Transcripts
1. 01 Welcome to The Class: Are you ready to take your
admission to the next level? Welcome to Motion Magic, mastering the fundamentals of motion graphics
in After Effects. This is the second class in my skill share series on
Mastering Adobe After Effects. Hi, I am Ale, and I will be guiding you through this
incredible adventure. I am a professional
motion graphic designer with over 80 years of experience in the
creative industry. In this class, we're
going to be diving into the core principles
of motion graphics, transforming static designs into smooth, eye cuchin animations. Whether you're a designer, content creator or
aspiring motion artist, this class will equip you
with essential techniques that make mission look
polished and professional. In this class, we'll be covering
four fundamental topics. We're going to begin by learning the principles of
animation and how to incorporate these principles
in our motion graphics. You're going to learn the
secrets behind fluid, dynamic and realistic movement. Secondly, we'll cover key frames in the graph editor
in after effects, mastering the tools that
bring your animation to life. Thirdly, we're going
to be covering shape modifiers
in after effects. And in this module, you're
going to discover how to transform basic shapes into
stoning motion graphics. And finally, we're
going to be covering text animation in after effect. And this skill will equip
you with the ability to add energy and style
to your typography. This class is just one
piece of the puzzle. As part of my bigger
after effects course, this class lays
the groundwork for more advanced
motion graphics and Veffts techniques coming
up in this series. By the end, you'll
be able to create smooth engaging
admissions and gain the confidence to keep pushing
your creative boundaries. Join me and let's bring
your designs to life. Jump in and start admitting now.
2. 02 Class Projects: In this class, we're going to be working on seven class projects. In the first project,
we're going to be creating a bouncing
ball animation, exploring how to practically
apply the principles of animation and working with keyframes and the graph
editor in after effects. We cover all these in video 326. In the second class project, we're going to be creating
an interesting animation of several icons, transitioning into one another
using shape modifiers. In the third class project, we're going to be creating
a simple logo mission by experimenting
with shape modifiers and the transform properties. In the fourth class project, we're going to be creating an interesting shock
shooter animation using shape modifiers. In the fifth class project, we're going to be creating
a loading screen animation using shape modifiers. In the sixth class project, we're going to be creating
an interesting animion of a fan displacing air bubbles as it slowly accelerates using
shape modifiers. We cover all about shape
modifiers in videos eight to 19. The seventh and final
class project for this class is on text animeors. In this class project,
we'll be creating a simple yet interesting
text animation for our video composition from the first class
in this series. We cover text and meters
in videos 25 to 29. The project files will
be provided for you, but also feel free to check out the first class if you have, as there is so much
to learn there. I would love to see
what you come up with. So kindly push your results
to the class project section. See you in the next lecture.
3. 03 Principles of Animation: In this video, we will be exploring the
essential principles of animation that will elevate your motion graphics
projects to new heights. These principles
originally crafted for traditional animation are just as powerful in the
digital realm. Before we jump into
the specifics, let's take a quick
trip back in time. The 12 principles of animation were developed
by Disney animators, Woolly Johnson and Frank
Thomas in the 1980s. They distilled decades
of animation, expertise, and research into these
fundamental guidelines, ensuring characters
and movements feel lifelike and engaging. While originally intended
for character animation, many of these principles are incredibly relevant
to motion graphics. Fresh up is squash and stretch. This principle will
add flexibility and volume to your objects, making them appear more
dynamic and live like. Imagine a bouncing ball. When it hits the
ground, it squashes, and when it rises, it stretches. This simple tweak can make your motion graphics feel
more organic and engaging. In motion graphics,
use squash and stretch to emphasize actions
like transitions, button clicks, or
logo animations. It adds a sense of realism and appeal without
complicating your design. Up next, we have anticipation. Anticipation is all about preparing the audience
for an upcoming action. Imagine watching a
character bot jump, lean back slightly, creating
a sense of expectation. In motion graphics,
anticipation can be used to hint a transition
or an important event. For example, before a
logo reveals itself, elements might pull back or shift to signal the
impending review. This subtle cue makes your admissions feel more
intentional and polished. Follow through an
overlapping action and shows that
different parts of an object or character continues to move even after the
main action has stopped. This principle adds depth and believability
to your animations. In motion graphics, this can be applied to elements
like banners flotering after logo settings
or shadows and highlights subtly shifting
after a main movement. It creates a more
cohesive and mutual feel, preventing your animation from feeling mechanical or abrupt. Arcs are more about
natural movement. In the real world, most actions follow an arc path rather
than a straight line. Whether it's a spinning
icon or sliding text, incorporating arcs
makes your animations feel more natural and
visually appealing. Incorporate arcs in
your motion graphics to avoid stiff and
mechanical movement. This subtle adjustments
can significantly enhance the aesthetic
flow of your design. Slow in and slow out, also known as ease
in and ease out, refer to the acceleration
and discluation of objects. Instead of starting
and stopping abruptly, movements begin
slowly, speed up, and then slow down again. This creates a more realistic and visually appealing motion. In after effects, using easing functions can help you implement this
principle effortlessly. It ensures your animiions
feel smooth and professional, enhancing the overall quality
of your motion graphics. Next, let's talk about
timing and spacing. Timing refers to the amount
of frames used for an action, while spacing is the
distance between each frame. Together, they control the speed and fluidity of your animations. Proper timing can
convey emotions, first movements for excitement
or slow motions for drama. In after effects,
twiching the timing and spacing can make your
transitions smooth or snappy, depending on your
desired effect. Mastering this will ensure your motion graphics communicate the right message effectively. Now let's enhance your animations
with secondary action. This principle involves adding supplementary action
that supports the main action without
distracting from it. Secondary action adds layers of complexity and interest
to your animations. In motion graphics,
secondary action could be subtle animations
like background elements reacting to the main action or additional effects that
complement the primary movements. For example, when
animating a button click, a slight glue or
ripple can serve as a secondary action enriching
the overall animation. Now let's add some flare
with exaggeration. This principle involves
amplifying actions to make them more dynamic
and eye catching. Whether it's larger than live bound or an exaggerated spin, pushing the boundaries can make your motion graphics stand out. Incorporate exaggeration
to highlight key element in your design, ensuring they capture and
retain your audience attention. Staging. Staging is all about presenting your
message clearly. It involves arranging elements
to direct the viewers focus to the most important
parts of your animation. Think of it as the
composition in visual art. Everything should lead the
eyes where you want it to go. Imotion graphics,
effective staging ensures your message is communicated
without distractions. Use contrast,
positioning and movement strategically to
guide your audience seamlessly through your content. Next up are straight
ahead and pose to pose, two foundational
animation techniques. Straight ahead
involves animating frame by frame from
start to finish, ideal for spontaneous
and dynamic movements. In contrast, push by push starts by defining key frames
of major poses, then filling in the
in between frames for a more controlled and
structured animation. In motion graphics, push to push is often
more applicable. It allows for precise timing
and smooth transitions, which are crucial
when synchronizing animations with audio or
other design elements. However, understanding
straight ahead can be beneficial for creating more organic and
expected effects when needed. Next, let's discuss
solid drawing. This principle emphasizes the importance of
creating objects and characters with
a strong sense of volume, weight, and balance. Solid drawing was a key principle
outlined by Johnson and Thomos to ensure animations
feel grounded and believable. In motion graphics,
solid drawing translates to maintaining
consistent proportions, realistic lighting, and
appropriate shadows. It ensures that
your drawing holds up under various animations
and transformations, providing a professional
and cohesive look throughout your project. And last but not
least, we have appeal. This principle ensures
your motion graphics are attractive and engaging. It's not just about beauty. Appeal involves
creating designs that resonate with your audience
and keep them interested. Whether through vibrant colors, smooth movements or
creative concepts, making your motion
graphics appealing will help them leave a
lasting impression. Now that you've covered
these essential principles, let's see how to apply
them in after effects. From using keyframes
to adjusting easing, these tools will help you
bring your motion graphics to life with precision
and creativity. Remember, animation is
both art and science. Blend creativity with
these principles, and the possibilities
are endless. Keep experimenting, stay
inspired and happy animated.
4. 04 Principles of Animation in practice: Hey, there. Welcome back. So in the last video, we learned about the
principles of animation. And these are kind of the
foundational ingredients that your animation or
motion graphics has to have in order to
make a lot of sense, right? So in this video, we are also going to be looking at the
principles of animation. But in this video,
it's going to be more of a practical thing, okay? I'm going to open
a project which I worked on just a very
simple project to help you understand principles
of animation better so that we go through
each scene together, and hopefully you're going
to be able to understand properly how these principles
can easily be incorporated. Into your work or into
your motion graphics. So open your after effect and go ahead and
open your project. So come to file and
then open project. And now in your folder on
principles of animation, that's Admission
principles or six. You're going to see this
After Effects file. It's called or title the Principles of Animission
in practice, okay? So select it and click Open. Yeah, so this is the file, and as you can see here, we have several
compositions opened, and these are just
us trying to explain each principle of animation or at least most of the
principles of animation. So the first one, we have
to squash and stretch. Okay? So this is
squash and stretch, and let me just play this scene. I'll just play the
scene and you just see how we are basically explaining
squashion stretch, right? So like you know, or you can observe, one of them has
quashion stretch, while the other doesn't have
squashi and stretch, right? So this one has the
squash and stretch. I'm just going to hit the tinder key to
make this big, okay? And just kind of sorry. Sorry for that, just kind
of make this fit fit. So if I click this, you're going to see that it's
squashing and stretching. So as soon as it hits
the ground, it squashes. And then as soon as
it's in the air, you see that it stretches, okay? So that's squashi and stretch. Squashion stretch
is a principle that basically help give our
animations weight, okay? For it to squash and
stretch like this is basically telling you that
this object has some weight. Okay? So that's
squash and stretch. On hide the other one and
hide one with squion stretch, you can see that this is just one without
squashion stretch, and you can see how
mechanical and just uninteresting this particular
version is you get. So basically, this is what quash and stretch
adds to our animation. It adds this realism, this believability
to our animations. And you can see how incredibly different both of
them are, okay? Just adding the
question stretch makes things just turned
out, basically. And then the next one
is the anticipation. So anticipation,
let me just make this big and full size. Yeah. Sorry, fit, not full size. So if I play this now,
you're going to see that. Okay, this is the one without
anticipation, I guess. Okay, this is the one
with anticipation. So if I play this, you can see that this is the
initial position. And I see before it goes to the main lotation
which is this location, it first of all goes
back a bit big. So this is first
goes back a bit. Before it goes to
its main location while this guy doesn't go back. Okay? This one just goes to its main location
without going back. So this anticipation adds more realism and more beauty
to our motion graphics. And let me just go ahead and enable and expose the keyframes, so you see how I made this. So I made this by basically
admitting the position. So first of all, it's
in this location. I just admitted the position
to go back a bit, okay? I dimitd it to go back a bit
and then finally go forward. But the magic comes here
in the graph editor, and we are going to
learn how to manipulate this graph editor
in the next module. But this is where the
magic comes in, you get. So the graph editor
helps us edit our speed, and this enable us
achieve the anticipation and basically add quality
to our motion graphics. And for the quai stretch, let me just enable the
keyframes for this guy. So we hit you to enable the
keyframes. You can see that. For the squashion stretch, I just admitted the positioning
and the scaling, okay? There's the position
and the scale. So one trick with squash and stretch is
that the volume of the object has to
remain the same, even while it's squashing
and stretching. So if you look at the scale, you're going to see
that the scale here is 101 hundred, right? And now the trick
is, whatever you do, make sure the addition of both scales still
add up to 200, okay? Just like 100 plus 100
will give you 200. So it means at this point, at the middle point where
it scratches the most, you're going to see that we
have 119.8 and 80.2. Okay? So if you join the both of them, if you add
the both of them, it's going to give
you 200%, 200%. So basically, we are making sure that the volume
remains the same. You get same also with
these other keyframes here. Okay? This one, I can't really go to this
particular keyframe. I don't know why, maybe because
of the way. Okay, yeah. Now I can now I'm
on the keyframe. Now you can see that
it's 119.8 and 80.2. Well, you get, that's
the middle one still. So this one, I will
need to maybe adjust it to this point to this place before being able
to go to it, right? So you can see that
it's 80 plus 120. And 80 plus 120
is what it's 200. You get. So basically,
that's the mechanic. So that's the concept of
achieving squash and stretch. That's a rule making sure that the volume remains
the same, okay? So we have anticipation and you've looked at what
anticipation is, we have the follow through
now the follow through is basically this
simple animition and play it, so you see. In fact, let me make this big
and fit to screen. Perfect. Okay, let's also make
the resolution full. Okay? So you can
see that this is basically a ball going from this position
to this position, and it has this antenna, and you can see the
antenna tangling, right, even after the
ball stops moving. So this is basically
follow through. Yeah, so this is
basically follow through. There is nothing else I
need to explain here. It explains itself. So let's go to the next one. Next one is the arc,
and the arc is, of course, the arc
movement, right? So this is the natural way
most things move in reality. In reality, most
things move like this. Okay? So they don't
move in straight and in straight lines,
like machines, okay? So we have the version
without the arc. So if I hide the
one with the arc, we're going to see
that this is how the mechanical movement is, and this is just unrealistic, okay? It's just unrealistic. So Yeah, so that's
basically it for the arc. And for this, I
just had to animate the positioning to
control or you, right. Okay, we can see that
this is a precomposition. So if I just go in and select the both of
them and hit you, you can see that it's
basically the position, right? Position. This is the position. This is also the position, okay? Yeah, close this and go back. Yep. So that's the arc for you. Just go in and see the keyframes for yourself so you
understand more. B these are really
very basic concepts, and they are very
easy to understand. Okay? So you won't have any
problem understanding them. And this is the ease in and ease out animations in
and is out animion. One of them has the
easing, one doesn't have. Yeah, this is the
easing and ease out, and this one doesn't
have easing. So we can see that for easing, our object basically
starts going slowly and then speeds up in the middle and
then slows down. Okay? So basically, that's how things move in nature, okay? If a car wants to start
moving, it first of all, starts accelerating
gradually from zero, okay and then goes to
the maximum speed. And then if it wants to stop, it decelerates down to zero. So that's basically how
things move in reality. So that easing and
ease out for you. Applying it to your
animation makes things very believable
and realistic. And this is the version
without the easing. So you can see how interesting
and just mechanic. This one moves. I
just moves straight without any life in it. You get. So that's basically it for easing and easel. You
have timing and spacing. And timing and
spacing, of course, is basically the spacing
between each frame, okay? So these circles are basically representing are basically
representing the frames, each frame of this
drawing, okay? So we can also see the
spacing between them. Now, the spacing
determines the speed. Okay? For these places
that we have less of them, it means it's faster. You get so there
is less drawing. For places where there are more of them, it
means it's slower. So it needs more drawings to cover up for the
slowness you get. But for this one, just
going just going. In a constant speed, basically. So for a constant speed, it's basically the same distance and the same spacing
between each frame. You know what I'm saying. Yeah. So that's spacing for you. That's sacent for
you. Okay, let's go to the next one,
second reaction. For second reaction, we
have an animation here, and this is uh, our ball moving from
point A to point B, and we have these lines
that kind of show speed. You get these lines that
kind of animit out and show speed in the opposite
direction of our ball. It's a very typical way
to show speed, okay? So this is basically an example of second reaction.
It's a second reaction. It adds more life
to the animation, but doesn't distract
from the mean action, which is moving from
point A to point B. So that's second
reaction for you, very simple to understand. And, yeah, we have exaggeration. So for exaggeration, I
just made an animation of a bouncing ball and the only difference is the bouncing is a bit
too exaggerated. So we can see how
exaggerated it is. So exaggeration can be
good at times, okay? It can add a lot of drama. To our animation, add a lot of richness to our
animation, okay? We can even use it to
depict funny characters, okay, funny funny
scenes, basically, okay? So that's basically
exaggeration for you. We can see how extremely exaggerated our ball
is in this scene. Yeah, so that's exaggeration, and then we have staging, and this is a typical
example of staging. So this is good staging. For good staging, it helps the viewers understand what
we are trying to pass well, understand the message
we are trying to pass clearly and unambiguously. And it takes account of the most important items
of our composition. So like you can see here, we can see the most
important item is the main ball here, right? So it comes first, and
then others follow. So they don't just
come abruptly, they come one after
the other, okay? And everything guides the
viewers' eyes in a way that makes them understand everything that we're doing
here without conflicting. So there's no conflict,
there's no conflict. And if I hide this and enable
the one for bad staging. You're going to see that
there is a lot of conflict. So if I play this, you can see that everything is appearing. At the same time,
all of them are competing for the
viewers attention. So it means the viewer doesn't really get the full message. Okay? The viewer won't be
able to get the full message, get the full gist here. So that's bad staging. This is basically bad staging. Okay, everything is
just appearing at once. There's conflict. Nothing is more important than
the other, you get. So that's a typical
example of bad staging. And yeah, we animated
this by just using by just using the positioning and then
scaling and all that. These are very
simple animations. And then we have
the solid drawing. We have the solid drawing, and this is the solid drawing. Like we said in the
previous video, the solid drawing basically is us presenting our drawing in kind of a treed way, right? With depths with shadows,
with lights, okay? So that it adds realism, so that it adds realism. We can see this
has been depicted with some light effects, with some shadow effects, and some shadows even
on the ground, right? And everything is just admitted together and everything
looks just good. Yeah, so that's solid
drawing for you. And basically, these are all the ones we've
illustrated here. So the ones that
are left out are just the appeal and the straight ahead and
pos supposed action. So for the appeal, of course, we all know that the appeal is just the attractiveness and the engaging ability of
your motion graphics, okay, how engaging
or how attractive your motion graphics is
or your admission is. And for appeal, it basically
encompasses everything from colors to slick movements to
creative concepts, and more. Okay, everything you can do e extra thing you can do to make
your animation stand out. That basically adds to the
appeal of your animation. And then for the straight ahead, it's just a type of animation, which is frame by
frame animation, which involves metal, drawing
each frame of the animion, each frame of the
admission, okay? And this is not something
we're going to really explore. This particular type, it's not something we're really going to be exploring in
this course, okay? We are mostly going
to be exploring the pose to pose animation, just like the ones we
have been doing so far. All of these are pose to
pose because we define the first pose and
then the last pose. And then we just
allow the computer to generate the movement
for us automatically. Okay, so that pose to pose animation and also the
straight ahead animation. And this has brought us to
the end of this video of this module on the
principles of animation. So see you in the next one. Bye bye.
5. 05 Getting started with the Graph Editor: Hey, there. Welcome back. I'm really excited
to have you in this module because
in this module, we're going to explore some really interesting or fun stuff, in my opinion, okay? So in this video, we are
going to be learning about the graph editor here
in After Effects. Now, the graph editor is
this really powerful tool, which is used to fine tune
your animation of properties by visualizing and manipulating
keyframe interpolations. So that's basically what
the graph editor is. And without further
ado, let's get into it. Okay? So right here, I'm
just going to go ahead and create a new composition. So let's name this
composition one. Kit, okay. And what do I mean by visualizing and manipulating
animation properties? Okay, let's explore this
by just going ahead and creating an ellipse
to create an ellipse. Okay? You want a
perfect ellipse. Let's just give it
my favorite color, as you may have noticed, which is this color, okay? It's actually our
brand color as well. So hit for skill. Let's kill it. Okay,
let's not skill it. Let's just, um,
let's just see Okay, let's kill it, actually, because I want to use the simplest, the simplest form of animation. If we animate the position, it's going to be creating good
animation on X and Y axis, and that could get
a bit complicated. So for now, let's just kill it. Okay, so let's just
bring it to the middle. Control all home space to centralize the
anchor point, then, control home space, sorry home key or command home key on the
MAC to centralize it. I'm just going to
hit S for skill and then scale it up to this level, right, 175 to this kale. And then I'll just
come on the first, second, create a key frame. Yeah, go on the zero
second or zero frames, and then just make this T.
