Parallax Illustration: Create Mesmerizing 3D Scenes in Adobe After Effects | Manon Louart | Skillshare
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Parallax Illustration: Create Mesmerizing 3D Scenes in Adobe After Effects

teacher avatar Manon Louart, Motion Designer and Illustrator

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:29

    • 2.

      Class Orientation

      1:42

    • 3.

      Warm Up

      3:01

    • 4.

      3D Layers

      3:24

    • 5.

      Parenting and Nulls

      5:01

    • 6.

      Cameras

      4:30

    • 7.

      Expressions

      6:15

    • 8.

      3D Effects

      3:09

    • 9.

      The Project

      2:58

    • 10.

      Preparing the Illustration

      8:43

    • 11.

      Setting Up the Project

      3:34

    • 12.

      Creating the Secondary Animations

      9:44

    • 13.

      Creating the 3D Scene

      3:21

    • 14.

      Animating with the Camera

      4:08

    • 15.

      Building the Mirror with Mattes

      3:33

    • 16.

      Adding Reflections with CC Light Sweep

      4:29

    • 17.

      Adding Depth with CC Ball Action

      1:43

    • 18.

      Styling with an Analog Effect

      4:52

    • 19.

      Exporting

      1:27

    • 20.

      Conclusion

      1:24

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About This Class

Are you looking to add something more to your digital illustrations? Parallax animation might be the answer you’re looking for!
With the help of After Effects and a little bit of magic, you can turn your compositions into mesmerizing three dimensional worlds.

My name is Manon Louart, and I am a motion designer & illustrator based in France. In this class, I’ll be teaching you everything you need to know to add depth to your designs in After Effects.

In this class, you'll learn how to:

  • Use After Effect’s 3D tools
  • Create 3D shapes
  • Build a 3D scene with depth
  • Animate with Cameras
  • Take advantage of 3D effects
  • Create and apply a Retro Analog styling effect

And so much more!

I’ll first introduce each notion along with a short animation exercise, and once you’re confident with your new skills we’ll move on to the main project.

I’ll take you through my entire process from drawing and organizing my illustration, to turning it into a 3D scene in After Effects, and exporting.
You’ll be able to follow along using my After Effects project and a shortcut cheat sheet, both available in the Resources tab.

The final class project will be a looping animated parallax illustration.

This class is perfect for creators with a basic knowledge of After Effects, or Intermediate Motion Designers looking to learn new tricks.

I'll explain each step along the way, but you should have a basic understanding of After Effects before taking this class. If you’re new to motion, check out Animate your Illustration in After Effects or Level Up Your Typography: Creating Animated Stickers in After Effects first.

I can’t wait to see what you create. Don’t forget to post your final projects in the Class Project Section and ask questions along the way!

I’ll see you in class ☺

Meet Your Teacher

Teacher Profile Image

Manon Louart

Motion Designer and Illustrator

Teacher

My name is Manon Louart.
I'm a french Motion Designer and Illustrator.

In my professional work, I've collaborated mainly as an Illustrator and Motion Designer with talented Graphic Designers and Studios, on projects for: Converse, Instagram, Adidas, Adobe...and more!

My personal work centers around meditative and relaxing animated illustrations, often featuring in one way or another some plant from my collection. It is a creative process that I deeply enjoy, and that provides a sometimes much needed break from the fast paced freelancing world.

 

 

