'm going to go to this keyframe, change it 130-145. We'll have to change this keyframe because we want them to be the same. So I'll change it to 145. Move to this keyframe, maybe change it to 60%, head to this keyframe. Instead of 115, maybe we'll go up to 120. The second last keyframe will change it to 90%. And let's preview what this looks like. Yeah, I like that a lot more. I also think the animation is a little bit slow when it's scaling upwards. So I'm going to find a point on the timeline, maybe around here and I'm going to select all these keyframes and I'm going to drag them over. That's frame 26 on the timeline. It's a preview. I think that looks okay. And, of course, we can't forget that we have to edit our graph editor. Remember, I'm using the speed graph. Make sure we grab the right handle. Just move that handle out of the way. There we've got the right handle, drag it over a little bit. Drag this one over a little bit. Just smoothing out the curves. We'll do the same thing for the last two keyframes. And of course, you can use the value graph if you would like, if you're familiar with the value graph. This is what it would look like in the value graph if you choose to use the value graph. And remember, again, you can edit these. You can edit your animation any way you would like. Remember that mine is just an example. We're going to have to copy the scale keyframes, and we're going to have to put it into our dot layer. I'm just going to remove the animation by pressing the stopwatch and then repress the stopwatch and then paste the keyframes. Remember, we're doing it on the A layer because that's what our dot layers are referencing. There now our dots have the same animation. Let's go back to our main comp and preview the animation now. I also took this as an opportunity to re edit the dot two animation, which I fast forwarded through, but I'll give you the rundown of what I changed. I basically just changed the path by changing the coordinates of the position. Here I'll show you the new coordinates. And I also slow down the animation by dragging out the keyframes on the timeline. Here's a little tip that you can use. You can select keyframes, hold the Alt key, and as you can see, it drags the keyframes proportionately, keeping the same animation. And I dragged the first key frame to frame 17, and I kept the last keyframe in the same spot. So the animation will still end on the same keyframe as we had earlier. 15. Outro: Congratulations on completing this animation principles class. Feel free to post your projects to the project gallery. Can't wait to see the animations you created.