Let's make it 20. Okay? So you're scaling 20-175 0.1%. So select
the both of them. In order to go into
your graph editor, you need to select
both of your QFmes. And first of all, you can actually give it
an easy es, okay? But that's not necessary. You don't necessarily need
to give it an easy es. You just have to
select your Q frames, and then click on this button. This button where it says
the graph editor, right? So just click on it, and you'll be brought into
the graph editor. Now, this is the graph editor, and we use the graph editor to fine tune and manipulate
our animations. Okay? Now this is what
we call the value graph. You write clicka you're
going to see some options, you're going to see that Edit value graph has been checked. So this is what we
call the value graph, and we're going to
come to that later on, but right click and then
select the speed graph. And this is what we
call the speed graph. Okay? So what I'll do is
I'll just go back, actually. I'll click back to see my keyframes and then easy
ease them first of fall. So I'll easy ease them. Okay? Give them Easy Ease. You
can hit F nine for that and then just click back
to your graph editor. So clickb and now you
see this curve, okay? So what I want to do is
select the both of them now and just do this and do this. Okay? So let me just
play my admission. If I play my admission
now, you can now see that. Instead of just giving us
normal uh skiing up and down. Sorry scaling from ground
up, just like this. It's now giving us more
interesting scaling, okay? It's now giving us more
interesting skiing because I did this and did this. Now I'm going to come to that to the explanation of
why we did this and what is the basic
working principle behind why it behaves
like this, okay? But I just want you
to be able to go into the graph editor and then see some of the things
you can do, right? Now, here is the graph editor, and I'll just make this bigger. Okay? Now, in the graph editor, of course, you know what I did? I just hit the Tiller key
to make this bigger, right? So now in the graph editor,
we have these buttons. Okay? We have the
easy ease out button. We have the easy easy in button, we have the easy ease button. In fact, we don't need
to look at all of this because in the next video, we're actually going to
be learning about this, because these are just
types of key frames which you can write add
to your graph editor. Now let's look at the types of graph editor
and then what they do. Let's look at what
they actually do, because we are kind of
getting a bit too fast here. So we have the value graph
and also the speed graph. Now, let's start with
the value graph. So click and then go to Edit value graph to
see the value graph. Now we see this
is a value graph. Now, the value graph displays the actual numeric
values of a property. Now these are values such
as the position values, the scale values like
in this in this case, or the opacity value
or whatever value you have created kefens
for over time. Okay? So the value of
the property over time. Okay? Now, this is the time to which we play the admission. Okay? So it basically
shows how the properties value changes from one
keyframe to another. Remember our Q frames
are in time, right? We have zero second
or zero frames, and then 1 second, right? So it shows how the keyframe
value changes over time. So this is how it
changes over time. This is the graph, basically. Okay? If we just
have normal graph, let's say we turn this. Now, if I hit control,
an control and click, we're going to turn this back
to a normal linear graph. This is called a
linear keyframe, okay? So it's now a linear keyframe. Now, if you go back here,
you're going to see that this turns from a curve
to a linear graph. Okay? So this value graph basically shows how
the property okay, changes from one
keyframe to another. So it goes from zero
to this number, from zero to this number. So this is the scaling. This is the scaling. So remember, the scaling
is 175.1, right? So it goes 0-175
0.5 0.1, rather. Okay? So now, this is the t
axis which shows the value, and this is the X axis
which shows the time. So now this is 0-175 0.1. Shows the value on this axis, then we have from zero
frames to 1 second, which shows the time. Okay? Yeah, so that's
basically the value graph, and you can adjust
your keyframe, adjust the interpolations and the movements by basically
manipulating this graph. Now we can take our pen
tool and practically add more keyframes to our graph and do a whole lot
of other stuff. Okay? Now, if we
add more keyframes, it means we can now adjust our graphs like this, like this. Now if we select one
of these keyframes, you see that these buttons get enabled it means we
can click and then turn our keyframes to one of
these types of keyframes. So we can do this basically, and you can select this
and do this basically. Okay. Now, these yellow ts are called handles,
right, busier handles, and they are used
to kind of edit the movements of the object,
kind of edit our graph. And if you're familiar with Photoshop and Illustrator,
most especially Illustrator, you will of course be already
familiar with the handles, because they are used
with the pen tool as well in these software. So we are basically
editing our scaling. Now, this is what we've
been able to achieve because we manipulated
our value graph. Okay, so that's the
value graph for you. Let's just delete
these keyframes and go back to our speed graph. Now, in order to go back
to your speed graph, you know what to
do. You guessed it. Click here and then
Edit SpeedGraph. So click on Edit SpeedGraph and here we are on
our speed graph. Now, what is the speed
graph and what does it do? What does it display? The
speed graph displays the speed or the rate of change of a
property's value over time. Okay, so for value,
it's value over time. For speed graph, it's
speed over time. So it basically shows
how quickly or how slowly the property is changing
at a given time, okay? And like the value graph, we also have the Y axis
which shows the speed, and we have the X axis, which shows the time. Guess it, we choose the time. Okay? So for speed graphs, speed graphs are mostly used for controlling
acceleration and deceleration. So if you want to accelerate
and diluate an object, let's move in from this
point to this point, we will normally use the
speed graph to control that. Now, let's just create a duplicate or maybe
hide this guy for now, and let's see this practically. So we're going to create a new shape layer and
then create an ellipse, select my selection tool and
then hit P for position, and create a keyframe here, and then come to 1 second, and then move it from here
to here, just like this. Okay. So select both keyframes
and then click here. And first of all, let's just
turn this to Easy Ease. Okay. And then click
here to view your graph. Now, this is your speed graph, and you can see that,
if you play it, it comes from here to here just in this speed, right?
Just in this speed. Basically an easy speed. It starts slowly and then speeds up, bits in
the middle here, and then just slows down and disluts and stops
just like this. Now, the magic comes
when we select our keyframes by
markey selecting like this to select a
keyframe like this, and now you see those handles. Now these handles do the magic, click on them and drag. And click on this
guy also and drag. Now, let's play and see
what we've achieved now. Now you can see that
we started very slow and then sped up
here and disilratd. Okay? Now, it has
totally changed the value of our animation, okay, the quality, okay? So it adds a lot of
beauty to our animation. So this is an example of
the kind of magic we can achieve with the speed graph,
with the graph editor. Okay, so it's used for controlling acceleration
and disluation. It's also used in
creating easing effect. This is an example of an
easing effect as well, and then creating
smoother animations. So you can see how smooth
our animation is now. Okay? So that's the graph
the speed graph for you. And then the value
graph usually comes in handy when we want to do
precise value adjustment, when we want to create
actions like bounces. So it's really good for bounces. And we're going to
look at how to create a bounce effect with the
speed graph very soon. And then it's also
good for transitions. Okay? By basically
adjusting the curves, you can create smooth or abrupt changes in
property values. And that's basically
the transition. And we have a module
on transition where we cover
transition in detail. So you kind of understand what transitions are
how to use them, how to create
custom transitions, how to even use
preset transitions, and transitions from plugins. So we have a model on that, and we use the graphs to kind of create stuff
like that, as well. We get. So that's basically
it for the graph editor. Now, we're going to create our example for a bouncing ball. So one more time, create a new shap layer, new shape layer and then
just create the ball. Just like the others. And
now we have our ball. Let's go ahead and bring
our ball to the middle, keep align our ball
to the middle. Center the anchor point
and then align it to the middle and bring
it here first. And now just creates a keyframe for position.
So create a keyframe. And for position, you know, we have the X and Y axis
because when an object moves, it either moves in the Y
axis or in the X axis. So it means we are
going to have two values for our position. So create a keyframe for
your position and then select your guy and
then just right click. Sorry, not right. Click,
select your guy and then go to the graph editor, and then just view value graph. And now we can first of all, actually create our first bound so that we have more data. It's easier to work like that. So let's first of all,
create our first bound. So it's just this guy
going up. Just like this. Okay? And then let's
select our key frame. I fat let's esas them
before viewing our graph. Now this is our speed graph. Now we see that the adjustments happen on our Y axis. Okay? This is our Y axis, and
this is our Y axis. That's the green line
you're seeing here. But this red line,
it's our X axis, and we have no animation
happening on it. So one thing we can also do is right click
on the position. And then separate dimensions. Now, if we separate dimensions, we are going to have
separate difference for X axis and YXs. So for Xxs you can see that just treat because we have
no animations on it, but on the YXs you can see that this is how
it looks, right? Yeah. So select our frame here, we can give it an easy ease,
make it look like this, and then take our pento
put the keyframe here and basically move our
Q frame up. Okay. Do this. Select this guy. And for this guy, let's just see. Let's
see. Let's see. Let's give you. Okay,
let's not that. Okay, I think we
can just basically adjust the handle here manually. Good. Now the next
thing we want to do is take our guy here, our pen to and create
one more keyframe. So one more keyframe and take our selection
two and do this. A. Okay. Well, let's split and see. Good. Now you see
what we are creating, what we've created, rather, with just this adjustment
of our value graph. Now we can keep creating more keyframes to create
more bounces, okay? So create one more here,
create okay, not yet. Let's just work on
this one yet for now. So let's create
our interpolation. I just undid that. Okay. We have our third bound, and let's create one more here. You can always use
the short Code. This is V, shortcut for selecting our selection tool
is V. Sometimes I just find it weirdly easier
to select tools by just clicking on them rather
than using shortcuts, but it's way better
to use shortcuts. We can hit P, We can not P
actually for pent, it's G, not P. G for our pent and
then create one more and then hit V and click
A and adjust a curve. So let's plea and see what
we have. We have this. Yeah, basically, you
see that our animon starts very much, okay? And then it bounces and
then just dies down. Now, let's create
the final one here, and then let's make
it actually die. Okay. So let's also make
this guy less conspicuous. So also with this one. And also with this one. Yeah, so let's plead it and see. Play. Yeah, so you see, we started very well with a bigger bound with
a big bounce rather, with a big bounds
then we slowed down. We slowly died the
bounce in, right? So you can just click here
to go back to my key frames. I could even make my
composition longer. Just control key for that, maybe give it two more seconds to make it this 5 seconds
and click so as to see that our poll
stays stagnant on the ground for a while before
starting to bounce again. So let's see what it looks like. Yeah. Yeah, so, guys, that's it basically for
this video on key frames. And I'm going to save this. So graph editor so that you get access
to this graph editor. Okay, eventhough they are
just really simple projects. I'm just going to save
that and have that available in the folder. Okay, that won't hurt. So guys that's it for this
video on graphs. And I hope that
after this video now understand what graphs are
and how they work, okay? So that's it for this one. See you in the
next one. Bye bye.
6. 06 Keyframes: Hey, welcome back.
In this video, we're going to be
looking at keyframes, types of keyframes, and
we're going to learn what they do and how to use them
here in after effects. Okay? So go ahead and
open your folder, so go to file and
open project and then come to your folder on keyframes and the graph
editor, oh seven. And right in your folder,
you're going to see this folder for keyframes and
the graph editor inside your folder,
inside your folder. So just go in to keyframes
and graph editor. That's without oh seven and then select this after effects file, these keyframes and the graph
editor, and click Open. Yeah, so this is the file. And in this file, we have illustrated the types of keyframes we are going
to be looking at. There are seven of them,
and we're going to use this file to learn about the
types of keyframes, okay? So, like I said, there are seven of them,
and we're going to start with the first one. Now, this is the
linear Keyframe, okay? Let me just make this big. And this is the linear keyframe. And so the linear keyframe is just a basic
kind of keyframe. And this is how its graph
looks the speed graph. This is how the speed graph for the linear keyframe looks, and this is how the
keyframe looks, okay? The keyframe looks just like this diamond like this, okay? So if you create a keyframe, this is how it's going to look. So let's try it out and see, create a new shape layer. And then let's
create an ellipse. Okay so let's create an ellipse. And now let's create an animation for the position to position, hit P for position, then click to create a keyframe and then come here to 1 second, and then let's just move it to this point,
to this position. Okay? Perfect. So it's
moving from here. To here. Now, if you look
at your keyframes, you select your keyframes,
you're going to see that this is just what
I have set here. This is a linear keyframe and
if you look at your graph, you're going to see that your
graph looks just like this. Your speed graph
looks just like this. That's the linear
keyframe for you. That's a linear
keyframe for you, very simple. Nothing special. The movement is just mechanical, just mechanical like
we've always looked at in previous videos. That's the linear
keyframe for you. Now let's go to the
next type of keyframe. Which is the easy es key frame. And I'm just going to piste
the shep I copied from this composition here to control V. To place the shape layer with a linear keyframe, right? So it hit you to enable or
to reveal your keyframes, and let's just select
these keyframes. Now, we are looking at
the Eazy Es keyframe. Now, let's hide this guy
for now and then hit the tiller key to make this big and just fit this to the screen. And now the Easy Ease
keyframe is basically one that looks like this
on the speed graph, and this is how the
keyframe looks. And it starts basically slow. Hit the movie and starts
slow from here, okay? And then speeds up goes
to its maximum speed at around this time and
then slows down or diluate to stop at this
time, at this time. So that's basically
the easiest keyframe. It's the one that
helps us create a very organic kind of movement, which is natural in real life. Okay? Yeah, so this is the EZ Es keyframe, and
this is the symbol. This is the short cut F
nine on your keyboard. And now let's just go ahead and see how to create
the EZ keyframe. Now the trick is, after you select your keyframes like this, you right click and go to
Keyframe Assistant and EZ. You can also do F nine. And if you go to the
graph editor now, you're going to see that our
graph looks like this, okay? So we're starting
just enable this. So we're starting
slow and then we spit up at the middle here
and then we disiluate Okay, so basically, that's the
easiest key frame for you. Let's hide this guy, and we
don't need to hide this one. Let's go to the next one, which is the easy Es in. So Control V to paste
our shape layer with the linear qframe
so that we don't have to always
recreate them, right? So it hit you to reveal your qframes, select
the both of them. And in order to create
an ese in keyframe, you create your Q frames,
and then you write click. And then, sorry, you write click on the keyframe
and then go to frame assistant and
then es in. Es is in. And this is the short
called Shift plus F t. Shift plus F t. So this
is the easy is in keyframe. This is the symbol
like you can see here, you can see here. Okay. And this is how
the graph looks like. So it basically starts very
fast and ends slow, okay? It starts almost immediately
and then ends slow. So let's look at how
the graph editor looks. You see this is
the graph editor, it starts very fast and then speeds up at around
here and ends slow, okay? Yeah, so that's basically
the EZ Es keyframe. All of these keyframes have
their use cases, right? All of them have
their use cases. Okay? Yeah, so that's it for
the Eazy E's in keyframe. Now the Easy Ease
out keyframe is basically the opposite of
the Eazy E's in keyframe. I will hit you to
reveal my keyframes. Like both of them,
right click on it, and then click on them and
then go to EZ Es out keyframe. And it's basically the
opposite of the previous one, which is the eases in keyframe. Okay? This is the the symbol is a symbol, this is a graph. This is a control. So it is
the command or the shortcut. That's Control F nine or command Shift F
nine on the mark. Okay? And now this is the graph. It starts very slow
and then speeds up to the end to an abrupt stop, or to a quick stop
just like this. Perfect. So that's the
Easy Ease out keyframe. Now, this is a more
interesting kind of keyframe, and let's paste our shape. But for this guy, let's delete these keyframes
and create new ones. Okay? Now, what is the
linear continuous keyframe? Let me just make this
maximized so that you see the the symbol. Now, this is the
symbol, and this is the graph editor,
the speed graph. And what this one
does is it acts between two conflicting
keyframe controls, and then the conflicting
keyframe controls are kind of merged into a single
keyframe control, into a single keyframe control. Now how do you do
this? Now, just select your shape and then
create a keyframe for position and then come to say 15 frames and then
bring your position here. Your position here,
first of all, I think we don't have our
ankle points at the middle. So let's just bring our
ankle point to the middle. You can use a shortcut for that. We're just going to
use the ankle 0.2. Perfect. Select
my selection two. Now let's create the keyframe. Create a keyframe
then go to 15 frames, bring your keyframe here
or bring your shape here. I'll just hide this so that
you don't get confused and come to 1 second, and then being the keyframe here and then come
to 15 more frames, 15 next frames to 15
next frames rather, then create this other
keyframe like this. So we have this move. Okay? Now, what I want to
do is select all our Q frames and then
we click on them, and then keyframe
assistant than easy Es let's turn them to easy s
and go to the graph editor. Now we see this
the graph editor, and let's say we want to
edit these keyframes. Now, we see that these are
conflicting keyframes. It makes it very
difficult for us. In fact, it we can't manipulate our
interpolation because of the nature of
these keyframes. So how do we solve this with the linear
continuous keyframe? What you do is you go back
and then just hold on Control and click on this or command and click and click
one more time. So when you see this round, when you see your keyframe
turn into this round icon, you have created your
linear continuous keyframe. So do the same thing here. Click Control, hold down
Control and click or command and click
once and click twice. Now let's select
all our Q frames and then come back here. Now we see that our
conflicting keyframes have emerged into a single keyframe. So we can now edit our Q frames or edit
our interpolations, by just focusing on this
single keyframe, right? The single keyframe
and the handles. So now, this is what we now
get.This what we now get. Now, it means we can select
our keyframes and do basically adjustments
to them just like this. I still gets a bit tricky, but it's way better to adjust your interpolations like this. Now let's
play this and see. Now, this is looking
weird, actually, but this is just to prove
my points that we have now merged our conflicting Q
frames into single frames, and now it's easier
to work with them. You get but of
course, you can take your time to achieve
better looking curves. And that's the linear
continuous keyframe for you. Just hide this and
go to the next one, which is the toggle
hole Keyframe. Now the toggle hold keyframe is a type of keyframe
that is really weird. Let's just make this full
screen or maximized and fit. So this is the toggle
hold keyframe. It basically is indicated
by this square icon, and this is just the graph. This is just the
graph. Now, what is this keyframe and
what does it do? Now, this keyframe has no interpolation
between keyframes. Okay? It has no interpolation
between keyframes. That's the funny thing about
the toggle hole keyframe. The value remains constant until the next
keyframe is reached. Okay, so it's used when immediate change in
value is required. Instance, it's like
turning off the light. Let's say you want to animate turning off the light, right? You need immediate
interpolation. So you don't want to have interpolation
between keyframes. You just want to have the action and then
have the reaction. So in cases like that, you are going to
be using the turbo hood keyframe or in
cases where you just want an immediate action,
immediate action. Okay? So let me explain
this even more. Now let's piece our ball. I just hope it's still copied. So we hit you, and we have
it from here to here, right? We have it from here
to here, Perfect. Now, how do we do this? We actually need to delete this one to delete
the second keyframe. And in fact, let's
delete all the keyframes and just bring our
ankle point to the middle because I feel really weird doing this with
my ankle point here. So Onco point is in the middle. Now, create a keyframe on
position. So click here. And now after you create
your first keyframe, all you need to do
is write click and then go to Toggle hole Keyframe. So click on Toggle
hole Keyframe. You can also see that the short
cut is Control Alt click. So you can I just did that. You can create your
first Keyframe and then Control Alt and click or
Command Alt and click, and then go to the next time. Which is 1 second. And then take your object to where you want
it to appear next. So you just leave it here, and now you see that we have our togo hole Kiffme
created for us. Now, means we can
just play and see that immediately we
have our guy here. Okay, we have our guy
here when the time, of course, reaches
the togo who if. Now, if we go to
the graph editor, we'll see that we just
have a straight line, just like what we
have here, right? Perfect. So that's the togo
hole keyframe for you. Let's hide this and
go to the next one, which is the rove
across time keyframe. This is a very
interesting one as well, and similar to the linear
continuous keyframe. Now for this, let's take the linear continuous
keyframe shape layer, select the shape layer for the linear continuous keyframe, select it Control C. To rove across time and
Control V, okay? To hit you to look or
to see the key frames. And for this guy, I want to remove the keyframe on anchor points we don't need, so hit you and hit you. Hold on Control and click to make these normal
qframes one more time, and then go to our frame editor. And first of all, let's
hopefully I hope this works. Let's just click on them and EZ E and then go to the
Keyframe editor. Yeah. So we can see
that it worked. We have our ship like normal. Oh, we have our frames
like normal, okay? Like how they should
normally look, okay? So this is what we have. So this is a complex scenario where we have conflicting
keyframes also. So now we are going to turn our conflicting Q frames
into roof across them. Now, what is the roof across
time and what does it do? It automatically turn
conflicting keyframes into in betweens into in between to create smooth motion without the need of
manual adjustment. So that's what the roof across time does. So how do we do that? We do that by going
back to our keyframes, selecting the ones in between,
the conflicting ones. So select them, and then we click and then rove across time. So click Rove Across time. And now you see that they've
been turned into in between. Now, if you select all of them now and go back to
the graph editor, you're going to
see that they are now just in between, right? They are no longer conflicting. So we have then
looking like this, you can basically do
this and do this. And you would select them and further work on them we get. But for now, I don't
want to do that. So if I play, you're going
to see that everything goes in just perfectly. So that's a roof
across time t frame. For you, and you
can see that it's quite similar to the linear
continuous keyframe. But in my own opinion, it's way easier to use as compared to the linear
continuous keyframes. So that's it for keyframes
in after effects. So everything will be saved and you have access
to this file, of course. So that's it for this
video guys on key fames. See you in the
next one. Bye bye.
7. 07 Class Project 1: Hey, there. Welcome back. So in this exercise,
we're going to be covering something that helps us practice what we've learned
under the principles of animation and keyframes and
the graph editor as well. So we're going to be recreating
something in this video. Now, just click to
go to your folder. And in your folder,
you're going to see this bouncing board PfeFle. You don't need to open it just right click and preview it. I'm just going to click Open
to see it in my player. And this is what we are going
to be recreating, okay? So, we can see that the
ball starts from up and bounces to the ground and we can see a bit of exaggeration,
the bouncing, okay? In the expansion and
contraction, you get. So we see a bit of exaggeration. We see a squash and stretch. We see a follow through, right? This antenna is following through the movement of the
body. We see second reaction. Okay, there isn't second
reaction, but basically, we can add that in our own
exercise if we want, okay? But we've seen a lot
of things that we studied under the
principles of animation, and we have used keyframes. We have used the graph editor to achieve all of this, okay? So the idea is refreshing
our memories on what we started in the
previous module and also in this module. Okay? So this is what we're going to be
creating in this video. So just close it and you don't
need to bring anything in. All you need to do is
create a new file, a new composition rather. So create a new composition
and then create your bow. Create your bow, you can
just go ahead and create a new shapeler and select
our ball and create our bow. Our ball needs to be
this big, this big. And can go ahead and
choose our color. Of course, you know my color. So let's just choose a color that looks like a
color we've been using. That should be
something like this. Okay. Yeah, perfect. So select your selection too. And now we have to move our ankle point to
the middle, right? To select your ankle 0.2 and move it to the middle Perfect. Now the next thing we have
to do is create our antenna. So for antenna, we also need
to create a new ship layer. So, create a new ship layer, and let's take our pen
tool and let's come here. And I think I first of all,
hit Control R or Command R to bring up my ruler so I can click and drag out
guide you get. So this guide, the
aim is to have my guide in the middle
of my ship, right? So just like this.