See full profile

Level: Intermediate

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Transcripts

1. Introduction: Parallax is this neat three D effect that allows you to bring so much depth to your designs. You often see it in web design, but I personally use it to make my illustrations pop. Hi, my name is Man. And I'm a motion designer and illustrator based in France. I have worked with clients like Converse, Adidas, Instagram, or Adobe on projects that combine the best of both worlds. I'm a firm believer that animation is an extremely valuable skill to have. As an illustrator class, I'll be showing you how to create mesmerizing three D illustrations using after effects. I'll share all of my favorite tips and tricks with you from organizing your illustration from motion to creating and exporting your animated parallax illustration in after effects. This is an intermediate class. So for those of you who are completely new to after effects, I would recommend you watch this 1 hour plus before, or if you just need a quick refresher. There is also the chapter titled After Effects in 15 minutes. From this class, I'm excited to jump into after effects, so let's get started. 2. Class Orientation: I'm so glad you decided to take my class. Let's begin. As I've mentioned, the class is split into two main parts, the warm up and the class project. In the warm up, I'll introduce each notion covered in the class. You'll be able to apply them directly in short animation exercises using my after effects project. Then I'll show you how to prep and organize your illustrations for animation in Photoshop. We'll dive into animating your first parallax illustration. Let's talk about what you'll need. Your favorite layer based digital drawing app. I'll personally be using Procreate Photoshop to clean up your design. After effects. To animate my after effects project and the after effects shortcut list. Both can be found in the class resources. Feel free to ask as many questions as you need in the discussion tab. I am here to help. Don't forget to download the resources before starting the class. And you can post any of the following for feedback sketches. Final illustration. The warm up projects. My class project with your own twist, or your very own project. I'm excited to start animating. Let's jump into after effects, and I'll give you a tour. 3. Warm Up: Let's start by exploring the various three tools and panels in after effects. If you've taken any of my other skillshare classes, you should be familiar with D animation. In this class, we'll experiment with after effects, fake three D or 2.5 D. 2.5 D allows you to add depth to your flat illustrations and designs by using z space in addition to the regular x and y axis. This means that while the layers themselves remain flat and two dimensional, you can arrange them in a way that simulates a three dimensional environment. I have a composition here and I have two layers that I'll use as an example. You can tell these are three D layers by the small icon in here. Right? Now this looks just like a regular two decomposition, right? But if I go to my View tab, switch it from default to any custom view, now I can see that both of these layers actually exist in a three D space. We can also add more views to get a better understanding of the scene, for example, from the left or top side. Now we can see the same tool layers just from different angles. Next in the tool bar, you'll notice three camera tools that will help us navigate the three D spaces. We create the orbit around tool, the Pan tool, and the Dolly tool. These tools offer different options such as orbiting around your cursor or the centerpoint of the scene. Next, when I click the selection tool or Price V, the three D position scale and rotate tool appear. They allow us to adjust our layers directly inside of the preview window instead of using the properties down here. Then at the bottom right of the preview window, you'll find different options. The first one is the draft three D button, which will be very helpful especially when previewing complex scenes. Next is the Render Engine tab, and I'll be using classic three D and I recommend you do the same. Okay, so that's everything you need to know for now. Let's go and create our very first after effects three D object. 4. 3D Layers: Now let's talk about three D layers in after effects. Like I mentioned previously, similar to two D layers, three D layers remain flat. But a third value, Z, or depth, is added to its position. Anchor point and scale properties. You can use bitmap efecto files to create three D layers. The single rotation property transforms into orientation x, Y, and Z. And rotation x, y, and z orientation determines the initial direction a three D layer faces, while rotation defines its actual rotation around the anchor point, enabling animations in three D space. Let's open the after effects project. In the project panel, you'll find a reference composition for the warmer Project 1.2 with everything already animated right above. That is where we will work. Let's open project One, where we have this nice little vintage TV. I've already added a few secondary animations for you with some wiggle expressions on the reflections and some colored highlights. We're going to animate a three D cube inside of the screen. Let's open that pre completion. So right now, all of these layers are two D, and if you look over here, you'll see a small cube with a check box underneath. When you check the box, your two D layer becomes three D, meaning the Z axis is added to its properties. Okay, so let's make a cube. Now, creating three D shapes out of flat layers in after effects requires you to do just a little bit of math. But don't worry, it's actually quite simple. First, we'll switch to two views and pick a top view for the left side. Right now, all of our layers have the same z coordinate, which when I press for position is zero. I also know that my layers are 500 by 500 pixels. To create a cube, I need to create a distance of 500 pixels between each face. 500/2 makes 250. So I'm going to select holding control or command every other face layer and bring them by 250 pixels to then I can do the same with the remaining layers but forwards. So negative 250, we've created space between the layers. Next, I'm going to need to rotate each pair of layers around the center point of the cube to create volume. I'm going to use knolls to do that. Let's go talk about knolls and parenting layers. 