You can zoom in, have it just in the middle
of my shift perfectly. Then we can have one other
guide just here to serve as the ground level or
the ground plane. You get this our ground plane, and this is the
middle of our ship. Perfect. Next, we have
to create our eyes. So we have to select
our ship layer. Let me just rename
this to main ball. Okay? Main boll. Perfect. Now we
select our ship layer and select our ellipse
and create our eyes. This is our eyes. Give it a white color. Take your selection tool and
just move it to this point. And we want to now
select our ball and then come into our contents and
select our ellipse two, which is our I and Control D to duplicate it and just bring it to the left
hand side and pull it down shift so
as to bring it to the left hand side on the
straight line. Perfect. So this is what
we've got. And yeah, so the next thing we do
is create our antenna. And this is the ship layer
we created for antenna. You select the ship
layer, select your pent. You can hit G for your pint, and just click here. Yeah, you can click here and here and then
hole down shift. Sorry, I was just do that. Click and then Ho down
Shift and then click. Okay? Click here on the name, make this feel less. Then come in to the color to
the stroke color and give it a stroke color or
something that is really dark, okay? Perfect. And then for the size, let's maintain let's
maintain seventh for now. Now, just go ahead and resize my that's the length
of my antenna, while holding down shift, okay? Perfect. Then go to my
selection to select my antenna, move it while holding down shift to the middle of my
shape like this. Perfect. Select my antenna one more time. That's the shape for
Minne and we can see that the anchor point is
here to click on the pan behind two or ancho 0.2 and bring down
co point right here. So we want it right
here because we want the rotation to happen
from here. Okay? Perfect. So this is
what we've got now. You just delete this guy and expand our
view and fed this. And this is what we've
got now, okay? Perfect. Well, let's go back and start our animation so we can see
this is what we've got. So let's start our
animation. First of all, I want to just hide
my antenna for now. Okay, I don't want to
deal with it for now. I just deal with this
guy first, okay? So we want to animate our
ship to bound, right? We want to admit
our ship to bound, and we want it to come from up. So we're going to go to
let's see 15 frames. Let's see 15 frames. Yeah, let's start
with 15 frames. To go to 15 frames, you can coll down shift to snap your crusa or your time
to specific frames, to the start of specific frames, like a 15 frame like this, okay? So hit P and then
create a key frame, and then go back in time
and just move your shape up so that it starts from
outside the fil, right? So it's like this. Yeah. It goes like this, bounces up and then
goes back up, right? We have this bounces up. So it bounces down from up, and then we go to
the next 15 frames. This should be the
next 15 frames, and then it goes back up, right? Yeah. So the next thing we do is just work on our scale to create our squash
and stretch effect, right, our bounce effect. So this is what
we've got for now. This is what we've got for now. So, select your ball,
hold down shift, and hit S to open
the scale value, the scale property, okay, that's added to the
position property so that we see the two
properties side by side. Now, I'm just going
to come here. And when the ball is here, actually want it to be squashed. And like I told you in the
video on squash and stretch, the secret or the
rule to squash and stretch is that the volume
has to be the same. The volume has to be the same
on both X and Y axis, okay? So we want to first of all, on link the constraints, okay? That's the one that connects
the width and the height, so that we can go ahead and adjust the height separately
and the width separately. You get to undo, undo. Now we have to take note
of the skill value. Now the skill value is 200. That's 100 here,
100 here. So 200. So whatever you do, it
has to add up to 200. So first of all, I'll
bring up my calculator. So that I have my
calculator here because I need to be doing
calculations, right? So here we need to
have it squashed so we are going to have
it expand like this. Okay. So we wanted
to bid exaggerated. So we see now it's 156.6, right? 156 point. Okay, so 166. So 166, we wanted 166. So it means we're going
to see 200 minus 166, which is equal to 34. Our height has to be 34, 34. And this is too much.
Actually, this is too much. So we don't want it to be 166. And first of all, you see, you
have to create a keyframe, right? You have to
create a keyframe. Let's take it back
to 100 and see. So let's see 121 40. Yeah, let's say 140
for an exaggerated view, and then create a keyframe here. So 140. Sorry, create
a keyframe here. So 140. And then we then have
to do 200 minus 140, which is 60, minus
140, which is 60. So this guy has to be 60. Then has to come down to touch our ground plane. So
this is what we've got. And then white here, white at the middle we have to adjust our dimensions
one more time. So let's make this 140
and let's make this 60. Okay? So it comes 60-14140 to 60. Sorry, yeah, 60 to
140, then 14060. Okay? And then for this, let's make this, let's
see, 101 hundred. So it starts normally
and then squashes, sorry, and then stretches, and then squashes when
it hits the ground. Okay? So this is basically
the cycle you want to repeat. So the next guy would
be this keyframe, Control C controvstress
keyframe, and then the next
one will actually be this keyframe, I think. Let's copy this guy and see Control C contrav because
it's going to stretch or it's going to squash after going up before
it goes down, right? It's not going to
be normal again. So we have this
Okay, we have this. Yeah. So that's what we are
going to just recreate. And now let's go to
the next key fims the next 15 films, right? So that's here, here, and then here. Perfect. For this, we have
to actually have to copy this Control C, Control V. So yeah, I have to copy this and
go to the next key films. And we have to bring it up. But this time, we don't
want to bring it up up to this point
because, of course, the bouncing will reduce because it should be decelerating
at this point, right? So let's go ahead and add the
stretch or squash effect. So we've got this.
We've got this. So for here, we're going
to have it stretch. Tro C contra V. Then for here, we're going to have it squashed. So this squahstrg also
has to keep reducing. You get also has
to keep reducing. Let's first of
all, finish it up. Over here, we're going to
have a stretch over here, we're going to have control C, control V, squash.
Sorry, sorry, sorry. Not a squash. But here, we're going to have a stretch. And for here, we're actually
going to have a squash. Sorry about that. So
just contro V, actually. So we've got this.
We've got this. And then let's just
bring it down. Okay. Let's bring the
guy down to 15 trims. Let's bring him down. Yep. And then let's come
here to 15 more films. And, okay, let's, let's
not go to 15 more films. Let's just work
with this for now. So we have this sorry. So we have this, this
and this so for here, we're going to copy
this guy and piste. And then we're going to
copy this guy and piste. And then we're just
going to come to the 15 next frames and then copy this first key frame
and paste, right? Yeah. And for the position, we're actually going
to move it here, just like this so that we have this let's go over
this gradually. So from up, it comes
down, squashes, stretches up, comes
down squashes. I think this squash
shouldn't be as much. So for this, instead
of 140, 160, let's make this 130
and 71 30 and 70. And the position also has
to get adjusted the bit. Okay. Perfect. And
then for the next guy, let's still maintain 71 30. Okay? Or let's
maintain 120 and 80. So it has to keep reducing
it gradually so that when it comes here, so 81 20. So when it comes here,
it's 120 and 80. Okay. And when it comes here, let's try 81 20. Again, Okay? Or let's try something less. So let's try 110. Or let's say 115, one on five. Okay, and 85, right? Am I correct? 85 plus 115 should be 200. Let's see this 85. I'm not good at Mt actually. 85 plus 115. Okay. Sorry, 115, not 155. 85 plus 115, that should be 200. Good. So five plus 15, 200. So for this guy, let's also
give it 8515 and 85 enter. For the position,
you have to also adjust the pollition Perfect. And for the last guy, we don't need to adjust
any other thing. So let's see what we've got now. Okay? So this is better. Maybe the initial bounce
was a bit too much, maybe this guy is
a bit too much. That's the second bounce the
initial, that's this guy. So maybe we just bring
the position here, okay? Or maybe here. Okay. So we have this. Alright, pot for two, we select everything, and
let's easy ease them. Okay, let's easy ease them. Or at least yeah,
let's easy ease them first. So easy
is everything. And let's try to play them. Yeah. So you see how sweet
our mission looks now, right? So let's select all
the key frames here. That's the scale key frames. And let's just do a
bit of offsetting. So let's just offset the one film apart one
film part like this. And now let's bounce it. Yeah, we see it looks a bit
better, more realistic. Perfect. So that's it. So the
next thing we need to do is enable high our
antenna, our antenna. So select your antenna and
click on the Pi weep button. That's the parent pick weep. So click here and drag and drag and drop it
on the main ball. Now, this feature, parens a ship layer or a
layer to a certain layer. So it means if it's parented, it means this guy
now will follow our main ball without
needing to admit this guy. So it's going to follow
the transformations of our main ball. You get. So let's play it now and see. Now we can see that the antenna is following the transformation
of our main ball, right? So you can see the bounds,
very sweet bounds. Now there's one more
thing I want to do. I want to just create
a new shape layer. For this ship layer, I want to just create this something
that looks like this. Sorry, I actually should be
a rectangle, click and drag. Okay? We want to
create a ground plane. So click cae to hide
the stroke color. Click care to add a field color, and let's just choose this
very faint gray hidkay. Select your move to or
your selection too and just now just remove this guide, so that we have this perfect. And the next thing is
select your main ball, and we want to first of all, create another key frame
for position and then go straight in time
and then just move it to its new position,
which is here. So we have this Okay. But first of all, we want to
actually add anticipation. Yeah, we want to actually
add anticipation. So for that, we are going to
just select this keyframe. Then for this keyframe,
first of all, bring it to the left
hand side, like this. So we have this. Perfect. Before it finally moves
to the right hand side. It seems I did something. Okay? Not really. So we have moved to the left
hand side and then back to the right hand
side. Just like this. Pulling down shift, of course. So we have this Perfect. Now we select three key fimsHo down check to set the third one, click here for the graph editor, and now we have to start
modifying our graph. So we want something
that looks like this. Okay, and select this guy
and do like this so that we have, perfect. Perfect, tool. So let me just maximize my
gravity so you see what I did. So this is what I did. Just
make sure you replicate this. Okay? Just replicate this
and you'll be good to go. Perfect. Perfect. So
back to our Q frames. Key the tinder key to maximize
back or to minimize back. So with guard Perfect. This is sweet. I even love this more than the original
version I created. Perfect. So what we want to have now is our antenna rotating at different points because
it's not just going to stand stagnant while all these
movements are going on, right? So we want to first
of all, close this. Okay? Then hit R. Maybe
we just first of all, hide this, hide
the ground clean. So we just enable the shy and then enable it
on the layer to hide it. Then select your antenna, hit R. And select this guy and hit you
to see the key frames. So for your antenna, you want
to first of all, have it. You want to first of
all with the key frames or create a keyframe
for rotation, create a keyframe and then
come forward in time. And when it hits
the ground here, you want to just
create rotation. So select your rotation too. Maybe do something like this. Then when it goes up, you
do something like this. Correct. Then when
it hits the ground, you do something like this. It goes up. You do this. I hits the ground. You do this. When it stays stagnant,
then you do this. Okay. And then when it goes backwards for creating the anticipation for
this major movement, you can bring it like this. And when it finally moves
to the main location, you can bring it like this. And now let's just
hit Control F. Sorry, Control K and make this
composition 8 seconds long. Hit Okay. Make this bigger. We want to just expand
lengthen our layers. And then finally select
our antenna and do some final I just met like this. Perfect. For some reason, I can't see my background. This is my background.
I can't see it. What happened to my background? This is my background,
my background play. Okay okay. It's actually
not as long as they are. That's why. So this is my
background. Yeah, perfect. So I'll just enable the
shy feature one more time. Now let's see what we did. Okay? It's not looking perfect, but let's first of
all, easy ease them. So easy ease them
key fims and then let's start adjusting
their positions. So I mean, first of
all, select all fins. Let's start with this
one to select them. And now we want to have
it looking like this. So let's see this. Yeah, this looks better. I'm holding down ls to expand the length of the keyframes so as to see the effect I get. Select these guys
hold down holds to expand them or contract them. So I think we should
go ahead and visualize our bound symbol one more time to see how the
antenna reacts. Okay? Yep, so I think we are now
getting the right results. Okay. So we actually want to
select our que frames here. Go into the graph editor. Let's just do
something like this. Sorry, select this guy and
do something like this. Yeah, I think this
should work. Go out. Yeah, maybe you could create two more rotations
before it finally, I think we should do
one more rotation, this before it finally settled. So select the three of them like this and then just
expand them pulling on Alt, of course, or
option on the mark. Okay? We want to expand them. Yeah, so this is we better. Is we better, we better. Yeah, so this movement
is way better. So that's the follow
through the follow through, this is we better. It control S. Save this as the
bounce effect or the bound exercise or just
bounce exercise will do. So you hit save. Yes, guys, so that's it
for this bounce exercise. We can do more by
adding maybe a shadow, okay, or lighting effect to account for the solid
drawing animation principle. And we can also add the
secondary action if we want, so the secondary action
could be just this speed, the speed lines that go the opposite way of
our ball, right? So let's just try to
add let's just try and add these things right now. So create a new shape layer. Then for new shape layer, we're just going to add, we're just going to
create a drawing. So from here, pull
down shift to here, remove the field color and
give it a stroke color. The same color as
our shape here. Perfect. Select your layer, and then we can move our ankle point to
the middle if you want. We can use the short
cut. If we want, I just find this
easier sometimes. So we want it looking
like this, right? So it starts moving So we want it to kind of
start from here, right? Perfect. Maybe even select our guy here and
reduce the size. Okay. And then select our shape. Let me make this eight
perfect. Then open it up. Open content. Open
shape, open stroke. And I want to enable
Tipper to open tipper. Just enable Tipper. Sorry, the tipper should
be something like this. Zoom in, not this. I think the tipper
should be this. Okay, perfect. So close the tipper and we want to enable create a trim part. Okay, we haven't spoken
about trim parts. In fact, I think we
shouldn't do this because we are going to be
ahead of ourselves. In fact, let's just do
this. Let's do this. So select your shape and then come here
where it says add, click here and add trim parts. Now, this is what we
call shape modifiers, and that's what we're
going to be studying in the next module, but I just want us to
just do this quickly, okay, not really look
at it in detail. So what you need to do
right now is at this point, come at this point,
and we have what we call the start and
the end, okay? So you want to be
animating the end. So animate the end from here. And as it goes like this, you want the end
to go like this. You also want to start
to be admitted too. So as it goes like this, you want the end
to go like this, but you also want
the start to be admitted to click on start and then admit it to
100, just like this. Okay? So you want to select both of them or
all the keyframes, right click EZ or F nine. So this is what we have. Okay? So this is how I created the second reaction in the video and
principles of animion. Okay? So we see how
this looks nice. All we need to do right now
is just duplicate this guy, Control D, Okay. And for the duplicate, you just need to move
it up like this. You have to select the
anchor points, right? And then for this, you
have to just move it maybe a bit forward like this. And then Control G to create a duplicate,
pull down shift, and move the copy to the downside to the low side like this
so that we have this. So we have it looking
like this. Okay. So that's our second
reaction. Perfect. And for our solid drawing, select the guy.
That's the main ball. And let's see,
let's try giving it the layer styles and inner
shadow layer styles. So inner shadow. Okay? Yeah. So inner
shadow will work. So open the inner
shadow options. And for the angle, let's
give it this angle. Make the angle 319 degrees. For size, boost up the size. Okay. And for opacity,
reduce opacity. And I think we can even do more. We can actually do more. Yeah, we can. So what can
we do? What more can we do? I think for the distance, we need to work on the distance. So for the distance,
we can do this. Post up the distance to 30, and we need opacity one
more time, maybe to 40. So hit the tiller key, go ahead and make
it fit and play. So you can see it looks
more like td, right? So that's a solid drawing. So basically, we're done with our exercise here.
There's nothing more to do. And I want to just enable
motion blow to select your guy here and your antenna and enable motion blow
down this motion blow. And we've spoken about
motion blow before enable motion blow and let's see what we get
with motion blow. You can see the motion blow. So if it's too much, you
can just disable it. And then control to go to the render Queue and click
here to specify location. Let's just select the
bouncing ball video and let's just add a
bouncing ball exercise. Okay, then hit save
and hit render. Perfect. So our render is done, and we can go to our folder. And this is our This is the one we created.
This is our own mission. So if you want, you can
enible motion blow for the second reaction as well.
But that's, by the way. Yeah, so this is nice. I like this so much. Include our calculator
and save. Okay? So the file we made
available to you, so you can go in and
see how I handled everything personally in case
you get stuck at any stage. Okay? So with this, we've come to the end
of our exercise, guys. See you in the
next one. Bye bye.
8. 08 Merge paths: Hey, there. Welcome back. So in this video, we're
going to learn about the merge part shape modifier. So go ahead and create
a new composition, and let's name this merge part. So merge parts. And the first thing
you have to do is create a new ship layer, create a new ship layer,
and let's go ahead and draw out an ellipse in
our new ship layer. So we have an ellipse. And
while selecting a ship layer, go ahead and choose a
rectangle so that we have another rectangle drawn inside
the same ship layer, okay? So the first rule is
to have both ships which you want to merge
inside the same ship layer. Okay, you have to have them
inside the same ship layer. So if you open our ship layer, we see contents and we see
rectangle, we see ellipse. Both of them are
in our ship layer. So in order to add our
merge part shape modifier, all we need to do
is come to ARD. So click on ARD here. That's under your ship layer and then come to merge parts. So click on merge parts. And what merge part does is
it merges our ship layers. Okay? It merges our ship layers. Now we have our rectangle, our ellipse, then we
have the merge parts. So you can just click
here to open the options and you see on the merged
part we have modes, right? We have the Add mode which
adds shape together. We have the subtract mode which subtracts one shape
from the other, okay? And then we have
the intersect mode, which intersects our shapes and then leaves
the intersection. And we also have the
exclude intersections mode, which excludes the
intersections, okay? So these are our modes, and much parts can come
in handy for a lot of things for mostly creating complex shape designs
that you normally wouldn't be able to create with the conventional
shape tools, right? Now, we can see that
in our content, we have the rectangle,
we have the ellipse. Now, let's go ahead and change
the location of our sheet. So we have the rectangle on
top and then the ellipse. So let's bring the rectangle below and change the
mode to subtract. Now we can see that, we
can actually see it. Let me just go ahead and do
this and do it one more time. Okay? So first of all, I want to have the
mood to subtract. So this is the
current mood, right? The circle is subtracting
from the rectangle. So if we move our rectangle
below our circle, we can see that we are
getting the opposite. Okay? So that's how
this thing works. So it means with
our merged parts, we can go ahead and create
stuff like this like this, which I'm just going
to create now. So we'll create a
new ship layer. And you know ship layer, I'm just going to
create two ellipses. Okay, and then select
the second ellipse and just arrange it like this. So we can see that this
is ship layer two, and we have two ellipses, right? So go to add and merge parts. And then under moods,
just select, subtract. So we are bringing the second ellipse below
the first ellipse. You can see that we've gone ahead and created a
half moon, right? Go ahead and created
a half moon, basically using our merge parts. So the merge parts can
come in really handy, especially in creating
complex designs. Now, let's just hide this. Okay. And let's create
one more thing. So we have a ship layer tree, and then let's go
ahead and give this a stroke color instead
for field color. Give it the stroke color and
then remove the field color. And let's just have a duplicate to control D. We cannot
control D, actually. Let's delete this let's go
into our ship layer tree, select our rectangle
here and control D. So it duplicates it
inside our ship layer. And then let offset the
position like this. Okay. And let's go
to ADN merge parts. And then under merge parts, go to mode, and
let's see, subtract. And we can see that
it didn't work. I made a mistake. Let
me just undo this. I made a mistake, actually. I selected the rectangle two and added the merge
part inside the rectangle. So you have to select
the ship layer, not one of these. Okay? You have to sect the ship layer. So you add the merge
part to the ship layer, not one of these ships
inside the ship layer. So select the merge
part and then go to add select the chip layer and then go to add
and then merge parts. Good. So you see what I'm trying to see, what I'm
trying to create. Now we can see that we've been able to create this design, and the strokes
no longer matter. Okay? For individual shapes,
everything is now merged. So we can create complete
complex designs with strokes, and then just add
the merge parts to basically add everything. And we can go ahead and
animate individually as well, because we can go into these shapes and
make changes, right? We can still go
into these shapes, go into the stroke, edit the
stroke color, edit opacity. And we have all of
these stopwatch icons, which enables us to, of course, create animations, right, create key frames. So that's the beauty
of merge parts. That's the beauty
of merch parts. So it means we can go into our march parts
and do more stuff, right? We can do more stuff. We can subtract if you want, and this is what we
get with subtract. We can intersect, and this is
what we get with intersect. We can exclude intersections, and this is where we
get with that. Yeah. So basically, guys, that's
it for march parts, and that's it for this video. Hope you learned something
new and incredible. So see you in the
next one. Bye bye.
9. 09 Offset Paths: Hey, D. Welcome
back. In this video, we're going to learn about the offset part shape modifier. So go ahead and create
a new composition and imtOfsetP and hit okay. Perfect. Now, go ahead and
create your shape layer, and I want to use
a star for this to select the star to
and draw out a star. Just of this size
and just align or centraize the anchor
point by holding down Control Alt
and the home key. Okay? Perfect. And control home to center the shape to the middle of
the composition. And in our shape layer options, just click on AD and
go to offset part. And you're going to
see a new option appear here, which
is offset part. So open it, and these are the set of options you
get for offset part. We have the amount
which does this. Okay. It increases the
amount of the offset, and we have the line joint, and we have different
options for this. We have the minter
joint, we have the round joint, we
have the bevel joint, and this is basically
the kind of joint we get on our angles, okay? So we have the minter limit, and then we have the copies, which increases or decreases the number of copies
we get to have. So this is what we have with copies adjusted and
also the amount. So you see, we can create really incredible
animations with this, okay? So just undo that do that and
then do that and do that. Okay, so, okay, I also
undid the offset part. So go ahead and add it back,
and let's see other options. So we have the copies.
We've seen the copies. We have the copies offset. Okay? So we have the copies, and we have the copies offset. So this is the offset
between the copies, between the copies and
also the main star in the middle. Okay? So that's basically it. Let's go ahead and choose different for this minter joint, let's take it to
minus and you see what we get with minus.
Let's try other ones. Let's try the round joint.