5. Parenting and Nulls: All right, let's finish our cube by parenting the faces to nulls. When you parent one layer to another, the child layer inherits the transformation properties, the position, rotation, and scale of the parent layer here. This will allow us to easily rotate each pair of layers around a common anchor point instead of their own. So let me refresh you on nulls, just in case a null is an invisible layer that functions as a control point, allowing you to control and organize other layers within the composition. We're going to need a null for each pair of layer. Price control shift alt Y, or command shift option Y allow three D. Now it's at the exact center of my future cue parent, each pair of layers to its knoll using the pick whip. Now each knoll will act as the controller. For each pair, I will quickly color code everything perfect. The first two are going to create the right and left sides. Select the null, press R for rotation and create a Y orientation of 90 degrees. The second pair will create the top and bottom faces. Press R for rotation again and create an X orientation of 90 degrees. We won't touch the last two, but we can use this null as the controller for the entire cue. Press Enter, rename it lead, and parent the other two nulls to it. Now if I play around with the rotation, we have a cube for a quick looping animation. Add a keyframe at zero on the y rotation and another one at the very end of the time line. Let's say at two cycles. Duplicate those key frames on the Z rotation. And to fix the cube clipping out of frame, press for position and move everything back by 250 pixels. Press space to preview. Perfect, we have our cube. Now let's add some detail to the scene. I'm going to add a copy of the cube within the cube, a cube section, if you will. You're going to select all layers, price control, or command to duplicate them, and bring them to the top. Right now it looks exactly the same, but price to size it down to about 45% And we'll adjust the animation. First let's delete the Y rotation on the X rotation. Make it go from zero to minus two cycles on Z. Let's add a few degrees on both key frames. Let's also make that rotation negative. Let's preview. It's a bit busy, but I do have back up layers for the second cube in my project panel right here. If you don't know this neat little trick, you can actually replace the source of a layer and keep all of its parameters and animations by selecting it, grabbing its replacement from the project panel, holding down Alt or Option and dragging it on top. And voila, let's do that for all layers. Let's preview. Great, let's go back to the main composition. And I'll activate this adjustment layer to give you a little sneak peek of the retro styling effect we're going to talk about. At the end of the class, we have animated our first three D object. Now let's move on to the second project and talk about three D cameras. 6. Cameras: So far we've been manipulating our three D layers in front of a fixed point of view. But in after effects, you can view your objects from any distance or point of view using cameras. Cameras in after effects are similar to cameras in three D softwares. They allow you to choose a point of view and travel within a three D scene. Cameras only affect three D layers or two D layers with an effect that has a com, camera attribute which we'll talk about later. In this one we're going to create a landscape viewed from a moving train, and we're going to use a custom camera to travel through that landscape. Let's open our warmer project number two. Double click on the pre comp and let's get started. First, let's activate three D on all layers except the background. This is just a gradient so it can stay static. Now we have three compositions here and here. Both have collapse transformations enabled because some of the layers inside have blending modes and transparencies that I want to interact with the rest of the composition. However, since we're activating three D with collapse transformations enabled, we need to ensure the layers within the precomposition are also three D. Otherwise, this composition will act as a sum of two D objects. Let's go fix that, and then we'll talk about cameras in after effects. You can choose between viewing a composition through the active camera or a named custom camera. If you have not created a custom camera, then the active camera is the default composition view. Let's switch to two views with a top one here and the active camera there. Let's create a new camera. You can go to new camera or press control shift Alt or command shift option C. Okay, I know this may look intimidating because there is a lot of information to take at once. But don't panic. Just press okay to create the camera. And then we'll go to layer camera settings and I'll explain the different properties. If you look at the top view here, this little dot is the camera and the cone in front of it is its field of view. After effects, cameras share many settings with real life cameras such as zoom, focus, distance, and focal length. And pay attention to how the cone in the top view changes. With each of these settings, you can have a one note camera, which only has a position property. Or a two notes camera with an additional point of interest property offering more flexibility when animating. You can also activate the depth of field to create a sense of distance and play around with the aperture. However, this will absolutely destroy your rando time. We won't use it here, but feel free to experiment on your own time. Finally, if you don't want to get too deep into customization, you can absolutely use any of the presets right here. Now we'll go with a standard camera which would be a two 50 millimeters camera. Cameras don't have modes, mats, or switches. You can't change the scale or opacity of a camera, but you can move and rotate it. All right, so we have our camera now, let's set the scene to animate our moving train. 7. Expressions: In this chapter. Will set up the fully scene and will distribute the layers in space using an expression. An expression is a piece of code that can be applied to layers, Properties to automate animations, create dynamic relationships between properties, responsive animations, and so much more. So to create depth for the scene, your first reflex should be to grab a layer and try to move it away or closer to the camera. However, since this isn't a real three D scene with accurate scale, moving layers can lead to unrealistic sizes and proportions. These are two D illustrated assets that were drawn with an implied sense of scale and perspective. If I move those mountains back, they're quickly going to get way too small to maintain relative size in the frame. We'll use an expression that scales the layers proportionally to their distance from the comps camera. This expression provided by and George on my favorite after effects expression, gold mine, creative cow.net. Will be applied to all layers scale properties. Let's take a closer look at the expression. This line defines the camera as the active camera of decomposition. This line defines a value called distance, which is the distance between the layer and the camera. This line multiplies the layer scale by the distance divided by the camera zoom value, Okay, So if this brings up painful memories of blankly staring at the whiteboard in geometric class, for you, it's perfectly fine. That's why we have people way smarter than us writing expressions on creative net. So just a final note to ensure the expression works correctly. All layer anchor points should be in the same spot at the center of the composition. You can achieve this by either importing your PSD file as a composition and not composition retain layer size, or moving the anchor points manually. I'll select all three D layers except the window, which is staying right here in front of my camera, and the background, which is staying two D and static. Press for scale and apply the expression by holding Alt or Option and clicking on the stopwatch. You can copy and paste the expression from the class resources tab. I'll just copy and paste it from here. Then you can click right Copy Expression only, and paste it onto the other layers. Now let's hide the window and create some for the landscape. You can move the layers back by using the blue arrow in the top view. Or you can adjust the values manually by pressing for position. Note that there are limits to the space in the top view. For distant objects like the sun, I'll use the Z position value only go make the adjustments and come back. Once I'm happy with my scene, I'm back. Let's check out the layers for the power lines. I place them at the edge right here, followed by the first line of rocks, the second line, the third line, the first mountain range, second mountain range. And the sun is far outside the bounds of the top view. Of course, feel free to experiment with the values in your own scene. Now that we're on the topic of expressions, I'm going to add a wiggle expression to the Windows position to simulate the shakiness of the moving train, Press P for position, hold down, Alt or Option, and click on the stopwatch. The wiggle expression generates random fluctuations in a property value over time. The first value represents the frequency or variations per second, and the second value is the amplitude or range of variation. Let's go with wiggle 4.2 and move the window a little closer to the camera to avoid clipping on the edges. Let's say -100 Remember that in our final composition, this 1080 by 13 50 section in front of the camera is the only thing we'll see. To keep the window moving with the camera and in front of it, let's use a null. Just like we did previously. Press control shift all ten Y or command shift option Y. Press Enter and rename it. Lead enable three D and parent both the camera and the window to the null. With everything set up, we can move our camera through the scene. Press P for position on the null and bring it all the way to the left composition at about -5,000 Add a key frame, go to 12 seconds. Let's move to, let's say 10,000 Switch to one view, and let's slow the preview. Great, our scene is almost done for the finishing touch will use a three D camera compatible effect to add floating particles to the scene. 8. 3D Effects: This may not be the official definition of these effects. I couldn't find an official Adobe list for them. But by three D effects, I mean effects that can be viewed through the composition camera in a three D space. Here I want to create quick and easy particles. I'll use a combination of CC Starburst, a two D effect CC ball action, which is a three D compatible effect to distribute them in three D space. Let's start by creating a new solid with control command Y, renaming it particles and placing it right under the window. Then you can go to Effects Simulation and CC Starburst. I'll just isolate this layer for now. This effect creates a moving field of stars on a transparent background. I personally don't want them to move. I'll change the speed to zero, scatter to four spacing, 232. Let's go with 20 for the size. Great. Now let's add CC ball action. Go to effects simulation and CC ball action. This effect is compatible with three D cameras, as you can tell by the little icon right next to the name. This effect turns your flat two D layer into a field of three D balls With some customizable properties. I want to distribute the balls in three D space. I'm going to raise the scatter parameter to 300. Actually, if I switch to two views, you can actually see them from the top view getting spread out on the z axis, which is pretty cool. I'll also lower the bowl size to let's say 40. Let's bring back the other layers. You know what? I'm going to adjust the color very quickly. Go to effects, generate fill. Let's use the eye drop tool to copy the color of the sun. Now if I move through my scene, I can actually see the particles distributed in space in between my different layers. I'm just going to soften the effect a bit by changing the transfer mode to overlay and lowering the opacity. So let's press and let's say 50% back in the main composition. Activate the styling adjustment layer for a full preview look at that. Your second Orma project is officially finished. Now that you know a bit more about three D in after effects, let's dive into the main project. 