There's a round joint. This is what we get
with the round joint, and we have the The mint limit doesn't work for
the round joint, of course, then we
have the pebble joint. This is what the
pebble joint does. I prefer the round joint, and you can see that we can actually animate all
of these properties. We can animit all of
these properties. It means you can create
a really cool type of animation right here. Okay. So we can start from
here. You can start from zero. Let's start see the
number of copies from here, so create a keyframe, go to go to 20 frames, and then boost up the
number of copies. So we have this two d, and then we can have it come from here for
the number of copies, create a keyframe and for here, we can just boost
the number of copies up like this to 58. So we have this, perfect. And then for the amount, we can create a keyframe for the amount and then maybe
boost up the amount to 74 and bring the keyframe
here so that we have this. Okay. And then when
it's here, maybe we just reduce the amounts. -36 is too small, so let's just reduce the amount. Like this now you can do
a whole lot of things. It mustn't be really
what I'm doing. It mustn't really
be what I'm doing. I'm just trying to
create something that will show you this at work. Okay? Select all your key
frames right click Easy Ease. Sorry, not this. Easy Ease. O F nine. Okay. So basically, this is a
very simple animation, and this is just to show
you what is possible with the offset part
shape modifier. Basically, guys,
your imagination is the limit with this tool. You can use this tool to
do a whole lot of things, and we're going to go through
exercises where we see how we use these shape
modifiers in real projects. Okay? So that's it
for this video on the offset paths,
shape modifier. See you in the
next one. Bye bye.
10. 10 Plucker and Bloat: Hey, D. Welcome back.
And this quick one, we're going to look at the
Ploce and blot shape modifier. So go ahead and create a new composition
emit plokey and blot. Okay? Yeah. So the
pluck and blot modifier just inflates or
deflates our shapes. Now, let's see how this works. Go ahead and create a rectangle. And let's apply the
ploker and blood, select the shape, go to
AD and ploker and blood. So now we see that this helps in inflating our shape just like this or
deflating our shape. And we can take this
to the extreme. And if we do take
it to the extreme, it gives us some really
cool shapes like this. Okay? So we can see that this
was initially a rectangle, but we've created a
star from it, okay? And the amount is, of course, animatable, and the amount
is the only option. So it means you only have
one option to work with, which makes things even simpler. So basically, that's
the pluck and blot. You can admit your shape
to screen the keyframe. Screen the keyframe from 18. And then put one frame. Sorry, go to 15 frames and just push this up and
see what you get. Push this up to 164 and
give it easy Es F nine, so this is what we get. So Blood. Now let's see
how this shape performs, how this effect performs
on different shapes. So let's create a rectangle or square and then let's go ahead. Now while in the shape,
let's go ahead and add other other shapes. So this is rounded rectangle, and then we have an ellipse. I'll just arranged
them. Okay, I think I created the wrong
size for the ellipse. So create my ellipse, just the size, move
it in position. And then create my polygon. My pentagon, right? This should be a pentagon with five sites,
one, two, three, four, five, pentagon,
and then my star. I feel we could create one
more polygon with more sites. So for this, let's create a pentagon first and then just change the number of sites. So let's make this.
Yeah. So it's now an octagon with it side. To select my ship layer, go to ARD and then
plce and blot. Now we can see how this
effect works in all of them. Now, let's go ahead
and work on the scale. Sorry, not scale. Open the pluck and
blot and work on the amount so that we see
the effect on each layer. Okay? So this is the effect
on each layer for 54% amount. 22% amounts. And if you push this
to the extreme, we can even have
more radical shapes, right, more radical
shapes. Yeah. So basically, that's it
for the plug and blot, you can see that
the possibilities with this tool is really
endless. It's really endless. And we can use this
to animate stars. You can use this to animate a lot of things, a lot
of things, basically. So we're going to
use this also in the exercise part
of this modio so you can see how we can put
all of these into use. So that's it for
the plug and blot. Hope you learn something
new and interesting. So see you in the
next one. Bye bye.
11. 11 Repeater: Hey, D. Welcome
back. In this video, we're going to learn about
the repeater shape modifier. So go ahead and create
a new composition and nimt the repeater
shape modifier or the repeater it okay. Go ahead and take your ellipse
too and create an ellipse. Create an ellipse.
I'm pulling down shift to create a
perfect ellipse. And then just center your ship. Perfect. Now, go ahead and add the repeater shape
modifier to select your ship modifier layer or your ship layer and go
to add and repeater. Now, this is the repeater,
and what it does is, of course, it repeats our
ships like you can see here. So open the repeater options
and we first of all, have the number of copies. We can increase this
or decrease this. You can even admit
this, let's see, from zero copies to
say eight copies. So we go from this
to this, okay? And we have the offset. Now, the offset is basically
the offset between the copies and the
original position. Okay? So we could have, say, from zero to or
maybe not from zero. Let's say from not 60. Let's just delete
this. Let's delete. Let's make this zero.
Okay? Even though we should not be animating this. It's too early for animation, but you get the point, right? We can make this come from here. See from 4.3, then delete this guy and
bring this one here. So from 4.3 to say, -3.7, so we have this. Okay? Perfect. And then
open your transform. Well, before you transform,
we have the composite. Now the composite basically has two options below and above. And this controls how the copies appear on
top of each other. Do they appear on
top of each other or below each other, right? And now we can see that because, of course, it's strokes, right, so you don't have to
worry about that, but that's what the
composite does. We have the transform
properties for the repeater, and we have the uncle,
of course, you know, the uncle, we have the
position, which you know. Now the position this
is what it does, even though it's a
pretty simple concept, but this is what the
position does. Okay? So we could emit from
100 to C like this. And we also have the horizontal
and vertical position. So this is what the
vertical position does. Okay? So you can have
it like this as well. You can have this eat like this. So you could even
have it like this. And then have this to zero so that we have
that looks like this. Perfect. So that's
the position for you. So we have the scale, and
this is what the scale does, it increases or
reduces the copies, just like how you can see right here. Let's make this zero. Sorry, not for
position for scale. Let's make this zero
or 100 rather, 100. So we could have from
100, then maybe here, we can boost up
the scale to one, two, two and back to 100. Perfect. So you can see that your imagination is
basically the limit in this. You can admit all of these and create incredible
custom animations. We have rotation. This
whole rotation does. Okay? The whole rotation does, we have the opacity, so we
can animit the opacity. We have the start opacity
and the end opacity. Okay? So we can animit all of these parameters and
create incredible stuff. So I feel like
animating the position. Sorry, the rotation,
let's see, zero, and then we go here
and then just boost up the rotation like this and then come here and then make this back to zero so that we have
something like this. We can select everything here
and F nine. You know what? We can basically start
offsetting some of these key frames to create
even more custom animations. It is all by the way, just to show you what is
achievable with the repeater. So that's the repeater for you. These are the options you get. And yeah, just go in and try to create something incredible and share
your work with me. I would love to see
what you achieve. So that's it for this
video on the repeater. See you in the
next one. Bye bye.
12. 12 Round Corner: Hey, guys, in this video, we're going to learn about the round corner shape modifier. And this is my animation from
the last video on Repeater, and you can see that I
just modified it a bit, and this looks kind of cool. Yeah. So for our next ship modifier,
which is the round corner, just go ahead and create a new composition and let's name it, of course, round corner. And this is a really simple
shape modifier, okay? Now, let's go ahead and create a rectangle to create a rectangular shape and
just centralize it. And in your shape modifier, come to add and add the round
corners shape modifier. Now, this is the round
corners options. So click Open and you
only have the radius. Right now, this is what it does. Basically gives a
shape around corner. Whatever shape we have
gives it around corner. So this can come
in really handy. We can turn our
rectangle or square into an ellipse and
back to a square. Okay, select everything,
right click. Easy Ease. Come to the
graph editor and do this. So that we have. Yeah, basically, and this
works for every other ship. So you can go ahead and
experiment with every other ship, whatever type of ship,
whatever custom ship you want to experiment
with, okay? So that's a round corner
ship modifier for you. Very simple, very
precise, and very cute. So that's it for this video. See you in the
next one. Bye bye.
13. 13 Trim Paths: Hey, D. Welcome
back. In this video, we're going to learn about
the trims, shape modifier. This is one of my most
favorite shape modifiers. Here in after effect. Go ahead and create
a new composition and then let's name
it the trim parts. It, okay. And let's create our shape. Now, let's go ahead and create an ellipse and go ahead and add the trim
part shape modifier. Trim parts. Perfect. And this
is what the trim part does. It basically trim path, trims our path, whether it's a stroke path or
we have a field. Even if we have a field,
it's still going to trim it just like this. Okay? Yeah, and we can use
this buttons here on the ellipse to change the
direction of our start point. Okay? So we have the trim parts, just like this. So
we have the end. Sorry, we have the
start, and then we have the end we have the end. So we can animate all of these. We can animate or start. Then I end. So we have this. Okay? Easy Ease. We can offset our parts or key frames rather and have this. Or we can do the
opposite and have this. Okay? So that's the
string part for you. We have the offset, and this is what
the offset does. Okay? Is what it does. Create the key frame I'll just copy this. Control C, Control V. So we can do a whole lot of
things with the trim part. We have the trim
multiple shapes. So if we have multiple shapes, we can also we can also adjust how the trim part works for each of the ships. Apparently, it works for all of the ships
together at once. That's because we have
simultaneously, right? So if we have individually, you're going to have it work for each of
them individually. So that's basically
this option for you. And yeah, so these are all
you get with the trim parts. We can use the trim
part to create some really crazy effects. So for example, we could add multiple shape modifiers to create different
complex effect you get. So we will have
this, for example. And just add a trim parts to it. Okay, so that we have it
starting from here to here. So create keyframe here come
in time and make this 100. You can create one from here, come in time, and make this 100. So select everything
right click. Easy, so you can see how
easy and sweet this looks. Spread out your keyframes. Maybe I change the cuve to
look somewhat like this. You can see how incredible
this looks. Really incredible. Yeah, so that's the
trim part for you. Really incredible
shape modifier here. One of my favorite
shape modifiers. And that's it for
this video guys. See you in the next one. Bye bye. O.
14. 14 Twist: Hey, D. Welcome
back. In this video, we're going to learn about
the twist shape modifier. So go ahead and
create a new layer, throw a new composition
and name this twist. It okay. And let's go
ahead and create a line. So create a line with a stroke. And yeah, make sure the anchle point is
at the middle, okay. And yeah, so go ahead
and add your twist, add, twist, and open twist. And we have angle,
we have center. Now, if you adjust angle, you see that we are
basically twisting our line into this shape, right? And for the center, it controls the center of the
twisting you get. So all of these are animatable, and we can use this to create
incredibly powerful effect, incredibly powerful
effect shape effect. Okay? And, yeah, we can use
it to create a lot of things. We can use it to create
the hypnosis animation, okay and so on and so forth. Yeah, so that's the twist for you. That's
the twist for you. You can also add this to shape
layers as well, of course. So let's go ahead and add it
to different ship layers. Let's hide this guy
with a new shape layer. And let's add it to
different shapes. So we have an ellipse here. Okay. You have it here. And let's go ahead
and add a star. Here. And let's go ahead
and add a polygon. So try this twist shape modifier on these three shape of ours. So let's just go ahead and make sure our anchor point
is set to the middle. Perfect. So select your shape, go to add and twist. So we see how each of
these guys react to twist. We can see that the ellipse doesn't react because it's
already twisted already. But as soon as we
adjust the center, we see what it does, right, because we are now adjusting
the center of the tweet. So we can create lots of
stuff with this can create. Now this already looks
like the Firefox logo, even though that, by the way. But you can see
how we can create really custom shapes
with this, right? So that's the twist for you.
That's the twist for you. Yeah, so that's it for
this video on the twist. See you in the
next one. Bye bye.
15. 15 Wiggle Paths: Hey, Day. Welcome
back. In this video, we're going to learn about the wiggle paths shape modifier. So go ahead and create
your new composition. Let's name this, of
course, you know, wiggle parts. And hit okay. Perfect. Now go ahead and create take your pen
tool and create a line. So let's create the
line from here to here, go down shift to create
a straight line. And let's go ahead and
add our wiggle part. So click Add and Wiggle parts. Now in the wiggle
parts, what it does is it wiggles our parts, okay? Yeah, so open the
wiggle part settings, and we have size, which basically does this, adjust the size of
our angular points. We have the details
which adds or reduces the details of our wiggle of our points. Then
we have the points. This set to either
corner or smooth. Now we see where we
get with corner. If you hit smooth, we can
see that it smoothened out our angles,
right, our points. And then we have the
wiggle per second. Now, this is the
speed of our wiggle. So if you hit play, you'll see that it's
wiggling, right? Now this is the speed
it's using to wiggle, which is two wiggles per second. If we push this up to 28, we can see now that
it's wiggling to first, 28 wiggles per second. That's the wiggles per
second, take it back to two. Then we have correlation. Correlation. This is what
the correlation does. It basically gives
us more details, but gives us the ability to edit some of these other
ones like the temporal phase, the temporal phase,
the spatial phase. Then the random seed. Now, this random seed
creates more randomness. We can use it to create more
randomness for our wiggling. Here, we can use it to
create more randomness for our wiggling, basically. So it's all about making our edits as
customer as possible. Yeah. How does the Wigle effect or the Wigle part shape
modifier come in handy? We can use it for several stuff. We can use it to
create even drawing. So let's say we want to create drawing that
looks like handran. Let's say we want
to create this guy that looks like a
handrn drawing. You can add the Wigle part and make it a hand drawn
drawing mission. Okay? Because handrawn
drawing missions are usually not perfect. They're not in straight lines like when you draw
using tools, right? So we can add the Wigle part and just reduce the
detailing and size. And basically, we have a drawing that looks quite uneven, right? Plate. And yeah, it's animating. So we can use this guide
to create a lot of things. We're going to come to the
exercise section where we will use lot of these shape
modifiers we've covered. So that's the wiggle
shape modifier for you and go ahead
and experiment, create more animations
with all of these. Share your projects with me. I love to see what you achieve. And that's it for this video. See you in the
next one. Bye bye.
16. 16 Wiggle Transform: Hey, there. Welcome
back. In this video, we're going to learn about the Wiggle Transform ship modifier. So go ahead and create
your new composition, name it the Wiggle transform. And it okay. And go ahead and
create your ship. Let's use the polygon. So create this ship. Perfect. Now, select your shape, go ahead and add the
wiggle transform. So wiggle transform and
open wiggle transform. So wiggle transform creates wiggle effect on our
transform properties, open your transform
and on the transform, that's transform inside the wiggle transform
shape modifier, right? So you can just hit
play and for now, you can see anything happening. But as soon as you
start adjusting your parameters to
your ankle point, let's adjust the anchle
point and nothing yet. But let's go ahead and
adjust our position. So we can see that it's now wiggling between
our two positions, okay, and creating this
dynamic randomization, right? So it's random and it's dynamic. So we can just go
ahead and adjust the other parts of
the position. Okay? We can see that the position
has two values, right? To adjust that, and
now you see that it's now wiggling in both axes, okay? Wiggling both axes. And that's multipy our scale. And yeah, now the scale
is also wiggling, right? So we can see how this
is becoming interesting, and we can adjust the rotation
and see this is too much. Let's make it 20% or 20 degrees, hit play, and now the
rotation is also wiggling. Now, if you go to
wiggle properties, the main wiggle properties, we have the wiggle
per second and it controls the
speed of our wiggle. This is just too much
to get back to two, and we have the correlation. Now correlation
basically affects the wiggling properties
between multiple shapes. So if we had multiple shapes, let's say we added a repeater. So we now have three
shapes, right? So the correlation
basically affects the wiggling properties between shapes between
multiple shapes. Okay? So if you open repeater,
we can furthermore, let's create more copies, let's say nine copies and
open the transform property for the repeater and
work on the position in let's attach the
offset and the scaling and the rotation and
maybe the opacity also. When we play this now, we
see the wiggling happening. Yeah, this is interesting. Maybe the skill
shouldn't be the big. Yeah. So our correlation
creates more dynamism. For go, we have the
temporal phase. You can use all of these to
have fun with this effect. We have the spatial
feast as well. We have the set the random seat, which randomizes the animation. Yeah, it creates randomness. And this can come in
and in a lot of things. We can admit background. We can admit floating
astronaut in space. We keep floating objects. We can admit just a
lot of things, okay? So the limitation is
basically your imagination. So that's we will transform
shape modifier for you. Just go ahead and do
more experimenting with the parameters and see what and what you
can come up with. So that'll be it for
this video, guys. See you in the
next one. Bye bye.
17. 17 Zigzag: Hey, there. Welcome
back. In this video, we're going to learn about
the zigzag shape modifier. So go ahead, create your new composition
and name it Zigzag. It, okay. Create your new, your new shape rather. Let's work with this shape. Now, this is a bit too
big, reducing the size, and I'll just bring this anchor point to the middle
and centralize our ship. Select our ship, go ahead
and add the wiggle. So open this, go ahead and add
the wig sorry, the zigzag, not the wiggle to zigzag and
here are the zigzag options. We have the size. We have
the ridges per segment. So this controls the
ridges per segment. We have three
ridges per segment. Four ridges per segment and
zero ridge per segment. Yeah, basically, the
more redis per segment, the more complex your
zig zag effect is. And you can see
that we can admit all of these parameters. We have the points, we have corner, and
we have smooth. So this is where you
get. And of course, you can admit all of
these parameters, all of these parameters. Start from here, create a
keyframe and post up your size. Yeah. So look everything. Easy Ease. C the graph
editor and do this. The speed graph and do this, make it look like this.
So you have this. Yeah. Incredible. So we could maybe admit
the ich per segment. Okay, maybe from seven, we will come to three then back to seven. Easy Ease. Yeah. We even offset this. So we can see the
randomness we're creating. We can, of course, go ahead and add other shape modifiers, maybe even add the
Wiggle transform and just come on the
wiggle transform, come on the transform. And let's wiggle about the
position and the size. Okay? So we've got
this. Incredible. Yeah. So that's basically
the zig zag for you. And yeah, we will come to
the end of this video on the Zig Zag ship modifier. See you in the
next one. Bye bye.
18. 18 Fill and Stroke: Hey, welcome back.
In this video, we're going to learn about the fill and stroke shape modifiers. Go ahead and create
a new composition and let's name it fill and stroke and heat, okay. And go ahead and create
a new shape layer. Let's create a
polygon this time. Yep. So this is our polygon. And in order to
apply our effect, you have to open
your shape layer, come to add and click on field. Now, this is just
another field color being added to our
shape, nothing special. So we can see it here. Our shape initially
didn't have a field. But as soon as we added
the shape modifier, we now have a field color. So it just has all the options
that the field color has, and you can animit all of these. You can animit the color. So we can go in time
and create a keyframe, change the color,
Basically this. And if you play it, we can see that it goes
through our colors. So that's the field
color for you. In a nutshell. We have all these other options.
This is composite. So it basically has to do with
the way the effect affect different shapes based
on their arrangement. And basically, that's it. We have the opacity, and
we can just click on it and delete it and
look at the stroke. Now, the stroke is the same
thing as a stroke color. We're just adding
another stroke. Okay, I'm just going to
undo this and select my Police tower one
and add the stroke. Okay. So it's now added in our police style one.
So we have stroke two. Now, open our stroke and
we see the options, right? So we can click here
to change the color. Here, okay. And we won't see it work right now because
we have another stroke. So if I close this,
we can see that we have one other stroke here. Now, this is the
stroke that is active. Okay? This is the initial
stroke that comes. Yeah, this is the initial stroke that comes with the shape, this one, with
this color, right? We can see that it's now
behind our first stroke. It's now above our first stroke. Now, we will have to
boost up our side, okay, for the new
stroke to appear. For the new stroke to appear. Okay, so that this new stroke appears on top of
our old stroke. And that's because, of
course, the side is bigger. Now, if we boost up the
size of our old stroke, we can see that
it's now appearing behind our new stroke, right? So this is basically
the arrangement, and we can move their positions in our layer in our shape. So it means we can
bring the one above, and you can see how this
one now covers it, right? So basically, that is
the stroke for you. We have the stroke
color, the opacity, the stroke width,
the line cup, Okay. We have different
types of line caps. We have the round
cap, the meter joint, sorry, the mila joint, and then the bevel joint. Okay? So we have all of these. And now let's look at the round. Round cup. Of course, it won't shoot because it's
the one inside, right? So we have to zoom
in now you can see it. This is the round cup. If we boost up the size, we're going to see
it even clearly. So this is the round
cup. This is the bevel. You can see it. This is the melter joint. Okay? So that's
basically it for this. And we have the dashes. So we can add dashes
to our stroke. Okay? We can add dashes to our stroke like
you can see here. We can admit all of these, and we have the offset Okay. All of these can be unmitted. And these are just
really basic stuff, actually, because
we've looked at the stroke in previous lessons. And we have the tipper as well. Of course, the tipper controls the thickness of
our tips, right? So the end tip or the start tip. So we have the start length, the end length, and
so on and so forth, all of these things
are animitable. We have the wave, okay? So it's also unanimitable. So let's just close
this and let's look at the other stuff
under this category. So I'm just going to delete
all of these strokes. And we're going to add
the gradient stroke. So the gradient stroke is, of course, okay, I
added it to the layer. Let me just add it
to the police star. So select the police star
and gradient stroke. And add the gradient stroke. So this is just a
gradient stroke, just like the name implies. You're just adding a stroke
with a gradient feel. So we also have the size of the stroke,
where is the size. The stroke width rather
the stroke width. Now you can see the
gradient very clearly now and you can click here
to edit the gradient colors. Let's give this color
a bit of coolness. Let's have this
and we can create a keyframe come in time
and change the colors. Okay? We can change the colors. Select this guy and
change the color, Keto. Perfect, and come back in
time and change the color. Okay. Yeah. And of course, you
can click on this guy here to make the
ingredients smoother. And if you hold down
shift, it's going to be done in a
straight line, okay? So just like this, click here to move a bit back to create
this softness all across. Yeah, so you see
what we've got now. So we see that our gradient
is moving, it's editing. So we can copy all
of these things. All of these keyframes,
rather, Control C, CtraV to keep them looping, keep their admission
looping, contro V, and contro V. So select
everything right click and EZ so that we
have this. Incredible. Yeah. Now there are
other parameters we can, as well admit, just like
a normal stroke, okay? It's just a normal stroke
with a gradient field, okay? So all the options we
looked at previously, in the stroke modifier,
you have it here. And same also with this
guy, the gradient fill. It's just a field
color with a gradient. Okay? And all the
options we looked at under the field
color, we have it here. We have them here, okay? So you can just open it up
and do your edit and edit the parameters to achieve
what you would like to see. Okay? So I'm not going
to bore you with all the other little
unnecessary details because, of course, you already know how to manipulate the field
color options, right? So as far as you know how to manipulate the field
color options, which we've already looked at, you'll be able to manipulate
the gradient feel options, because it's basically a
field color with ingredient. Yeah, so that's it. So
we'll come to the end of our video on feel and Stroke. See you in the
next one. Bye bye.