9. The Project: By now, you should feel pretty confident with your new three D skills. Let's talk about your first parallex illustration. The goal here is to create a simple three D scene and integrate it into a framing device or object. This could be a static window, a rear view mirror, an arch, a picture frame, or any type of reflective or framing object. This type of composition will allow us to dive deeper into three scene hierarchy and three D precompositions. We will add some light animation here and there, but the main focus should be the camera movement and the reflection displacement created on the surface of the object. We will also integrate a three D cube constructed following the same process used in the first former project, a field of static stars or particles. Using Cb action. Just to note that for the effect to work with the comcmera, it will have to be placed in the same composition as the framing object and not inside of it. For example, here they will be placed in front of my mirror. So let's recap what we'll need to create the animation. The main illustration PSD file, I recommend a one by one ratio under 1,600 by 1,600 pixels RGB color space and layered featuring a simple three. The scene containing at least four to five fully illustrated elements on separate layers, a framing or reflective object, and on separate layers, some masks mapping out the areas that will display the three D scene. The cube PSD file, one by one ratio, 300 by 300 pixels, RGB color space, and layered featuring six different face layers. Now for some tips, think ahead of how your objects will interact in space and adjust your composition, colors and contrast accordingly. Illustrate all elements in full and on separate layers. Finally, try to give your scene enough leeway for camera movement. The environment should expand past your framing devices bounds. Just like in warmer project number two, I think that's enough theory, so let's take a look at my own illustration. 10. Preparing the Illustration: In this chapter, I'll provide a general outline of my illustration process before moving on to formatting. In Photoshop, I usually draw in procreate, so that's what I'll be using. But any layer based illustration software works just fine. I'll create a new high resolution file. I usually go for 3,500 by 3,500 just in case I want to make prints. Then I'll go check on the color profile by going to Actions Canvas, Canvas information, and making sure it's an RGB. Because display P three, which is the default in procreate, doesn't really work well with after effects color space. I'll go sketch something up and I'll come back soon. Through the magic of editing. I'm back. I did a few color thumbnails right here. I think I'm going to go with this one. Remember, when illustrating, it's essential to draw the entire scene with separate, fully illustrated layers for each element. Including the framing device here, it's a mirror, so we're just drawing inside of here. We're also illustrating outside of those bounds, the dice here. I sketched out in three D, but I'll work on its six layers in a different file in Photoshop. I think that's everything. So I'll go work on the illustration and we can meet back when it's done. I'm done. Here's my final illustration. Here's a side by side with what I would have drawn if I didn't have any animation plans for it. I'm sure you can already spot some very obvious key differences. I'm going to go to Actions Share PSD and we'll meet back in Photoshop to organize and format the illustration. All right, let me give you a tort. We can think of this illustration as having three depth levels. First, we have what's going to be floating around in front of the mirror. My future particle field right here is just like what we did in the warmup. But instead of using CC starburst, I went ahead and drew my particles on a transparent layer. Then we have the petals and the dice that is in a separate file with six different layers. Then the mirror itself and a group containing the three D scene. It's going to be reflecting, and of course we have background layers for both here and inside of the mirror. Notice how all the elements of the three D scene expand past the mirror's bounds. I'm actually going to reframe this composition in a four by five ratio for the animation. But I worked in a one by one ratio to ensure I would have enough extra space for camera movement. My backgrounds are going to stay two D and static, but if you want to have a more complex background and view it in the three D space through the camera, I would recommend expanding even more on the sides. I also have a layer here for my mirror cracks underneath. I have these four layers mapping out the mirror surface. One is the entire surface or base, and the three others map out the broken pieces. These will be used as a mask on the precomposition for the three D scene. To create the reflection displacement effect, all of my layers are fully drawn out. I've actually separated my hand into four different layers with enough overlap so that I can create a little bit of distance between each of them and create a subtle parallax effect. Let's talk about my formatting process for animation. First, separate, then merge, rename and organize. What do I mean by separate? For example, I drew the petals on a single layer. They will need to be separated and then merged with the corresponding flower. I usually go for the lasso tool, right click, and create a new layer via cut. Then I find the right layer or group and merge them together using control or command E of. I always make sure to rename the layer, which is definitely something I forgot to do here. Boo me. Anyways, once that's done, I'll make sure that my elements are organized in a way that makes sense with their position on the z axis. So let's say if the hand is touching this flower, then the rest of the fingers will need to be placed right underneath. So I'll go organize everything and I'll come back to export with you. All right, so here's what my file looks like. Everything is separated, merged, renamed, and organized. One thing to note is that I'm keeping the contents of the mirror in a group so that it automatically creates a precomposition. Once in after effects, the dice was created in photo, so all layers were already named and organized. Let's for animation and export price control or command shift. And let's resize to a square of 1,600 pixels. That's a little bigger than the final export size, which is going to be 1080 by 13 50. But that gives us some wiggle room. If we ever need another format, my dice is already in 300 by 300, which is fine for the size It's going to be in the animation, so no resizing needed. Then I can price control or command shift to save a copy because we don't want to overwrite the full rise illustration. So I'd like to add underscore animation at the end and save in the folder of your choosing. I'll do the same with the dice and we're ready to animate. Let's go set up the after effects project. 11. Setting Up the Project: Our illustration and assets are looking great. Now it's time to set up the after effects project. The project provided in the class resources is already set up for you. But I'll demonstrate my process for reference. As a well organized project can save a lot of time. First, I'll import my illustration and dice files as composition and not composition retain layer size because we need to center all anchor points for the scaling expression. I'll also merge layer styles though you can keep them editable if needed. Checking the composition parameters with control command K, we have 12 seconds, 30 FPS and 1,600 by 1,600 which is perfect. I'll import the dice. Click on the composition Press Control Recommend K, and go ahead and resize the composition to 500 by 500 right away. Just so we have more room around the dice. Once it's in three D. Next I'll create the final export composition. I'll click here, Name it Main with a 1080 by 13 50 resolution, which is suitable for Instagrams four by five format. Like I said before, animating in a bigger format allows some flexibility for different exports or even zooming in if you ever need to. So I'm going to move everything imported into the pre comp and Assets folder. And I'll keep my main composition right here. I'll rename this one illustration and this one dice. Now I can import my illustration comp here and scale it down, press S, let's say 85% perfect. I'll go do some color coding, enable three D on all layers. And I'll be back in a sec. Okay, I'm back. I've color coded each pair of dice faces together and I created color groups in my compositions. I've hidden layers like mats and the particles for now as we'll work on them later on. And I just wanted them out of the way. All of my layers are three D except the background particles which are going to be animated with an effect. And the background and stars in the mirror pre comp. Now our projects should look the same. If you encounter a missing footage error, this no worries. Just right click on any layer here. Go to replace footage file and just select the corresponding PSD file from the footage folder. All right? I think that's everything. So let's start animating. 12. Creating the Secondary Animations: Okay, so we're keeping it light and simple on animation for this project because I really want to focus on giving you a good understanding of three D scenes, But for additional animation and ideas, feel free to revisit my two other classes. Okay, so here I'm going to quickly add some visual interest through the dice, flower petals and the stars in the background inside of the mirror. Let's start with the flower petals. I'll just hide the mirror content pre comp. Now let's add subtle floating movement to the petals on a three second loop. We know a three second animation loop works for this composition because three is a factor of 12. Always check on your animation loops length before committing to them. Select all three layers and press for position. Add a first key frame at zero second and another one at three. And then right in the middle at 1 second and 15 frames, I'm going to bring their Y position down by let's say 25 pixels. Then select all key frames, right click keyframe assistant and ***, or just press nine. Now let's loop that animation with a loop in and out expression. Hold Alt or option, and click on the stopwatch and you can find the expression in the class resources. I'm just going to type it in it's loop in plus loop out, minus value. This expression will repeat the key frames on the loop before and after for the length of the composition. Right click, copy expression only and paste it onto the two other layers. To make it more natural, I'll offset the animations on the time line. This one can stay here. I'll bring this one about here. This one can be here at ten frames. Okay, let's preview. Perfect. We have our petals. Let's move on to the dice. Okay, this should be a breeze. It's the exact same process as the first warmer project. You're going to hold control or command, and select every other face of the cube. Press P for position. These are 300 by 300/2 max 150. Let's bring them back by 150 pixels. Then we'll do the opposite for the rest. Great. Press control shift alt or command shift option Y to add a null for each pair price. To hide all properties, don't forget to allow three D, link each pair to its null. Then link the two bottom nulls to the first one. Rename it lead and perfect. Select these two price R for rotation and you're going to set a 90 degrees x orientation for the first and a 90 degrees orientation for the second. We have our dice price to height properties and go back to the illustration composition. Add the dice composition enable three D and collapse transformation as well so we can get the dice as a three D object and not just a three D flat layer. Now it's a three D object integrated into our scene, allowing interaction with the camera that we're going to add in a couple of chapters. I'll press for scale and scale it down to about 25% Then press R for rotation. I'm going to create a quick animation on the X and Y axis. First keyframe at zero and another one at the end for a full rotation cycle, making it a loop. And now it looks like this. I'll press control and control V to create a copy. Here I'll add a couple in the mirror. Content pre cop as well. I'm going to arrange them around my composition. And I'll come back once I'm happy with the placement. Okay, I'm back. I reactivated my mirror content precomposition to be able to see both sets of dies at the same time. I have two here and two inside of the mirror at different heights. I haven't moved them on the Z axis yet. They're clipping a bit on the mirror, but we'll fix that later. When we set up the three D scene, I've also changed their initial orientation to make it look more natural. We have this one at 60.75 degrees, then the first one at 0045 inside of the pre comp. These two look like this. I also scaled these two down to 20% That's everything for the dice. Now let's go work on the stars inside of the mirror. Pre Cp here, I'm going to try to create a looping shining stars effect. For this precomposition, you're going to press control or command Y to create a solid and name it Stars, Matt. The solid will serve as the track mat for the stars. A track mat works similar to a mask in Photoshop. It determines the opacity of the link layer based on alpha properties or transparency or luma