19. 19 Rectangle, Elipse, Polystar and Path: Hey, D. Welcome
back. In this video, we're going to learn how to
use the rectangle ellipse, polytr and part shape modifiers. So go ahead and create
your new composition, let's name the
composition ships. Okay? Because these are extra ships we are adding
to our existing ship. So first things first, go ahead and create your ship, and I'm going to use
my polygon for this. This is my polygon, hit S
for scale, kill it down. Okay. And I want my ankle
point to be in the middle. So control old home or command old home on the mark to
centralize your ankle point and then control or command
home to centralize it to the canvas or
to the composition. And I'll just kill
this down a bit more. Perfect. And select your
shape layer, open it up. Open it up and go to contents. Open content up, and then select your pul star to
select your poli star, and then go to ARD and
now here they are, okay? We have the rectangle,
we have the ellipse, we have Pulitr, we have part. So we can basically add these to our existing shape inside
our existing shape, okay? So we can add the rectangle. We can add an
ellipse, a poly star, just like a polygon or a star, and then we can
add a custom part. Inside our shape.
So I'll just go over to options for one of them, and then you check the
rest for yourself. They all have similar options, so you won't have
a problem checking the rest for yourselves. So click on rectangle to add
a rectangle, and right away, you can see that we
have a rectangle in the middle of our shape. So this is our rectangle,
our new rectangle. So open it up and you can
see three options, right? We have the size and
we have the position. Okay? We have the position. So it means we can move
it out, move within. We have the roundness, okay? And all of these are
animatable, right? So it means we could just
create a keyframe for size, maybe zoom in a bit, create
a keyframe for size. And go back in time
and make this zero, select everything right click. Easy Ease, go to
your graph editor, select your key frames, and just create something like this that looks like this
so that we have this. Okay? And I can do this.
Sorry, not do this. I can copy this, the first one and Control C and Control V, and piesTT so that
we have maybe not, okay? That doesn't look good. We just have this. Yeah. So what I want to do is I first of all, want to animate the
entire shape Okay? Remember, this is not
the entire shape. This is just inside. This is just the poly
star inside the ship. So select your shape, make sure your ship is
selected and then hit S so that you bring up the scale
properties for your ship. So create a keyframe here, go back in time, make this zero. Select, right click Easy. Go to your graph editor and create a graph
that looks like this. Perfect. And just select your layer and hit you to bring up
all the keyframes. So that's the keyframe
for the scale of the entire shape and also for the polytr.
So we have this. Perfect. You can bring these keyframes a
bit closer. Yeah. And now I'm just going to open my rectangle and also
mit one of the properties, which is the roundness,
which is the roundness. So for the roundness,
I'm just going to create this and then come here
and create a keyframe, go some frames in time, make this 100 go some frames in time and copy this and paste so that we have
what looks like this. So select everything and as the ease so that we
have what looks like this. Perfect. So we have
this incredible. I'm just going to
spread them out by cooling down
olds or option on the mark and dragging and dragging them out,
spreading them out. So we have this. Maybe I should, um offset these a bit. Yeah. So we can see how easy
it is to admit all of these. We can even make this bounds
inside our big ship, right? So the possibilities are just limited to
your imagination. Yeah, you're just limited
to your imagination. You can go ahead and add
all these other ones, but these are just the options. They are very self explanatory
and very easy to use. Yeah, so I won't waste your time by going
through all of them. Just go ahead and experiment
with them for yourself. Yeah, so just go ahead, experiment with
them for yourself, add multiple ship modifiers, go ahead and do crazy stuff
and share your work with me. I would love to see
what you achieve. Okay? Share your work with me. I love to see what you achieve. So that'll be it for this video. See you in the
next one. Bye bye.
20. 20 Class Project 2: Hey, there. Welcome back. So in this exercise,
we're gonna be creating this after effects. This is an icon
reveal animation, and we use the trim part
shape modifier for this. Okay? So without further ado, let's go ahead and get into it. So good file a new project. And double click here
to bring in your file. And in your folder
on shape modifier, you are going to see this
icons file, this icons.ai. This is an Adobe
Illustrat of file. Okay? So it's a vector file, select it and come here it says, Import us and choose
composition retain file sizes. Okay? So we're
basically importing an Adobe Illustrato file
into after effect, okay? So just hit Import. And
here we have our files. So click to open the
composition it created, and this is our composition. Now, we going to go ahead and change the
composition color. So Control key for
that to bring in the composition settings and make this white and heat okay, and it okay. Perfect. Now, this is what
we've got, and you can see that they are
all after effects, sorry, Ato Bios
frital layers, right? So these are Ab losrital
layers. And, yeah. So the first thing
we are going to do after this is
select all of them, to set the first
one pol down shift. Select last one,
select all of them, and then right click
and then go to create and create shapes
from vector layers. So we are converting
vector layers into shapes, so you click on it. Now we have ships from
our vector layers. All you need to do now is
just click on one of them and drag to the topmost part where you see this
line appear, right? So bring it up or bring them up. So all of them are above your illustrtal files,
your illustrtal layers. So what we're going
to do is enable the shy for our illustrtal
layers to hide them, and then go ahead and enable it here so that we have
less layers here, okay? So we can concentrate more. So the next thing we
do is go ahead and add our ship modifier. Now, we have to make
sure they are in alignment with how we
want them to reveal. Okay, so everything
is aligned or arranged perfectly
here this file. So select this guy,
which is the ball outlines and then open it up and go ahead and
add the trim part, shape modifier, the trim parts, perfect, and under the
trim parts, open it up. And now you're going to see that we have our start and end. What we want to do now is make sure we have the end at zero. So we want to click here come
in time and make it 100, so you start like this. Okay. Then we also want to
come here in time. Okay, or here. For now, we can
adjust that later on, click here and come some films more in time
and make this 100. So we have starting like
this and anything like this. Perfect. This is
basically our review, starting like this and
anything like this. You select all your key
films and easy ease them. Yeah. And if we like, we can spread this out a bit more so that they still longer. Okay, and this is a
really simple animation. You're gonna agree
with me very soon. Okay? So, I think I'll just open the graph editor and just maybe make our graphs
look a bit like this. Okay, perfect. Choose
our graph editor. And the next thing we do
is select our trim parts. **** modifier here, go to
edit and copy or Control C, and then just close this
and basically select all of them like this and
control and first of all, bring your time to the first to the first frame and Control V. So that we apply the same
trim parts to all of them, so that we have this, all of them admitting like this, okay? Just like this. Perfect. Now, we have to select
all of them and hit you to enable or to
expose our key frames, and then we have to
start offsetting them. So just select the second layer and then don shift and
select the first layer to select all of them above
and then just move the keyframes like this so that we have it look like this. Okay? So we have the
second one start almost as the first one
is finishing, right? So let's just go ahead and
do this for the remaining. So hold on control
and select this to us to deselect it
or command on the mac and then offset
the remaining chi and this is what you
want to achieve. This is the kind of offset
you want to achieve. Okay. So just take note
of these two keyframes. They should be
arranged like this. You see how it's
arranged here, right? I think it's furthermore to the right hand
side, like this. Hold control and deselect
this offset this. Controlled, select this,
and I've said this. Yeah, so that we have
it looked like this. Yeah, so that's it
for our off setting. And all we need to do next
is select all of them and go to our align panel and align them to the
middle, just like this. Okay? So when we play them now, you see we get our
admission completed. Yeah, so we can tell
how easy it is. Now we can just bring our time
to the last keyframe here, cooling down shift to snap
it to the last keyframe and just trim our composition. Right, click here, trim
come to work area. So click. And we have this
now admitting in a loop. Yeah. So that's it. And we just hit do
Control key now or go to composition and
composition settings to adjust our composition
width, right? We want this to be 1920 by 1080, so we have to adjust the
width to 1920 and it okay. And perfect. This is
what we've got now. And let's just close this and our animation
is done, basically. If we want, we can
just select all of them and maybe boost
up the stroke size. Let's make this 15. Perfect. And play. Yeah, and if we want, we could maybe change
the composition color. Okay, we can make this
color just like this. You could copy the
color code if you want, het okay, and heat, okay. And probably even change the
color of our lines, right? Remember, they are now
shaped so we can change their color to white so that
we have them look like this. And maybe I think the
composition color should be a bit more reddish. Use any color. It mustn't be this
color, of course. Use any colour of your choice, we make this even thicker.
Let's say, ethin. Yeah, and this is
what we've got. We've basically
replicated our animation. Okay, our icon reveal animation. Yeah, so that's
basically it, guys, for this video and
for this exercise. See you in the next one. Bye bye.
21. 21 Class Project 3: Hey, there. Welcome
back. In this video, we're going to be creating this, call it, simple, but yet
cool logo animation. You can see that we used a
number of ship modifiers, mostly just the repeater and
the trim parts, basically. So we're going to recreate
this Nafty effect. Now, I have saved the previous file now just go ahead and open it and
continue in that same file. So open previous
or recent rather, and this is the
previous file I saved. So just go ahead and open it. And yeah, this is the file. So this is the one we created
in the last exercise. Now in this exercise,
we're going to go ahead and create
the logo animation. So click click here to open your folder, and in your folder, you're going to see
this HF creations logo watermark to
select it and import. It in port. So this is our logo. This is what we're
going to be using. So go ahead and create
a new composition, and name this logo animation. N hid 1920 by 20. For this, I'll just go ahead and change the
composition color, control key for that to white. Hit Okay, and then
bring in my logo. This is the new logo
for HHF creations, that's our brand, okay? Yeah. So this is HHF creations, and this is our new logo. So select the logo, and then come in time, let's say 15 frames and create
a keyframe for scale. Go back in time, make this zero. Go back in time, create
a keyframe for position, just shift P to bring up position and create
a keyframe here, go back in time and
bring this down. So we have this. Then select it and shift R to
bring up rotation. So create a keyframe here
and then go back in time. First of all, let's
just go a bit close to the keyframe so as to see
the logo and let's do the rotation here so
that we can just shift the the key frame back later on so that
we have this. Perfect. Now, select everything
and you know what to do. Easy. Sorry. Easy is shift. Sorry, easy is F
nine, not shift. We do this and then just
go to your graph editor, make sure you have
the speed graph selected and mark you select all your keyframes and
let's just do this. Yeah, do this.
Perfect. So that we have What's that?
That looks weird. Okay. I think we need
to take this slowly. So the position comes
from here to here, the sides come
from here to here. For rotation, I
think we might need to let's remove the rotation. Let's delete this for now and see what we've got for
position and skill. We give a posion on skills. So I think let's just undo that and bring
back the rotation. I think the problem
is with scale. Skill is coming from
there. Scale actually went as high as 24
before went down 15. We don't know what we
want. So select scale and open the key frames. So this is what happened
in skill, right? So that's why we
got what we got. So we want this to be like this. So that's why I go what I got. We want it to be like this. We want everything to be on the zero line
so that we have this. Okay, perfect. It's
not really perfect, but this is way better
than what we had before. So for this, I think
we need to make this spread this out the
kip you on rotation. Or let's just delete it
all together for now. So delete it, and let's fix more important things
for now so that we've got this perfect. And we might need to maybe furthermore
spread out my key frames, maybe do this and furthermore
spread out my key frames. Yeah. Yep, so this
is way better. The next thing I'll
do is go ahead and create my ship layer, put my ship layer, create an
ellipse in my ship layer. So create my ellipse, and I'm just going to
hold down shift and also hold down Control or command to create it uniformly
and from the center, okay? But holding down shift
will just do the job. You don't need to
hold down control, but you can also hold
down control to give you this central alignment, okay? To release it. And let's first of all, give it a field color. Give it a field color,
something conspicuous and then just doing the stroke follow up for now so that we
can align things properly. So for my guy here, I want to make sure my ankle
point is set to the middle. So control N home. Sorry, control home to
shift the ankle point to the middle and then
control home to align it to the middle
of my composition. So it should cover just my logo. You see that it's doing
a great job here, but it seems my logo itself
is not aligned, right? So let's just align my
logo and see. Perfect. My is aligned now
with Control Home. So bring my ship to the bottom or below my logo,
and this is what we've got. Perfect. Now, just hit
on my ship and hold on control or command on mark
and scale this up gradually, so as to scale it gradually. And then just go ahead
and give it a gradient. Sorry, not a gradient,
stroke color while removing the fill color, right? To something like
this. We could use our Irapto to sample this color, come up, hit okay. And maybe reduce our stroke
size to say 14 or ten. Okay. Perfect. So this is cool. So what we want to
do here is we want to create this trim part effect. So we want to add
the trim parts. So add the trim parts
here, trim parts. Perfect. So we want
it to come like this, and then we want the trim
parts to start animating. So we want our end position to be zero and then keyframe
starts from here. To here to 100. So we're only admitting our
end keyframe or end property. So we have this to select
everything and then easy ease. Okay, and we want to
make this bit dramatic. So go to the graph editor
and do this and do this. So that we have this. Okay? And we could spread
out our Q frames a bit more so that we have this. Perfect. This and this. Perfect. So the next thing
I want to do is create a null object to
create a null object and control Tom to
centralize our null object, anchor point and then
control whom to centralize our null object to the
middle of the composition, select two layers for the shape, give our trim part and also for our logo and come and parent
them to the null object. So click A and drag and
drop on the null object so that the null object now controls our two shapes, okay? So that's our two layers, right so we have this Okay. Now, we want to scale
this up a bit to create anticipation for
our last action. So our last action
will be scaling down. So we want to hit on a null object, create
a keyframe here, go in town, go back
in time a bit, and then just make this go up. Okay? Make this go up so
that we have Perfect. Select everything here,
right click, Easy Ease, go to the keyframe
and we want to create make it look like this
so that we have perfect. So we've got this y. And we want it to sustain
for some seconds. So it means we're going
to select our layer and click here to replicate
this frame and then just go in time and then make this zero k so that
we now have this. So we go into our frame
our graph editor, and then let's try this curve
and see on the speed graph. So we have this anticipation
and then perfect. Yeah. So let's make
it look like this. See? Okay, perfect. So we want to reduce the length or the distance
of our keyframe here. That's this keyframe. So
let's see what we've got now. Yeah, so we want this
admission to be faster. Yeah, so we've got
this, one, two, three, One, two, three. Perfect. So we see that we're also inculcating the
principle of animation, right? That's the anticipate. We're anticipating
this down movement by this resizing
movement you get. So we have this and this
this and this perfect. Now the last thing we want to create is a new shape layer. And for ship layer, we want to take our pen instead. This time we want to take
our pen and then come from the middle, create a line. So all them shift and create it to the top like this, okay? Or towards the top.
So we have this, and we want to make our
line just this big, okay? Perfect. And we actually
want to make sure this is the anchor point is here. We actually want to make
sure that is true for this. So it has to be here.
Okay, it has to be here. At the edge here. Perfect.
Now the next thing I'm going to do is
select my guy here, go into my shape modifiers
and then just add a repeater. So we have to add a
repeater, add a repeater, and then open your repeater
and make this let's say six. Okay, then that's
for the copies, open the transform property for the repeater for position,
let's make this zero. So hit zero. And then
we want to rotate this. So we have to rotate
this by 60 degrees. Let's make it 60 degrees. Perfect. Yeah. So six. So you see we have one, two,
three, four, five, six. Perfect. So that's what
we want to have, right? Incredible. Now our
next thing is to add the next shape modifier, which is the trim parts. So trim parts so
that we have this. And then for the trim parts, just go into your start and end. In fact, we want to
actually bring this here so that we want
to start from here. Okay? So meet your end. So create the keyframe, come in time and make it
100 and come back here, create the keyframe
here on start, come in time and make this 100. So that we have this, okay? Select your keyframes. Es them. Now let's just go ahead and reduce the distance of our keyframes so that our
emission happens faster, right? Okay, so close this. Now we want this animion
to start as soon as our logo is resizing
to the minimum, right? So, like, at around this
side or this time, rather, we want our starburst animation that's the last guy here
to come up just like this. Okay? Yeah. So we've got this. Yeah, so that's basically it. Now we can just
go ahead and make this teat a bit that our logo. So it's coming
from here to teat. Let's just hit you to
expose the keyframes and shift R to bring up rotation and
put the keyframe here, go back in time and make
this, say 40, okay? Select everything and easy. Let's see what we've
got. Maybe not 40. Let's make this -40 instead. So -40. Yeah. So this looks better. This
definitely looks better. But I think I'm just
going to spread tick my key film towards where the other Q films end
as well so that we have this. Yeah. And, of course, I can edit my curve for my rotation to make
it look even better. Yeah. So we have our
animation complete. Yeah, so that's it
for this video. Basically, guys. That's
it for this video, I'm just going to go ahead
and trim my composition. So right click, trim
Come to work area and just make this full size
and play our animation. Perfect. So that's it
for this video, guys. And yeah, so I'm just going to save this and I'll make
this file available to you, so you download it and see
how I've done it personally in case you're having issues replicating or
following the video. So that's it for this one. See you in the
next one. Bye bye.
22. 22 Class Project 4: Hey, guys. Welcome back. In this video, we're going
to recreate this animation. So we can see that
this is just a gun shooting out electricity to this target and
everything is vibrating, right, because it's electricity. So that's basically it. That's basically
what we're going to be recreating in this video. So go ahead and create
your new composition. But I'm just going to go
ahead and open the file I've been working on this is the file I've
been working on. Yeah. So this was our
previous creation, and this was the first
creation, right? So go ahead and create
a new composition, and let's call this shooting. And hit okay. Perfect. Now, you want
to go ahead and double click here and go
into your folder and select the shooting AI
file and make sure it's composition set to composition retain layer sizes and import. Yeah, and import.
Now just double click and go into the
shooting composition. And, we actually don't need
to create a new composition. Since we've got the shooting
composition, right? So we can just delete the
shooting one we created, the first composition
we created, so that we use this one
that we've imported. So for this one,
I'm just going to control K to remove the two and the name and make it
shooting and hit okay. Now select all your
vector files and right click and then create
shapes from vector layers. Perfect, click drag and drop so as to move
them to the top and then select all of these ones
that are hidden and then go ahead and sh them to
create less files here. I'm just going to
do Control K one more time to change my color. From this to this,
Hid okay. Hit okay. Okay? Yeah, so this
is what we've got. Now I feel I should make my color I should
retain the size or the color of my
composition because I feel black makes a lot
of sense with this. So I'm just going to
undo that actually, and then select my layers
for my gun and my target. Okay, my gun and my target. Sorry, for my gun and my bullet. And then click here. Since they are now ship layers, click here and make them white color so as to reveal them here. Perfect. So the first
thing we're going to do is animit our gun. Now, our gun is
shooting at electricity and it's kind of
vibrating, right? So we're going to give it a
rotation, quick rotation. There's something
we will just do, which we haven't covered
that's expressions. We're just going to add a
simple expression to our gun. Now, just hit R for rotation. Then on the first keyframe, go ahead and pull on control to move your values slightly, or command on the
mark and then just rotate it a bit just like this. -4.2, and then create a
keyframe, then zoom in, come to the next frame and
then make this plus 4.2, remove the minus, okay, so that we have this. And we want to just
replicate this, want to replicate
this replicate this. So what we do for this is
Hold Alt and click here, Hod Alt and click here. Now, this creates expressions. Now we can type in an
expression here to enable it do whatever we want it to do. So that's one we can do. And one thing we can do
also is click here where it says expression language
menu, click here, and then go to property and then go to LoopOut where
loopOut Loop out, click on LoopOut, and we
will now get this admission. Okay, we actually need to
add one more keyframe. We actually need to add we actually need to
copy this guy, okay? Copy and paste. Let's
try playing one more. So this is what we now have. We can see that it's too fast. It's too fast. So what we're going to
do is select all of them with an alt and spread them out like a source to
reduce or increase the time. Yeah, so it's better now, but I think it can
be even better. So you can do that by
just going back a bit. Yeah. Yeah, so this is perfect
for our vibrating gun. Now we can close this
and then even shy it to just hide it from our we, okay? Perfect. So we have
our vibrating gun, which is shooting
out our electricity. Now we need to add our bullet, or our electric beam or whatever you call
it for the bullet. Now, I'm just going
to select my pent, click here and drag this when shift closer to the gun so
that we have it like this. Perfect. And then
for this other end, I'm just going to click
on my ankle point. Zoom and click on
my ankle point. Okay? Maybe take my selection
to click on my ankle point here and then just pull
down shifts and bring it on top of our target, and even bring it here
on top of our target. Yeah, on the layer stack. Perfect. Now we can
see that I mistakenly moved our ankle point here
without pulling down ships. I'm just going to undo
this undo this for now. And then, now it's perfect now. Can see that it's
perfect now, I just bring my let on top. This is what we've
got. Now it's tree. And we can go ahead and
add our ship modifier. Now this will be the
wiggle Pat ship modifier. So wiggle Pat and add it. And for our wiggle paths, we want to give
you a size of 30. Okay? Give it the size of 30 detail of 80 so
that we've got this, and then we go per second, we want to make this 20 so
that we've got this perfect. So that's just what we want, okay, with our wiggle. So we close this close this, and we want to add a vibration
on our target, okay? For target, we want to just give it position vibration animation. So kit P for target, and we want to give it position, right click here,
create a key frame zoom in to one fim then move
the position bit right. But we don't want to move
it too much, actually. We want to move it a bit. So make sure you're holding on control and doing the movement. Okay, and go back and then copy the first one and piste
so that we have this. Okay? Perfect. Now,
we're going to do what we did with our gun, right? So pull an alt or option at the mark and click here
to add an expression. So click here, and
then go to property, and then in property,
you go to LoopOut. Perfect. Now, this is what
we've got incredible. So we want to actually select our key frames for our
target with on Alt, drag them out a bit to
see what we've got here. Yeah, I think this is
way more realistic. Less too much, a
bit less too much. Yeah, so this is perfect.
Now we can close this. And the next thing
we want to do is animit some electric
shock around our target. So for this, we'll just
go ahead and create a new shipler hit P, sorry, not hit P. Hit G for
pinto then let's create an outline
around our ship. Mustn't be perfect
round our target, and it mustn't be perfect. It mustn't be perfect.
So just this will do. Yeah, maybe undo and
just bring this guy down and maybe work on some of these anchor points to make them look a bit better. Perfect. And the size of the size of my
stroke is too much. I just want to reduce
the size of the outline. Again, I'm having trouble here. So I'll just control all home to centralize
the ankle point to the middle of the ship and
then it this for my skill and just maybe scale it
down a bit like this. Perfect. Perfect. Then for my stroke, I'll give this four for now, and I want to go ahead and give my stroke some dashes
to make my stroke dashed. Open my stroke option
and then select dash. Add dash, zoom in a bit, and just push this up to
make it look like this. Perfect, or even like this. Yeah, perfect. So close this
up and then go ahead and copy your wiggle
paths from here, Control C, and paste on your on, on this layer here. Perfect. And of course, we have to edit our wiggle
paths for this layer. Close the stroke, open
the wiggle parts, and then for detail or for size, we have to reduce the size. So just reduce the size, and for detail, we also
have to reduce the detail. This is too much.
Okay? Yeah, this is better. This is better. This is way better. And let's just experiment with
the size and see. Yeah, so this is way better.
This looks way better. I feel we could just boost
up the stroke to maybe six or five. Yeah,
six is too much. Let's say five. So
five is perfect. Perfect. Yeah. And we're almost done with this. Now the next thing I
want to do is just add some more lines. So more electric shock
lines from here to here. Just like this. For these lines, I
also want to give them dashes to open your stroke
and make this touched. Yep, 46 is okay. And then we want to
also copy the zig zag. First of all, should we
should admit the offset. So click on the offset,
create a key frame, and then come in time
and make this say 100 or -100 so as to
go the other way. So -100, maybe maybe
sorry, -2,000. Let's give it 2000, a 100 or 25. This actually needs
a really big value. So minus 25 hit enter. And then we will get
it looking like this. Perfect. And we can just add our wiggle parts
to that, as well. So open this guy and
copy the wiggle parts, Control C, and then Control
V. And we've got this. And we actually also want to work on the wiggle part
for this guy. Okay? And maybe for the stroke, let's make this three. Let's
make the stroke three. And then for the but the other properties
for our wiggle part, we want to, I'm not
seeing my wiggle part. This is my regal part to open my wiggle part and there
are too many options here. So you have to actually
do this over and over again to be really used
to the options you get. So for size, size is okay. For detail, we want to
push this up a bit. So size C 28. Yeah, and we might Oh, we should maybe
work on our dashes, maybe make our dashes
a bit less. Okay? So 15. That doesn't
work well, actually. Maybe increase it a bit. That doesn't work
well. I think 46 is just perfect for our dashes. So we've got this and close this or open it and just select
your parts or your ship one, and duplicate this Control D, so that we have another
one and just bring the other one to the
bottom like this. Okay? So that we've got this. Yeah. So we've basically
replicated our animation. Perfect. Hits or Control, save. And yeah, that's it
for this one, guys. That's it for this
very quick one. You can go in and
make it look even better than this ad as
many things as you want, if that's going to
make it better. I don't know. You can use
your creativity for that. So we're done with this one and see you in the
next one. Bye bye.
23. 23 Class Project 5: Hey, there. Welcome back. In this video, we are
going to recreate this Luding screen animation here in after effect,
using shape modifiers. So go ahead and create
a new composition, for me, as usual, I'll go ahead and
bring in the one I've been working on,
which is this guy. Perfect. This was the
last one we created. Now, go ahead and create
a new composition and name this Louden
screen or just Louden. Anyone will do, hit okay. Perfect. Now I want to give my composition
a black background. I like the black background for some unknown reason for
this particular project. The first thing
we do, of course, go ahead and create
our ship layer and then create our ship. Our ship is an ellipse. So we want to create an
ellipse hold down shift, can hold down control as
well or shift or just shift to create a
perfect circle. Just like this, and then we
don't need a stroke for this. We only need a field color for this ito we want to align our
ankle point to the middle. Control home or command
on the mark and then control or command on the mark to align this to the
center of our composition. Perfect. We've got
this. This is our guy. We can heat this to scale
this up if we want to whatever size we want to
whatever size you want. My scale it up to this size. Okay. Yeah, so this is good. And the next thing
I want to do is kind of make my composition
just 8 seconds long. Control key or command key
for the composition settings. And then we want to
make this 8 seconds. So this guy has to be it
at, and then it okay. Perfect. Now, you can
just make this 8 seconds. Incredible. Now, go ahead
and add our shape modifier, and we want to add
the repeater here. So add the repeater
shape modifier. And open the repeahi modifier. And then for copies, we
want to give the 12 copies. We want to make the
12 copies just open the transform properties for the repeater and do the
following sentence. So we want to make sure
our star opacity is zero. So for star opacity, we want to make this zero. That's our start opacity, and then we want to
make our rotation 30. Let's make this 30 degrees. And then for position, we want to make this zero, so that we've got this
so we've got this. Now for ankle point,
let's go ahead and push our ankle point up. So we see that the more our
ankle point is boosted up, the more we have it
spread out, right? We have our dots spread out. Let's say 160. Perfect. So we can go ahead and align this
ankle point to the middle. We can do that, of course, by holding down Control Alt
or command lt and com space. And then control space
or command space. Sorry, home key, not home space. I don't know why I
said home space. So control old Hum chi
or command old Hum chi, and then control Hum chi or command Hum chi to align to the middle middle
of our composition. And then now we want to admit our offset on start from zero, create a keyframe
here and then go to the last guy here
and let's make this 48. So 48 key Dna and we basically have recreated
our loud in screen icon, very simple, very
straightforward. We only needed to add the
repeater shape modifier. Here, guys, so that's
it for this quick one. See you in the
next one. Bye bye.
24. 24 Class Project 6: Hey, guys. Welcome back. In this video, we're
going to be recreating this animation, this
little animation. So we have gone
here shooting out electricity to this fan, and the fan starts to rotating, and then we have
these bubbles, right, air bubbles, which
the fan displaces. So basically, that's
it for this project. So I'm going to go
ahead and bring in the file I've
been working on, which is this guy, and this is the last one we worked on the
loading screen animation. Perfect. So, create
a new composition, name it running fan. So running fan. And hit, okay. And we need to go and bring our gun from
this composition. So this is our gun, Control C, bring it to a fun
composition and Control V, and just hit on your keyboard
to bring up your keyframes. And we want to delete
all the keyframes on layer to delete and then hold down Alt or option
on the mark and click here to remove the
expression on the gun layer. Okay? So you do that and then
just make this zero so that we have a normal gonia with no rotation
and no key frames. Perfect. Now, we
need to go ahead and create our fan.
How do we do that? Of course, go ahead and
create a new ship layer. And then we need
to use a star with this to select your ship, then create a ship, a star. Perfect. Now, align
your ankle point to the middle by pulling
down Control, hot, and home or command halt, home, and then control home
or command home to centralize your shape
to the composition. Okay? Hit S for scale, resize your comp, your star. Then we want to give this
white color for now, and also remove the
stroke perfect, and then go into our star. Okay, that's a police star one. Open it up, and we want to open our star part one options. And then for points, we want to give
this eight points. Yeah, eight points should
do. So eight points. And then for our inner reduce, we want to bring this down. Sorry about that. We want
to bring this down a bit. Okay. And then out roundness, post this up so that we
have what looks like this. For inner roundness, just follow these
values I have here. Okay? Yeah. So this is what
we've got for now. Let's see. Um yeah, this looks just perfect. I'm also going to just
go ahead and reposition my ankle point to the middle
with control old home. And then while selecting
my polity one, and then go ahead
and add a twist. So we want to twist
our guy a bit, to create that fun twist. That twist we have
with fans, right? So open my twist up, and let's just is up the
angle to look just like this. Yeah, so this is what
we want to have. Or let's try the
other way around and see which one looks better. So either way we have our twist. Now the next thing we want
to do we select our guy here and go ahead and create
an ellipse in the middle. So create an ellipse. So
you can hold on all sorry, you can hold on
Control and Shift or command and shift on the
mark to create your ellipse, then select your
ellipse and align it to the middle of
your shape here. Okay? Yeah, so our
ellipse has to be in the middle,
just like this. Perfect. Now we give
our ellipse this color. Or whatever color you want. Okay? Now, we want to give
our fan a treed look, and we can quickly do that by just giving it a gradient feel. So click on feel four sorry, first of all, you have
to make sure you're selecting your pole star, right. So click on Feel and give it
a gradient just like this. Hit Okay, and then go
into your police star. You don't see the gradient. You add this gradient
feel, open it up. And then you want to click edit, edit your gradient, and we want to just
edit the gradient. So click on Edit gradient. And for the color, we want to actually
change the color. So for this guy, we want the
color to be closer to this. Okay. And it okay. Now, just go ahead and change
the type of gradient to dial so that we have this and then click
edit one more time. We want to reverse our colors. So we want to do this very
quickly to reverse our colors, hit Okay, and then just zoom in and you're
going to see this line. Click on this line.
Click on the dot that is on the end of the
line, this very line. Click on it and drag. You can see that we're
expanding our gradient. Making it softer, right? So this is what we
want to have. Yep, let me just go into my edit
gradient one more time. Select the color, and
make it a bit darker. And apart from the color, we can see that our gradient
is a bit not fully visible, because of the opacity, so we can see that when we click here, we have the opacity that's 85. We want to make this 100. You just hit enter and I shouldn't have
done that actually. You just select it and 100. So this guy it's also 100. That's perfect. So hit Okay. Next, we want to actually change this color because
now it's not showing. That's our ellipse in the
middle of shape of our star. So select the ellipse, click
here and give it a white, make it standout or give it whatever color you would want to give it, you want to give it. This is what we
now have perfect. Isn't that good?
No, I feel like I want to just do some little
more edits to the gradient. So this line, I want
to just make it bit like this so that we just have it look
like this, basically. Yeah, that's it
for our gradient. Now we're going to go ahead
and create the stand for fun, select your ship layer, take your pen tool, then click here Go down
shift and click here. Perfect. And just go ahead and remove the field color
and give it a true color. We want this to be
the true color. Perfect. We want to
go in and go into our content and just
bring this below our star, just like this. Incredible. So this
is what we've got. Okay? Yeah, so the next thing we will do is start
animating our guys. We need to start
mitting the stuff. So before that, I
think I will just go ahead and create my bubble. So create a new ship layer. And then take your ellipse and
create a very small bubble here changes to white and reduce the size
to say ten for now. Okay, we're definitely going to reduce the size even more. So control our command our
home key to centralize our anchor points to the
middle of the sheep and just bring down your stroke. So three should do
three pixels should do. Perfect. Yeah, so we want to
just keep this here for now, maybe even skill it up a bit. But if yours is of the right
size, you can just leave it. So we have this for now
and we have our gun here, and we want to make our
gun shoot or fun, right? So I want to just bring
our gun down a bit. And then go ahead and
create a new shape layer. Then my shape layer, I'll take my pen
to hit G for that. Then just create a path from here to here down shift to
make it in the straight line. Perfect, so that we
have it like this. Now for my stroke, I'll just make this
44 pixels should do. And we want to hide
a bullet for now. Let's just name this bullet. Okay? Or electric shock
or electric bullt. I think electrical bullet
would do just fine. Electric bullets. Yeah, and so you should develop an
habit of naming your layers, okay, because it's
going to really help you speed up your workflow. I'm very bad at
naming my layers. So sometimes I just do this very quickly and I
forget to name my layers. But it's very important
to name your layers. So let's name this fan, okay? Yeah, so this gun is fun. This bubble, this
electric bullet. Perfect. Now, we have
to take our gun, and we have to tu To create a keyframe
for position because we have to shoot, right to zoom in, and we want gun to admit
from here and come forward. Just a bit holding on control to slightly
move it forward. So just like this, and then come to the next
film, copy this guy, our first film and controv so that we have it
shut like this. Okay? Now, we can see that this is this is
happening too fast, so we just hold on hold and spread our key films
like this. So we have it. Yeah, this looks okay. Spread it even more. Yeah.
And then you want to, so this is the recoil, right, that you get after
you shoot your gun. This is the recoil.
And then we also want to teat and meet the rotation. So Lam shift and R to bring
up the rotion property. And for rotation, we want
to create a keyframe here. So we want to go in
time just here in time, it seems impossible to
select this keyframe. So we're just going to
bring it up here and then take this guy bit forward. So we want it come like this, and then we want to do this, and then do this. Let's see what
we've got. Go ahead and select these keyframes, the rotation keyframes
and just offset them bit maybe by one frame.
So we have this. Yeah, so this is not
the major animion. So we are not going to
spend all our time here, select everything an easy ease. Yeah. So you can
easy use it or not. Doesn't matter. Doesn't
really matter, really. So the next thing we do is create our mision for the
gun for the bullet, right? So as soon as it's shooting, we want our bullets to fly out. So for our bullets, we
just going to go ahead and add the trim parts
for your bullet, there, trim parts,
open the trim parts, and then we want to
from here from here, we want to admit the end, right? To create a keyframe on the end, and then comb some frems
forward and make this 100. And you also want to
go here, come here. Create a key firm on the start. Come some frems forward
and make this 100. So we've got this. Yeah, so it's shooting the electric
bullet, right? So yeah, that's it. So next we select our guy
or electric bullet layer, come here and give it the
wiggle part or shape modifier. So for the wiggle parts,
open your wiggle parts up. Close your stream parts, and we want to give you the
size of C 20 for now. And then for detail,
let's make this 80, and let's make our igles per second 20 so that we get this. Okay. So this is electric shock. You can see that it's a bit too much a bit too much
in the detailing. Let's see, um, let's see 30 so
that we get this. Yeah, this is better. Perfect. Close this
and just hit you to expose my keyframes
for my trimpt and I just want to make
my mmiion bit longer. So maybe select
these two keyframes here and just do this. Okay, and select this
one up and do this. So you can see that our
shock is down longer. Maybe that's too much,
take it back a bit. Yeah. I feel we should work more on our shock on our Wigle. So close this and then
open the wiggle part. And for our wiggle part, I want to just increase
the detailing probably. So say 50 or 60, let's say 60. That's
a bit too much. Let's make this 40.
Yeah, 40 is perfect. Let's spend all our
time trying to make our bullet look sweet,
look incredible. Okay? This is okay. It's okay. And so after we
shoot our bullet, we want our gun to start sorry, our fan to start
rotating, right? So shoot, and then our
fan starts rotating. So first of all, I'm just
going to hide these guys so as to make sure they
don't obstruct us. That's the bullet and the gun, since we're done with them. And yeah, so we want to
start rotating our fan from here to select the
fan, open it up. And then, yeah, sorry, not the bubble. The fan. Open our fan up, select
the police star, open it up, and then we
have rotation, right? So we want to start rotating
the police from here. So create a keyframe
on rotation, then come here in
time. 9 seconds. Make sure your animation length. Here composition
length is 9 seconds. So make sure it's 9
seconds it or key. And then you have to
create a keyframe here. Just make this ten to ten. So that we have 0-10. So it's shoots and then
we have rotation, right? 0-10. First things first, select our keyframes and
ease them so that we start slow and end slow, right? Yeah, so this is
what we want to get. Start slow and end slow. Perfect. And the
next thing we do is go ahead and
animit our points. So we want to come
here in time because usually when we start rotating the fan usually gives the illusion of more points than
eight points, right? So we want to create
a que frame here. Just come to whatever films, see 2 minutes, about
15 fims or so. We might change that later on so create a que fim
here come in time, about 4 seconds, and then make this 20 Okay, so we have this. Okay. So make this 20. That's good. And we also want to even make this
bigger than 20. So from here to here, we want to make this say 100. Okay, because we want our
phone to really spin. Okay? So 100 perfect. And then from here to here, we just want to make this eat. We want to take it back
to eat so make it eight. Okay. Let's see what we've got. Yeah, so this is what we've got. Perfect. And let
me just go ahead and unhide our
layers and just make our gun layer this long
so that our gun doesn't keep cutting before
our admission ends. So we also want
to keyframe this. Sorry, easy is this, not
keyframe. Easy is them. And I just want to do something because there is some
weirdness going on. Here we can see that these
are EZ keyframes, right? So it means that it
starts here slow and ends slow and then starts slowly and then speeds up
here and then end slow. So we want to maintain
a constant speed between these keyframes
between this and this. So we want to change these
to linear keyframes. So hold down Control or
option on the mark and just click on them to turn
them back to linear qeframes. So we have a constant speed
from here to here, okay? Yeah, and I feel
that you could take this guy a bit forward
and see where we get or at a bit backward
and see where we get. So we're just
experimenting, right? To see where we get.
You want the best here. Yeah, so this will suffice. So close this and marvel
at our awesomeness. Yeah. So the next thing we
do is animate our bubble. So our bubbles need
to really mit. This is our bubble,
bring it here. So we want our bubble to
start amiting as soon as our what do we call it, our fun starts blowing, right? So yeah. So first things
first is we want to add the wiggle transform
to our bubble. So take our bubble at
the Wiggle transform. And for Wiggle transform, we want to just come to the wiggle transform one and then come
to the transform. And in the transform, we
want to do our settings. So for position, we
want to make this 100, we want to make this 100. And then for skid, we want to make this 50. And yeah, now let's see where
we get with our guy here. Perfect. This is what we get. Incredible. Perfect.
So the next thing we do is just close our Wigle. And then we want to add the
repeater to our boggles. So click here to add and then go ahead and add the repeater
where is the repeater. This is our repeater.
Perfect. We want to add the repeater
to our boggles, and this is what we get now. Now, the trick is
we want to bring our repeater above
our wiggle transform. So carry it and bring it here. And now you're going
to see that we have better
randomization, right? So now let's just go back
to our wiggle paths. Wiggle transform, rather, and let's reduce our
correlation to zero because the correlation kind
of keeps things a bit even between the bubbles, and
that's not what we want. We want them to really
get randomized, right? So close it back. Go back to your repeater,
open your repeater. We want to animit our repeater. We want to admit from here.
So we want to make this zero. And create a keyframe from the start and then come in time. Let's come here. Let's see 3 seconds. 3 seconds and just make this 40. We have to bring layer, offset our layer to when our fan starts to glue,
have that in mind. Let's play one
more time and see. From here, we should
start having bubbles. From here, we should
start having bubbles. Yeah. So we want to then bring it back to zero at this point. So make it zero so that we have this as soon as it ends, maybe you can bring
it a bit forward. Bring your frame a bit forward and select everything easy is. Sorry for that. Easy is. Sometimes it gets hard to
right click on Keyframes, right? So easy is. Yeah. Yeah, so this
is where we get. And you see, we've
been able to animate the bubbles to kind of start
from where the fan is. So it starts blowing
from here and then moves forward
towards this direction because the fan will be
blowing and displacing bubbles realistically towards
this direction we get. So that's the brilliant thing
here. Very simple stuff. Nothing really nothing
really complex here. So, in my opinion, I think we've come to the
end of this exercise. There isn't so much more to do or there isn't
anything else to do. So that's it for this exercise, guys, and all those files
we made available to you. So the project files we
made available to you, you're going to be
able to have access to them and then see how I've
done this personally. So in case you're
having difficulty, you can go in and see
the keyframes are used. The methods I used, the times all the time I created the keyframes
on you get. So all of those
things, you can go in and see them with the
project files, right? So right away, I'm
just going to even go ahead and export the
project files to file, and then dependencies,
collect files, all then in this folder, right, ship modifiers
and after effects. So exercise folder, hit save. Perfect. So we have
the folder here. So everything we made
available there. And with this, we've come
to the end of our exercise. See you in the
next one. Bye bye.
25. 25 Transform Text Animators: Hey, D, welcome
back. In this video, we're going to start
learning about text animators in after effect. So just go ahead and
create a new composition. Let's call this, comp one
is okay. Yeah, perfect. So let's go ahead and create
a text, create a text, take your text to, and let's
type in after effects. Okay, I'm using this font. It's called Akira
Expanded, okay? And I really like the font. So you can use the font. It's a free font. You can find
the font on the Internet, or you can use whatever
font you've got. Yeah, so let's go
ahead and centralize our Anchor point by HL
and Control or command. Option and home key, and then control home key or command home key to centralize your text
to the composition. Yeah, so this is what we've got. Now, what are text animators? Text animators are a feature in after effects that
ibus animate our text. So if you open your
text properties here, you're going to see text, and you're going
to see transform. And we know of transform. We've looked at
transform, right? These are the anchor
points, the position, the scale, the rotation,
and the opacity. Now, if you open text, you're going to
see some options. You're going to
see path options, and these options enable us admit our text
along the path. For example, if we have
a path on our text. So let's see we select our text, and then we go and
take our pen tool and then create a
path like this, for example, we can use the path options to animate our text to
open path options. And then on the path, you're going to see none. So just click here and select Path one or mask one because
this is the mask one. Now you can see that
our text now aligns itself to max one, right? And we now have new options
here. We have reverse path. If we click on reverse path, it's going to reverse the
positioning or the alignment of our text on the path.