properties, which would be the brightness. Here I'm going to create an animated black and white texture and use the brightest areas to determine which can shine. This is my go to effect. I even have it saved in my animation presets as fractal loop. Here I use it extensively and I have covered it in length in my previous classes. Let's give a round of applause to my best friend in the world. Fractal Noise. It has so many uses, but here's my personal recipe for a good starfield lumet. Go to effects Noise, grain and fractal noise. First, use dynamic twist for some organic shapes. Pine to soften things and set the contrast to 400 and the brightness to minus a stars will only show up in these white areas. Scale it down to 50 and set the complexity to two. To create some softer areas, animate the evolution with a key frame at zero in the beginning, let's go with four cycles at the end. If I press it looks like this. Don't forget to check cycle evolution for a perfect loop. That's it. If you want to save this for later, just select the effect. Go to animation and save animation preset. Now I can add my solid as a track mat on my stars layer. Turn the alpha mat option to Luma. Now we have some shining stars. If you have an older version of after effects, the track mat menu will look like this instead. But it works exactly the same. Let's precompose them together to keep things organized. Whole shift to select them, click and precompose or press control or command shift C and name it. Stars, pre, con, allow three D. Let's go back to the main composition and preview. Nice, everything looks good. We can now start setting up the three D scene. 13. Creating the 3D Scene: In this chapter, we're going to set up a scene step. Try to keep in mind that this isn't set in stone and we can absolutely revisit and fine tune the layers positions later when we add camera movement, let's go into the mirror pre comp as we did in the warm up. We'll add a camera, the scale expression to all layers and then we'll distribute them on Zx. Press Control shift Alt or Command shift option to add a 50 millimeter camera. Copy the expression from the class resources. Select all layers except the two D background and the dice. I can just adjust their placement later if I want to, but this is the composition we're trying to preserve with the expression, not the dice. Press S for scale, hold Alt or option, and click on the stopwatch. Then paste the expression. Right click, copy expression only, hold control or command. Select the scale on all layers and paste. Now as I move the layers away from the camera, they will scale up proportionally to maintain the composition. I'm going to switch to two views with a top view on the left. Set up my scene. And I'll come back when I'm done, I'm back. Feel free to pause to take a look at the positions and you can also check them out. In the reference composition, I've created a bit of distance between my hand layers so that when the camera moves, it feels more like a three D object. I also made a copy of the stars, and I positioned them at different distances from the camera to create even more depth. And I just rotated the copy by 90 degrees to create some visual difference. Now if I come back to the illustration comp, you can see from the top view how the contents of the mirror are positioned in that general three D space. That's how they're going to interact with the main camera. I also took the time to move the dice and petals forward so they don't clinch the mirror, the dice. I just moved forward like this for the petals, since they already have a keyframe animation. You just need to be careful and select all position key frames. Position the time indicator on one of the key frames and then move it forward using the property value. That way you won't mess up the animation. I think that's everything. Now let's see what it looks like with some camera movement. 14. Animating with the Camera: In this chapter, we'll be working on camera movement and we'll be focusing on rotation. This time we already have a camera in the mirror pre comp, but it's just a reference for the expression that we used. You can think of it as a null. The real camera work happens here. Let's add one by pressing Control shift Alt or command shift option C. Select a 50 millimeter camera and press okay. I could animate the rotation directly on the camera, but we do lose the mirror very quickly on the sides and we don't really get a chance to see the parallax effect. Instead we'll use a three Noll right here as a parent for the camera. Basically, we want the center of the rotation to be both closer to the mirror and right in the middle of the camera. Zoom distance, price control shift, alton Y or command shift option y to create the null and name it. Camera lead, activate three, parent the camera to it using the pick whip. And now if I rotate the null much better already, but we still have a significant amount of empty space on the sides inside of the mirror. I'm going to correct that by setting my camera further away from the subject and zooming in. It's the exact same thing as why they recommend taking portraits from a distance with a little bit of zoom instead of close up to the face because you're going to get less distortion. I'm going to set my distance, let's say -6,000 Counter that with a zoom at 6,000 Because we need consistency between our main comp and the mirror content pre comp. I'm going to go apply the exact same values to the camera inside of the mirror pre comp. Now I know, I know it looks exactly the same. But trust me, once we start animating the rotation, we're going to get less distortion. And the image is just going to look nicer. Just trust me. All right, okay, quick reminder. It's possible to view this mirror pre comp in three dimensions and not just as a flat layer through this camera because collapse transformations is enabled. So once again, just make sure that your pre comp has collapse transformations enabled. Great, let's create the animation loop. Select the camera lead, press R for rotation, and we're going to work on the y axis key frame at the start. Let's go with minus seven, another one at 3 seconds. Let's go with seven, and another one at 6 seconds, at minus seven. Again, select all key frames and press F nine to ease the animation in the graph. Editor accentuate it a bit like this. Press Alt or Option, and click on the Stopwatch and add the loop in and out expression. I'm going to switch back to one few. Close My Properties magic. We've done most of the work, now we can start refining things. Feel free to go back into your pre comp and adjust your layers position if needed. Everything looks good to me. Let's integrate this three D scene into the mirror. 