You can click off. You can click on this
and you get this effect. So it gets arranged in
this format on the path. Click here off it. You can click here to see this. It's called force alignment. It aligns the text from beginning of the path
to the end of the path. Okay, we don't want
this. We want to now look at first margin
and large margin. Now, these are just our
texts moving along our path. So we can admit this, of course, because of these
stopwatch icons. Yeah. So these are
our path options. Now we are not looking at
path options in this video, so let's just go
ahead and hit none, and then just select our
path here and delete it. Yeah. So we're looking at our paths option,
so close paths. And what we're looking
at is text imetos. So click here where
it says animate. So click here and you're
going to see them here. Okay, we have the first one,
which is a three text meter. We have the second category. You can see that they are
divided by this line, right? We have the ankle
point, the position. And basically, these
are just transform or animeos, transform
text meters. And then we have the color, the stroke color, and the
stroke width text animeos. And of course, they allow
us it the field color, the stroke color, and
the stroke width. We have the tracking, the ankle the line and coraer and
then the line spacing, and then we have the
character value, sorry, the character offset and
then character value, and then we have
lastly, the blow. So these are the categories
of text animeos. And we're going to start
with the second category, which is the transformed
text animeos. So go ahead and select
the anchor point. So click on anchor point. And this is, of course, text animator that enables
us anime our ankle point. So as soon as you
click on Anchlepoint, you get Animal one. So click on Animator one and
you get this option here, which is ankle point, right? Now, this helps you modify
the anchlepoint of your text, like you can see here, right? So we have the Y
axis and the X axis. This is the Y axis, and
this is the X axis. So it means you can say
maybe from here to here, you want your or your Y
axis anchor point value to go from zero to here. Okay? So this is where you get. Okay. Perfect. And
now you can open your range your range selector, and you don't really need
to admit this honestly. You can leave it
without animating. All you need to do
is just basically adjust the anchor point value. You don't need to animate it, but you can animit
it if you want. So you just need to adjust it. So let's say we have it here initially and
we just want to push the Y value to
this place you get. So now we have the Y value
here, right at 1:49. Let's just make it 150. Hydena. So we have the
white value as 150. Now, if you open
your ring selector, you're going to see the start, you're going to see the end and you're going to see the offset. Now let's look at what happens
when we animate the end. We see that it comes
from 100 down, right? And let's see what happens
when we emit the start. You can see that from
up, it goes down to the initial value
of our ankle point. So it means we can just unmit the start and the end and also the offset in order to animate
our ankle point, right? So for the offset, you
can see that the offset basically makes sure that our characters move
individually, okay? So let's just make the zero. And now we can admit our offset. We can admit our start,
we can admit our end. So let's say we want
to admit our offset. We want it at 100. So it comes from 100 and
then comes to zero, right? Sorry. Okay, 0-100 or vice versa. Or -100 to zero. Either way, we get what we want. So this is what we
basically have right now. Now we can select
everything, and, of course, es is our keyframes. Yeah. That's basically
the ring selector for us, we have the start, the
end, and the offset. And basically all the text and metals have this ring selector. That's how they work. That's how the text
and metals work. We also have the
advanced properties. Now if you open advanced, it gon' give you a new
set of values and you are going to be able to make adjustments based
on these values. Now for the percentage, it doesn't really do much. From my experience, okay, I've not used this
guy before, honestly. So that's the
percentage for you. But we have based on, and this one enables
you to choose based on what you want your animation
to occur, or to happen. So this is based on characters. So our anmission is happening
based on the characters. We can have characters
excluding spaces. So we're going to have it based on characters excluding spaces. We have the words.
So it's going to admit only based on words
like you can see here. We have the lines. It's going to admit
just based on the line. If we have multiple lines, it's going to admit based
on the lines, you get. That's what the based
on feature does for us. We have the mode, we have
d, we have subtract, which basically does the
opposite of animission, the subtract and we
have these other guys, which I really haven't found any significant use for them that they
intersect the minimum, the maximum and the difference. You can experiment with
them to see what they do. But the ard and the subtract are just the most important ones. So we have the amount. Of the amount. Now
this is, of course, the amount of the animission It controls the amount
of our animation. So you can see that it's
admitting from here to here. If we make this 50%, it's going to admit
just halfway we get. Yeah. That's basically how the amount works, and
then we have the ship, and this is more of the ship of our animation.
We have the square. Let's just choose the ramp
so you see what happens. So for the ramp,
this is just what we get. Is just what we get. There's a ramp up, and
then we have the ramp down gives us this. So if this is what
you want, perfect. Okay, we have the
triangle which gives us a triangular shape,
just like this. And then we have the round, which gives us a round shape. Yeah. Then we have the smooth, which gives us a smooth shape. Yeah. Basically, that's
what these guys do. That's the shape guys.
That's what they do. And we have the smoothness, which controls the
smoothness of our animation. So we can see that
when our smoothness is taken to zero, you
can see how mechanic. Our animion is very mechanic
and just funny in some way. If you make this 50, it's
going to be a bit better. You make this 100, it's going to be just
like how we had it before with the Es Perfect. Then we have the Es
high and Es low. You just make things a bit more interesting or more intense. Yeah, so that's
the high and low. And then we have the randomizer. Let's just on the randomizer. You can now see that it
randomizes our animation, right? Randomizes our animation. So this is where we get with the randomizer perfect and we
can change the random seed, right so that we get
different iterations of randomness, okay? Yeah. So that's basically it
for the advanced options. And that's basically it for this guy that's the
anchor point animator. Now the other all the
other transform animtos works similar to what
we've just looked at. All of them have
the animator one or Anime two or whatever
animal you've added, whatever number of
animal you've added. So if I just add, for example, the position, it now comes and becomes animator two, right? Becomes anime two. For this one, it seems because I
selected animator one, it just got added into
the animal one, okay? So you have to select the text. You have to select
the text and then add it. Not the animator. To select the text
and then position. Now you can see
Animator too, right? So that's basically how
you can keep stacking them here and using all of them to create animations
for your text. So they all have
the rinch selector, and then they all have
the advanced options. And all of these
options are same. So you get to create ituations based on the
particular animal, right? So let's see we have okay, this is what we've got
with the anchor point. Let's just go ahead and
remove the randomness. So let's make the randomness. Let's off the randomness. This is the randomizer.
So that we, sorry. Yeah, this is the randomizer. Now we've off the randomness. Let's go ahead and
add something else. So select your text, go to
animate and add the position. We see that we now
have Animator two, and we have the ring selector,
we have the position. I open the ring
selector, we have start, we have end, we have offset, and we have advanced. And for the advanced, we still have all the options
we had in the animator one, that's anchor point
animator, right? So for position means we
can animate our position. Let's say we want to
animit our position. To here, okay? So you can come to start. You can come to end and you
just maybe admit your start. And when it comes here,
just bring it to zero. So this is what we get.
Okay, if you want, you can offset your key frames so that we have this
first, then we have this. Okay? So that's the position or the position animal for you. You can open advanced and do your settings,
choose your units, choose your based on, choose your mood, whether
subtract, whether add. So for subtract, of course, it's going to do the
opposite, right? Yeah, so this is subtract. Choose the shape you
want, whether square, whether ramp up or ramp down. Yeah. So this ramp up, let's see, ramp down. Okay, we have the triangle. You see what we get very
weird stuff happening. That's basically what
you get with this. I'm just going to
delete all the text and meals so that we
can see the others individually without having to worry about the previous
ones we've others. Click admit and
let's see the scale. Of course, this is a text
dimor for your scale, right? So you can make
your scale zero and then come to your ring selector. Then basically admit
from one 0-100. And this is where you get. Yeah. Yeah. So you can
already imagine how it's going to look when using it alongside the anchor
point animal, right? Unfortunately, we deleted it, but it means it's going
to kill from down up. And while the anchor point is moving from down up, you get. And that creates a lot
of dynamism and beauty. And we're going to
explore all of this in the exercises for
this module, okay? But of course, you can
go in and try playing with these for yourselves
before the exercises, right? So you can see how they are
so you can see how they work. So basically, this is what we
get with our scale animor. Let's open advanced and
see some of the things we can change the shape. Let's give it round and see. So you see where we get round. Let's give it ramp up and see. This is where we get ramp up. Ramp down, of course,
will be the opposite. Let's give it smooth and see. Yeah, so this is where
we give it smooth. Okay? Based on characters, based on characters
excluding spaces. Yeah, this is what we
get. And yeah, basically, that's basically
it for this guy, that's basically it
for this guy. Yeah. So just delete it. Let's add the next one which is the skew the skew does
this to our text. Does this, does this.
That's basically the skew, and we have the skew axis.
We have the skew axis. So let's look up the skew and see what
the skew axis does. This is what the skew axis does. It creates some level of
randomization to our skew. Open your ring selector, take this to 100, create a keyframe, come
in time. Make the zero. So we have our emission
coming from this to this. Yeah. So that's the
skew, text and metal. I'm not going to just
spend a lot of time on each of them because these
are really simple stuff. Okay? These are
really simple stuff, especially the transform ones, the ones for the transform. So we have rotation which does the same thing
to our rotation. So we can rotate based
on the characters and based on the words or
based on the lines, okay? Of course, so based on words, means we're gonna
rotate only the words. Okay, it seems it's not working
like I thought it would. Not admit no need the words,
but you get the point. So, that's basically
all these options are similar to what we looked
at in the ankle point, okay, in the ankle point animal. So the delete the rotation, go here at the opacity, and of course, it's the opacity. Here, you get to
admit the opacity. There's nothing so
special about this. You can go in and check
it for yourselves, and we have the
electricity letters, and we have the all
transform properties. And this enables us emit all our transform properties
all at once we get so we can change in the
anchor point position of value to position. Okay? The scaling. Zero, the skew, the rotation, if you want, maybe we want to start from, we want to take it to C
-19 and the opacity, zero, and then we can go into the ring selector and then
we get our stuff back. We get the jack. So
create a keyframe here come in time in this 100. And this is basically
what we have. Okay? And with more
time spent on this, you can come up with more
incredible animations, more incredible text animations. This is just a roundup
of the animeters, okay, just so that you get the basics of how to work with them,
of how to work with them. Yeah, so basically this
we'll come to the end of our video on the
transformed text animators. So just go in and look at
each of them for yourselves, see what you can come up with and share
your results with me. I love to see what you achieve. So in the next video,
we're going to go ahead and look at
other text animators. So see you in the
next video. Bye bye.
26. 26 Fill, Stroke and Stroke width Text Animators: Here we come back.
In this video, we're going to be covering some more interesting
text animtos. I actually think they are more interesting as compared to
the previous ones we covered. Now, these are the field color, the stroke color, and the
stroke with text animatos. So go ahead and create
a new composition and just mate comp one. Doesn't matter and
go ahead and take your text to and
type in some text. Let's give the name. Let's write after effects. But this time, I want to have after effect on
two lines, right? After effect in two lines. Yeah, just like this.
Perfect. So I'll go ahead and align my text to the middle
of my composition, and you can see that my
text is colored red. For now, I'm just
going to give it. Yeah, I think red
colour should work. So let's work with red for now. So all you need
to do, of course, is come here and
add an animator. Now, this is the field color, and now under the field color, we have RGB, we have hue, we have saturation, we have
brightness, we have opacity. So the RGB will of course, change the color of our text, so we can give it
a different color. We can give it white here. We can give it this color, we can give it whatever
color we want, okay? That's under RGB.
Just hit, okay. And if you open the
ring selector now, you can start to
animate your color. Okay, so it's going to admit
from the one you changed. Back to your existing
color, right? Back to your existing color. Okay? Remember, the
ring selector always admit from what we've changed back to the
existing, right? So that's how this
one also works. So back to the existing color. So it means you can
create a keyframe and admit your ring selector.
Let's say start. So you get this admission
from this new color, back to the existing color, okay? Back to the
existing color. So we can change
the existing color, of course, and have
something different. So we will have
this, for example, and you're going to
admit from this color back to our existing color. Incredible. Now, you can open your advanced
options, and of course, you're going to see your
advanced options just like the previous text
admitters we looked at, right? So you have your your units, you have your based on
okay, based on characters, based on characters,
excluding species, based on words, based on lines. You have your amount, okay? Let's reduce the amount
and see what we've got. So you see it's blending between the both colors as we
reduce the amount, okay? So we want our amount to be 100, and then we have smoothness. We want our smoothness be 100 and then high and low
and so on and so forth. So basically, that's where
you get with advanced. You already know what
we get with advanced. Now, if you come and select your text and
meter one and click here, you're going to see
that we have add. So it means we can add another imto to our
text and metal. So if you click here,
you're going to see property, and you're
going to see selector. So good selector and add
the wiggle or the Wigly. So click on Wiggly, and now
you see something changes. Now we have different colors. So if you hit Play now, you're going to see that we
are changing from this set of colors to our original color from these sets of colors
to our original colors. Now, under the weekly selector, you can click here to change the color for
your weekly selector. What it does is
it basically adds a wiggly effect in our
transformation, or, you know, animision from this color
to our original color, it creates this wiggle
effect with more colors. You get so you can open your weekly selector one
and you have more options. You have the mood,
which, of course, we have intersect, we have ARD and this is arts
where we get with ARD. We have the subtract. Is what we get with subtract, we have the intersect Okay? When we get with intersect, we have that and that
and that and that. We have lots of them. We have just the wiggle option you get. We have the wiggle patch second, that's the speed
of the wiggling. So you see that it
wiggles faster now. You get all of these settings to help us create
more randomization. Okay? So that's where we get
with the wiggly selector. That's what we get with
the Wiggly Selector. So let's just go ahead and delete this first text
metal to delete it. And now we have our colors back without any
color animal, right? So click on your animate back and go to field
color and let's try Hue. Now hue, of course, is a randomization of the
entire thing, right? So if we boost our
hue and we play, we're going to see that.
We cannot really play. If we just actually go and work on or change the
values for our start and end, that's when we see
the animation, right? So we can create a
keyframe on start, come here and then
boost this up, and we see us going from this
to this, just like this. This to this, just
like this, okay? And of course, we
have our advanced options that you can look at, and we can as well add
a weekly effect or an expression or
another range selector to this animator. So
let's add the weekly. And now we see that we have
more randomization, right, more randomization because
the wiggly effect adds more randomization to
the whole thing and also creates a wiggle effect. So we are wiggling from this random values down
to our original color. So that's how this guy works. Let's delete this one, and let's look at let's look at the other one
that's saturation. Now saturation is, of course, the level of
saturation for colors. So is our color close to
white or close to dark? Now, close to dark would mean the highest value for colors and then close to white will mean the brightest or lowest
value for color, which is closer to white, right? Which is closer to white. So our color is
fading, basically. Yeah, so it's
either -100 to 100. Okay? So if we take you to -100, it means you are
going to be admitting from this back to
our original color. Yeah. Yeah, so that's what
we get with this one. And then we of course, can add a weekly
effect if you want. So that we get this. And we can increase our IGO
per second, C 20. Then we get this. Yeah, so this is how
we animate our text. Our text color, rather. Yeah. So that's it for this guy, let's delete and
add the next one. The next one is the brightness. Now, of course, this
is the brightness. It enables us work on
our brightness, right? So if you make this
-100 and go ahead and then just go ahead and
add a weekly effect and see. So now we see that some of them are disappearing while some of them
are appearing, right? So it creates a wiggle
with our brightness. It creates a wiggling
effect with our brightness. So let's hit this make it 20. So this is what we get, right? So imagine us animating
this and then having the stroke or a wiggling. Okay? That will be cool. Okay? And we can
actually do that. And we will actually
do that in this video because we are also
going to be looking at the stroke animator. So delete. Let's look
at the next one. And the next one
will be our opacity, and of course, it's
just the opacity. I won't spend time looking at. This one, let's go
to the stroke color. The stroke color
has this as well. But for the stroke
color, you have to first of all, add a stroke. So you have to come
to your text property to your text panel, rather. Come to your text panel
and add a stroke. So you just enable the stroke here and give it a
color if you want. You give it color. Okay, and then just boost up the stroke width if you want. So we see this is the
stroke we get, right? And you can come here to change how the stroke appears
in relation to our text. So we can make it appear over the field or all fields over
all strokes, just like this. So the field color is on top, or we have it like this. All fields sorry, all
strokes over all fields. So these are the options
you get for arranging how your stroke appears in
relation to your field. Okay, and you can boost
up the stroke size if you want, stroke
width if you want, so I'm just going
to make this two, so as to see what we get
with the stroke animators. On the second thought,
I think I'll just make this make this 15.
Let's just make it 15. Or let's boost it up to see 20, click on your text, go to Amit, go to stroke color, and add the RGB. Do you see now our stroke
color has changed. Yeah, give you a different
stroke color and you can add your weekly
effect if you want. So you see that we
have now created this wiggle effect into wiggle
animation without strokes. Let's make the wiggle
per second 20. Now you can see that we are basically
wiggling our strook. Yeah, now that's
our stroke color. Now imagine you
now create or add a text and metal brightness text and metal to your
field color, right? Or an opacity text and
metal to your field color. So it means that
you can as well, say add a wiggle to the opacity. Okay? And then have this get. So it's wiggling
the opacity value. Now let's make the zero and then just make the wiggle p second 20 as well so
that we have evenness. So you see what we now get. We're basically wiggling both our text field opacity
and our textralopacity. Yeah, so that's
what we have here. So I'm just going to
delete the second one that's for the brightness,
for the field brightness. And let's look at what we have with the stroke
or color, right? So basically, the properties
will just be like what you have with the color with
the field color animal, nothing else, nothing different. So as soon as you
add your keyframes, you see that it doesn't
wiggle all through again. Okay? It wiggles just till the end of your key
frame, just like this. Yeah, so that's what
your frame does for you. You dt your Qufams, of course, it's gonna keep
wiggling till the end. So let's delete. And now, let's go ahead and
add the stroke hue. Okay? Let's just look at this hue. We won't
look at all of this. Now, the hue because we're going to use the
hue to, of course, add more colors for our stroke, okay, or to our stroke. So let's add the wiggly
effect for this and see, we're not having anything
here. So let's just undo that. And, um, now, we first of all, have to, of course, boost up our hue, right? The value of our hue. Let's make these two. But
one will work, actually, before adding our animator, because it has to work with
these values we provided. We didn't change the
values. That's why it wasn't working the other time. To this what we get. We have different sets of
hue colors which we mit through because we've
added the weekly selector. So, open my weekly selector. I just want to boost up my
wiggle per second to 20. And see how it goes
even faster, right? So I can select my text, go ahead and add the feel
opacity or brightness. Okay? And for my brightness, I'll just go ahead and
boost up my brightness to -100 so that I then add a wiggle almeal then open my wiggly
selector and make this 20. That's my wiggles per
second so that we get this, right? I
could make this 20. I can make this ten so that
it doesn't wiggle as fast as the strokes, right? So you see what we get with
our color text and meters. That's why I said I feel
they are more interesting. This is more interesting stuff. Imagine combining this with
with the transform animators, you're going to get
some really cool stuff. You can use this to
create really cool stuff, really cool stuff. Now, let's go ahead and
look at the stroke width. Now we've looked at
the stroke colors. Yeah, basically the stroke
colors and the field colors. Okay? We also have the stroke
brightness and opacity, but you just work like the
field brightness and opacity, let's look at the stroke width. So this is the stroke
width, and of course, with this, you can boost up
the width of your stroke. You make this zero, you
can boost it up. Right? So let's make this zero or -100. Yeah, so this is what we've
got -100 and we've got our fill colors flickering,
okay, or wiggling. Now, let's go ahead and add a wiggle effect to this so
you see what we now get. Incredible. Yeah. So we're
adding the wiggle selector, basically to help us animate the values for our
text animators, right? Yeah. So we can either use the Wigly selector or we can use the Ring selector to
create our animations. The Wiggly Selector creates animisions that are more
of beyond our control, since it uses the
values for wiggly. And the ring
selector, of course, creates the ones that are in our control since
we can animate or create keyframes for the start and end values and
also the offset. So that's basically
the difference between these two
Admittos, okay? So don't get confused. It's really simple and
try to do stuff for yourself and explore
these animtos even more. So you're going to learn
to get used to them, okay? It's nothing complicated here. Once you work with this
a couple of times, you're going to see
that everything just becomes second
nature to you. Yeah. Yeah, guys, we'll come to the end of this
video on the field color, the stroke color, and the
stroke with text animators. Hope you learn something you
hope you can now explore these possibilities
in after effects and create something amazing,
something incredible. So feel free to share
your work with me. Feel free to share whatever
you come up with me. I would love to see
what you create. Yeah. So that's it
for this video. See you in the
next one. Bye bye.
27. 27 Tracking, Line anchor and Line spacing Text Animators: Hey, there. Welcome back. So in this video, we're
going to be learning about the next set
of text and meters. So go ahead and
create your text, and let's go ahead and
type after effects, just like we did before.
And you know what to do. You know, you need to centralize your anchor points by hounding down Control
L and homespace or Command Alt homespaceO Command
Option homespace rather on the MAC and then
control or command home space to
centralize your text. Key down, select your text, go to your text properties
and click Amit. And these are the next ones we are
going to be looking at. That's the tracking,
the line anchor, and the line spacing. So select tracking and
triking basically controls the amount of spacing in between our texts
or our characters, as you can see, like this. So it tracks from
the middle, right? And you can see
that there's even spacing between the characters. Let's just go ahead
and remove the space between E and R, so you see
what I'm talking about. Yeah, so we see that there is now triking happening from
the middle of our text, okay? So that's
striking for you. And you can admit
this, of course, so you can just create a
keyframe here at 180 or 200. Then come in time and
bring this to say zero. Okay? Yeah, zero. So we have our tracking
animated Easy Ease, go to your graph
a little and just do something that
looks like this, make your graph
look close to this, so it starts a bit slow and then speeds up
and then slows down. You get Yeah, so you can see that
we've basically dimitted the space in
between our texts. Now, of course, you have
your ring selector, and you have your start
on your end, right? So we can see that the tracking is happening from the middle. But if we mess with
our start or our end, we see that there is more
space here than here. Okay? So you see the
effect we get with this. This is the start,
and this is the end. So you can just
go ahead and play with these options here. That's the ring
selector options at the start and the end to
see the effects you get, you can get some effects whereby you have more space on the left on the right
hand side, okay? So let me just leave this for now and let's focus
on the next thing. Now the next thing
is your line core, and this works hand in
hand with the tracking, okay? So the line encore. So let's just go ahead
and select the admitter one and then add the line core. So you can add this
from here or from here. So add the line core. And now the line uncle
basically does this. Let me see what the
line encore does. Now we see it's at 50%, right? So if you make this C 100, it's going to shift the uncle of the line from the
middle to this side. So we have the
admission happening like this in this manner. So we can have this at zero to make it the other
way round, just like this. Okay? So that's basically
what the line encode does. You're going to have
it at 50 to make your animation happen from
the middle, just like this. Okay? So, of course, you can mess with the ring selector as well
to have more effects, okay? But I'm not going to
do that in this case. I'm just going to go ahead
and talk about the next one. And, of course, you
know, you can add some of these other
animators, right? The weekly, but I don't
think we're going to have any reasonable effect with this we see what we are having. Nothing really reasonable, but you can make sense
out of this sometimes. I'm not making any sense
out of it in this example. Let's try some
changes. Let's see. Let's make this ten. I don't think it's going to make
sense. You see, it's too fast. Basically, this is where
you get with that. That's with your line c and your tracking
and your tracking. Now, under the traking you
still have other options. For example, you have
the tracking type, you have before and after. This is where you get before
and after, you have before. Okay. And there isn't too much change in
the results, really. There isn't so much
change in the results. But I guess there can be instances where that
comes in handy. So let's go ahead and
look at the next guy. We didn't spend too
much time here. So the next guy is
called the line spacing. Now, the line
spacing is basically the spacing between lines. So it means we have to
have multiple lines. Now, I want to copy
this Control C, and hid enter and paste so as to have
multiple lines of text, then control hold whom
or command hold to whom, and then control or command whom to centralize
your text you get. This we have. This
is what we have, let's go ahead and
add our next meter, which is the line spacing. Like I said, the line spacing controls the spacing in
between the lines just like you can see here. Just
like you can see here. Yeah. So we will have it here. We have a keyframe here
and then have it come up to display see 19 or 20, select your keyframes,
Easiese them. And yeah, this is
what we now have. Now let's see if we can get some more cool animation
by working on a curve. Yeah. I definitely looks better. Yeah, so that's basically
our line spacing, and, of course, you can add all of these
admitters separately. But some of them might not
work like the line on core, it has to be connected
to the tracking. It has to be connected
to the tracking. So that's basically it for
this one, for these ones. So for the line spacing, you can also admit the X axis. Okay? You can also
admit the X axis. So you could have it
admitting like this. So you have a meeting like this, so it's coming from this side to align to the first text, okay? So we can have a whole lot
of different styles, okay? Your imagination is
basically the limit to this. So you see where we get here. So imagine adding
the scale and metal. You have the skill
and meal and then now you will have the
skill and meting 0-100. Create the keyframe here,
come here, make this zero. So we have this incredible. Okay. And then imagine having the weekly effect
added to the scale. Let's see what we get with that. So, you see, we get
a bit of coolness, I call it coolness or
randomization in the sizes. Okay, you can see, so the sizes are kind of varying
while animating, right? You can see this guy is
smaller. It's more squashed. This one is more
stretched, more squashed, more squashed or more normal, more of normal, more
squashed, more stretched. This is small and
so on and so forth. So that's where we get with this. That's where
we get with this. Let's see where we get when
we take it to the extreme. Yeah. The limitation is basically your imagination
with all of these tools, okay? So basically, guys,
that's it for these sets of text and meters. That's the line core, the line spacing,
and let me see. The line core, the tracking, and the line spacing, yeah. So with this we've
come to the end of our video and see you in
the next one. Bye bye.
28. 28 Character offset, value and Blur Text Animators: Hey, there. Welcome
back. So in this one, we're going to be
looking at the next sets of text animators, and they are the character offset and the character value, and also the blow. We will look at the
blow in this video also because the
blow is just one. Yeah, so the character
offset basically offsets the values
of your characters, according to the English
character table. So it's currently at zero, and we have our
text as zero, okay? So if we make this 26, we're also going to be
having our text as 26. But when we take this to one, you'll see that the A in
after effects turns to B, and then the F turns to G
and so on and so forth. Okay? So the characters
have been offset by one character or by one
value, or the value of one. So that's the concept
behind this effect. So you can make this
as much as you want. You can take this as
high as you want. You can make this 15 so that when we go to
our Ring selector, we can animate from zero, that's that and then to say 100. So it's going to go
from this to our text, and we see that it's
going from left to right, right, because we are using
the ring selector, okay? If we want everything
to animate, we just have to create the keyframes here
as well. So 15-0. Or 226 to have
everything animate. Basically, that's the
character offset for you. Now let's go ahead and
look at the other guy. Now the other guy, let's
just delete this one. The other guy is the
character value. Now the character value
does the same thing as the character offset or
does similar thing as the character offset only that the character value actually turns or text to not
just characters, okay? Not just alphabets. You get numbers as well. You get special
characters as well as you can see on your
screen right now, okay? So let's say we
want this at 1:24. So come to your ring selector, create the keyframe from zero, come here and make this 100. So you see that it's
coming from this. To 100, okay? 0-100 or from this set of characters to after effects
being written, okay? Now, you can as well animate the character value to
make everything animate, to make everything animate. So let's see zero. And now we have everything
animated. You get the point. So that's basically it for the character value and
the character offset. There is nothing
much to this effect. This is just where you get
with this text animator. Okay. So let's just delete it
and add the blow animator. Now just the blow,
click on the blow. And what does the blow do? The blow basically
adds blow to our text. So we can create a keyframe on zero and come to this
number in time or this distance in time and basically boost
up your blow, right? So let's make this 100. Do you see it coming?
From this to this, and the entire thing
has been blowed. The entire thing has been
blowed because we have created a keyframe
on our blow amount. Now, let's delete, yeah, let's delete this
the key frames, and let's boost up our blow and then go ahead and
animit our ring selector. So we want this to come 100-0. So we have it coming 100-0, or we can do vice versa. So just change the locations
of your anchor points, sorry, of your key frames, and now we have 0-100. Yeah, so that's basically
the blow for you. And, of course, you have all
your other advanced options, which you can use to basically make this even more interesting. Okay? And of course, you
can add your wiggly, if you want, you can
add expressions. Even though it's not
covered expressions, you can add another
range selector. And yeah, the possibilities
with these two, it's just as limited
as your imagination. So this is where we get
with the wiggly animator, it adds wiggling to our
blur text animator. Let's change the wiggles
per second to 20 and see. It's going to be more dramatic,
like you can see here. Okay. Yeah, so
that's basically it for this guy and this guy. So that's basically it
for these text animeors. See you in the
next one. Bye bye.
29. 29 3D Text Animator 2: Hey, guys, in this one,
we're going to be looking at the T D text metal. And even though we've not
covered TD in this course, I feel we should still look
at this text and metal, and I'll try my best to make things as easy as
possible, okay? So I've gone ahead and
created my text and written down my text after
effects in two lines, and I have my anchor
point at the middle. I have my text centralized or aligned to the
middle of my composition. Perfect. So go ahead and open your properties,
go to animate, and then enable per character
Tre D. So click here, and right away, it
turns your text to TriD so how do we know that
our text is now in three? We now have these new gizmus
or handles, as you can see, which control the
transform properties of our text in three dimensions. So if you come and highlight on this or bring your mouse on
this, you're going to see Z. So this is telling us
that this can help us rotate our text
along the Z axis. So if you come down here, or towards the middle,
you're going to see Y. So this is the Y axis, and if you click
and do like this, you're going to see
that you are able to rotate your text
along the y axis. Okay? Now, if you click here, you're going to see
X at the middle. And this is telling you
that you can rotate your text along the X axis. So that's basically
what a three D is. Or that's basically the
difference between three D and two D. The T D
has three dimensions. It has the the Y axis, the X axis, and the Z axis, which gives it depth. Unlike the two, which only
has the Y and X axis, which do not give
it depth, okay? The only give it the length
and the breadth, basically. So that's what we
get for rotation. And we also have the gizmus
for positioning as well. Okay? So we can
position our text along the X axis with this, along the y axis with this, and along the Z axis with this. We can see this properly. Okay? But if we have a camera, if we create a camera now, we'll be able to see this properly. But that's not where we
want to go to for now, okay, because we just want
to cover the peripherals. So this is just more of an
introduction into three D. Yeah. So when we come to
TD proper in the course, you're going to see the
beauty of three D and the kind of complex things you
can achieve with TD, okay? So one thing you have to notice
on your layer is you have this place and you have it
activated for the first time. So you have it activated, and then you have
these two boxes, this icon of two boxes
here in the box, it means three D is
activated for this layer. T D is activated for this layer. So if you select your layer
now and go to transform, you're going to see that we no longer have
just X and Y axis. We have rotation,
X or Y rotation, we have Z rotation. We also have transformation,
sorry, orientation, X Y and Z, we have scale, X Y and Z, we have
position X Y and Z. Unlike the two D, where
we only have X and Y. So typically, how you would create keyframes
for this is say, come in time and then
make your change. So let's see if we want
to make our change. We want to just do this
and maybe do this, maybe not that maybe do this, okay? And do this. I just want to animate the rotation property which you draw to rotation property. So let's just look for these other kismos and see
what we can come up with. Yeah. So this is
what we now have, all you need to do is
create a keyframe, just go ahead and
create a keyframe on your orientation q position, and rotation X, Y, and Z because even though we might not have values
for this for now, actually we might actually mess with these properties
during this animation. During this example, I'm
trying to create perfect. Come here in time
or first of all, just bring all of these to the beginning of your
frame. Of your admission. So it starts like this and then just come
some frames in time, and now we want to reset
this to the initial, right? So just click on Reset, click on Reset, and it should create a keyframe
for all of this. Okay? So we have it coming
like this and like this. So select everything, right
click Ess your keyframes. And then we have everything
coming like this. We can even go to
our graph editor and do some curve adjustments. Okay? Yeah. So this isn't bad. I kind of feel our skill
could be animated. Maybe our skill here could
be just a bit smaller. So we have it coming like
this. And then, yeah. Perfect. Now, if we close
our transformation, we're going to see that we
also have a new option here, which is called
materials options. So open it up, and you can now see the materials
options for this. But most of these things
will not work because we are not really
trying to do TD, okay? We are not having a camera. If we wanted them to
work, we create a camera. We're going to add light. So let's just add
a light, actually. Let's add light so that
we can test things a bit. So go to layers and then new and then light,
click on Light. And now this is the
light settings. So we are trying to
create a spotlight, where you can choose
other types of light. You can choose
a point light. You can choose an immit light, and we're going to
come to this when we look at three D, okay? But just for now, just hit okay. Hit Okay, and now right away, you can see that when
our text is like this, it kind of goes out of
the frame of the light, and when it comes back, it now gets in full course, right? So we can see how cool
everything looks. Everything looks really cool. So we can as well unmit our light to open
the light options, open the transform options, and we can unit our light. Let's see, we can
move our light from here to here. We get. So let's come here in time and create key frames for our
lights, just like this. And then when it's here, we want to have our light. Looking like this. Just hit
okay. We just hit okay. And then, yeah, we want to
have our light looking. We just want to basically mess with the transformation
of our light. I'm not trying to achieve
any specific arrangement. I just want to create something a bit different from
what we had before. Perfect. So this is
what we had before. Yeah. So we are
imitting our light. We are imiting our
text, you see. You see what we achieve, right? So select everything
here in easy ease. We can basically delete
these three key frames because as you can see here, we only have transformations
on this one, right? Yeah, I think not.
Let's undo that. Let's see. Yeah, you can delete them if you want. I'm just going to leave them. Select everything with
your tuition assistant or your graph editor
rather and do this. Yeah, the effect is subtle, but you get the point. This is a three D
admission of our text. We can do a whole lot
more with more time. You can go into your
option and see what and what you can achieve, right? I assure you there is so much we can achieve with this, okay? But like I said, this is
just a basic introduction, and we won't go too
much into this. Yeah, so this will
come to the end of our lecture on three
D text animato, okay, the three D text metal. Yeah, and that's
it for this video. See you in the
next one. Bye bye.
30. 30 Class Project 7: Hey, there. Welcome back. So in this exercise, we are going to be doing
some text animation, okay? We're going to put into
practice most of what we learned in past
videos of this module. Okay? So now, just click here to go into your folder
or no click instead, go to file and then
go to Open Project, and then go to your
folder on text animation, and you're going to see our
first animation folder. Okay? Now, this is the project. We worked on some modules pack that's our first animation. So go in and bring in
and open the file. That's our first animation
After Effects file, right? So select the file and hit open. And we're going to
open the project, and this is the project. This was our first
animation for this course. Let me just play it so you see. Yeah, so this was the project, this is the project, and we
worked on a lot of things. We learned how to add text, how to do simple admissions, and how to add the Vnet defect, and so on and so forth, right? Now, those were
really simple stuff, and we can see how basic the text animation
is for this one. So let's go ahead and
off the text admission. So let's hide the layer. That this precomposed one, and let's just go ahead
and share it even. So go ahead and
share it and enable the shy here to completely
hide from our layer stack. So now we're going
to be creating a new text animation using the knowledge we
learned in past videos, and it's still going to
be happiness is free. But now it's going to be more interesting because, of course, we've learned how to do text
animation better, right? We've learned new
skills. So let's go ahead and write in our text. Now take your text and
start by writing happiness. So we want to write
happiness all in caps, and then align your anchor point to the middle that's
control all whom or command AT and then
control whom or command home to centralize your text. So we have happiness,
and we want to select it and then
control shift D or command Shift D to cut
it here so that we have this new text saying I. So we have E, and then we want to come a bit
more in time and Control Shift D or
command Shift D to cut it and then make this free. Okay. So we have
happiness is free, and all of them are text layers. Perfect. So go ahead and
select the first text layer, which is happiness
and open it up, and the first thing
we're going to add is the tracking animal. So click here and then go to
line so we go to tracking. So add the tracking,
and we want to just zoom in and then
come to 1 second. Also come to 1 second and then create a keyframe on
the tracking amount, and then not tracking type, remove the keyframe
on tracking type, and we only want to create a
keyframe on track in amount. So try in amount
and just go back in time and make this big. So we want it to look
like this. Okay? Just coming like this. Okay? Perfect. Now
the next thing we're going to do is
add our next text and meter so add your next text and meter and that should be
the scale text and meter. So select scale, and we want
to increase the scale Sorry, we want to create a
keyframe on scale. So we want to come here
on our second keyframe, and then create a new
keyframe on scale. So create a keyframe here
and then go back in time and make this zero so
that we have this. Okay? Perfect. So these are the keyframes
we want to create. I'm just going to hit you to bring out all my keyframe,
select everything, right click and Easy Ease, and then go into the graph
editor and just do this, make your graph look
like this, okay? So that we have this. Okay. Perfect. So this
is what we want to have. So it's possible
to offset some of these key frames so that we get something even
more interesting. So let's just push our
scale a bit further. Let's see what we get. Yeah,
so this looks even better. This looks even better. So one last thing I
want to add here is position text and meter
to select your text, go to position or
go to admit and then add the position
text and metal. And for the position text and meter, we want to do something. We just want to make this
20 and this 20, okay? And instead of admitting
it or creating a keyframe, we would just add
the weekly effect, the weekly and meal so that we get something that
looks like this. Okay. So it's now wiggling, but very slightly.
So it's wiggly. It's wiggling. This is just to show happiness,
kind of happiness. This is just to show
that the characters are free, and they are happy. That's why they are
dancing. You get. So that's the
concept behind that. Yeah. Very nice. Then we want to come here
in time and just hit you. And let's create new keyframes. So let's just duplicate
our qframe so click here and click
here to duplicate your keyframes and
then come forward in time and copy this
first keyframe, Control C Control V,
and copy this guy, Control C Control
V so that we have it and meeting like this, okay? Perfect. But we want to go into our graph editor and
work on the graphs. Okay? So we want to achieve
what looks like this. Okay, what looks like this? Yeah, so that we get it
animating quite fast. Yeah. So that's
what we want to do. So, you see, we have this And
then we have this perfect. Yeah, so we're done
with happiness. The next one is free, and we just want to do the
same thing with our es. We just want to add the
same text and meters. So open your text, heat and met, and
select your tracking. Okay? So for tracking amount,
we want to make this. We want to bring this
in time and then create the keyframe here, sorry, Keyframe only on
tracking amount and then go back in time and make this S six to two or
600, or even bigger. Let's say 800. Let's try 800. So we've got this, and then add the second text and meter, and this
will be scale. So scale, and then create a keyframe here and come back here and make this zero, select everything and easy es. Yeah, and then go into
your graph editor, and let's just select
this guy and do something like this. Perfect. And maybe just spread our scale, keyframe a bit forward
so that we have this. Yeah, so this looks better. And then we want to also have the position animator, position, and then we want to also
give it 20 here, sorry, 20 here and 20 here, and then go ahead and
add a weekly animator. Perfect. Yeah, so that
it's also dancing, right? So we have happiness is perfect. And then we want to
also hit you and create new keyframes on the tracking amount and the
position and the scale, rather, then come
forward in time. And probably just
move these guys a bit forward and
come forward in time, and then just copy or maybe not. Maybe not copy. We want
to, copy these guys. Actually, copy these
guys Control C, ContrV Control C,
Control V. Graphic. So we have this. Yeah.
But then we want to just go into our graph editor and
make it look like this. Okay. Perfect. So we have this. Incredible. So we
have happiness. I free. Perfect. So now let's
admit the three. For three, we want to add
the same text and metals. We want to add our tracking, create a keyframe
for tracking amount. Create a keyframe
here, go back in time and make this very large. And then we want to come back and add a new text and metal. Let's add our scale and then
create a keyframe on scale. Go back in time and
make this zero. Select everything and right click and eases your keyframes. Then come into your graph
a little and let's just go ahead and make
it look like this. Yep. And of course, let's spread our skill,
keyframe, bit apart. Perfect, and then add
our position animal. And then make this 20, make this 20, and let's go ahead and add our
weekly animato. Perfect. So that we've got this one more thing
I want to do is just animate or add another text meter to that anchor point so that we
have it looking like this. Now, let's just go ahead
and move this guy, bit to the low side,
minus one e two, and then just come into the
ring selector then come here, create a keyframe on start, come forward in time
and make this 100. Okay, so we've got this perfect. Let everything, click Easy Ease. Yeah. Now, let's try spreading
these guys out and see. That doesn't look bad. Select
all your Q frames, sorry, your Q frames for
your ring selector, that for your start
and then go to your frame editor or your
graph editor, rather. And let's just do
this and do this. Yeah, maybe not. Maybe that
looks a bit too intense. Yeah, I think this looks better. This looks better.
Definitely looks better. So close this and close
this and close this. Yeah, so we have happiness. Free. Maybe I should
increase the loudness of my computer so you hear
the sound properly. Yeah, and then I will just do the out animation to hit you, to bring up the key
frames and then create new keyframes and come here in time and
let's copy this guy, Control C contro V,
Control C, contro V. And even this guy, let's
try copying this guy, control Controv and see what we get. Maybe that's too much. Yeah. So this isn't bad. Now I'll just do this.
Let me just delete these keyframes and see
what I have without them. Yeah, I think I prefer it without the keyframes on
the ring selector, right? The last one we added, this should be the ankle
point, yeah, the anchor point. So I just remove the keyframes on the ankle points ending, and we have this
instead. Yeah, perfect. Now, I think we can even add Let's try adding
something else. Let's try giving this. Let's try adding a
rotation and see. Close close this and let's see what we get
with rotation, right? So I want to rotate them here, starting from here because I want them to rotate
while they go out. I want to kind of create an illusion of freness
or freedom, rather, let's see if the
rotation gives us a good effect to close the animator four and
then for animator five, let's go ahead and Okay. I would have loved to rotate in all directions or like
individually, let's see. Let's randomize and see if
we get something better. Okay. So first of all, I think I'll just make the zero, then create a key
frame and then come in time and make this 22. Yeah. And then what I'll just
do now is select my animter five and add a weekly effect and see what we get with that. So we can see that we're
not really getting too much effect with
the rotation, okay? Yeah, so this is just
enough for this exercise. Now, let me just go ahead
and play this and see. Perfect guy. So that's it for our exercise on text animators. We've successfully added
more beautiful and more professionally done text
animation to our video. So see you in the
next one. Bye bye.
31. 31 Conclusion: Congratulations. You've
completed the class. You've learned the
core principles of animation, keyframes, the graph editor,
shape modifiers, and text mission in
Adobe After effect. These powerful tools form the foundation of
professional motion design. But this is just the beginning. There is so much more
waiting for you in this Adobe After
effect mastery series. In the next chapters, you dive deeper into advanced
animion techniques, effects, transitions,
character animation, and even advanced visual
effect compositing. So don't stop here. Keep the momentum going and
join me in the next class. Let's continue
mastering after effects together and bring your
creative visions to life. See you there.