15. Building the Mirror with Mattes: In this chapter will create the broken glass effect using track mats on different versions of the mirror pre comp. We have four mats, one for the base and three for the different areas of broken glass. Along with our mirror pre comp, I'll press control or command to create three more copies, the pre comp and assign each copy to a track Matt. I'll make sure to color code and rename with the correct number each of the copy, I'll use the pick whip to assign the track mats. We'll use alpha this time the pre comp will be visible wherever there is a pixel above 0% transparency on the track mat. Now we have different copies that show up in various areas of the mirror and we can have fun. First, I'll add a transform effect. Go to effect, distort and transform. This effect offers similar transform properties as found here on the layer. This is basically a second layer of information on top of the existing transform properties. I'm using this effect to keep things tidy because I'm also adding a level effect. Go to effects color correction. Now I can adjust everything together in the same panel. Now I'll copy both effects and paste them onto the remaining two copies linked to the track mats of broken glass. We're keeping the base as is. The goal is to recreate the displacement of a broken mirrors. Reflection experiment as much as you want with these two effects. For the first copy, I'm going to add a slight, maybe five and a tiny bit of rotation. Let's go with two already interesting results, you really don't need much. Next, I can boost the lights by setting the gamma to 1.1 and the white output to 36,000 All right, so I'm going to experiment with the two other sections and I will circle back. Once I'm happy with the results, I'm back. This is what I came up with. The base has no effects. And the second version is slightly scaled up and also a bit. And the third version has a minor position adjustment and reduced gamma. It really doesn't take much and it already looks so interesting. All right, now let's go add some light reflection to our pieces of glass. 16. Adding Reflections with CC Light Sweep: In this chapter, I'll show you how to quickly add some reflections to your mirror using a solid and an effect. First, create a new solid press control or command Y and name it. Reflection color coded yellow. This layer doesn't need to be three D as it will sit on top of everything where we will see it will be defined by its future track mat. Next, go to Effects Generate and CC light sweep. You can animate the center and choose the direction. Here you have parameters to control the shape and intensity of the light. Let's adjust the direction to -40 Position the light on the broken pieces, lower the width to 30. And set the light reception to cut out to make the rest of the solid disappear. You know what? I'm feeling a bit fancy. I'm going to add a bit of color distortion with a V R effect that's absolutely not intended for that purpose. It's here, it's not a paying RGB distortion plug in it does the job. Go to effects, immersive video, and VR chromatic aberrations. Perfect. Now duplicate the solid suppress control. Recommend a couple of times and assign each one a track mat. Bring each copy on top of the track mat. Assign track mat by using the pequip rename with the right number. If you're using an older version of after effects, you'll need to duplicate the track mats and place each one above its reflection layer. However, with the new updates, you can assign multiple layers to the same track mat, which is honestly life changing and spectacular. Great. Now just like for the mirror pieces, let's add a slight displacement to all of the light reflections. Maybe this one can be positioned lower down here. This one slightly to the left here. Okay, now if we preview the animation, it's looking a bit static and a bit life less. But no worries. We can just fake the movement. Select all reflection layers. Press P for position and add a key frame at the beginning of the null animation. Add another key frame at 6 seconds. For a nice looping animation at 3 seconds, the mirror is turn in that direction. It would make sense, I think, for the reflections to move down a bit like this. All right, press Alt or option. Click on the stopwatch. Let's add or loop in and out expression one last time. Right click, copy expression only and paste it onto the two other reflection positions. Then press nine to ease the animation in the graph editor. Accentuate the easing a bit to match the nose rotation out of the graph editor. Let's switch their transfer mode to add, download a preview and voila, so this already looks great and we could stop here. But I'll show you a couple more things to really elevate your animation. 17. Adding Depth with CC Ball Action: To be honest, I just love adding floating stars or particles to my animated illustrations because I feel like it adds a lot of depth, but without taking away from the main subject. Let's revisit what we learned in warmer project number two. I'll turn my particle layer back on and go to Effects simulation and C, C action. You could work from a solid with a CC starburst effect like we did before, but a PSD layer with a transparent background works just as well. Here I want to create a discrete particle field that's subtle enough but still enhances the three D effect. I'm going to bring the grid spacing down to one and the pol size to 60, then we can scatter them. Let's switch to two views and let's see. Yeah, I think around 250 should wear. Yeah, I think that looks good. So let's preview. And great, so the movement is subtle but still noticeable. Just like I want it personally. I'm very happy with how this looks. So let's move on to the final touches. 18. Styling with an Analog Effect: This is 100% a bonus chapter. If you're not into retro or analog effects, feel free to skip ahead and we'll meet back to export. I just really wanted to show you my personal mix to achieve this look without any third party plug ins. Let's get started. First, add an adjustment layer suppress control Alt and Y, or command option Y, and rename it. No, plug in retro TV. Okay, so now we're going to make a pretty big pile of effects. I don't know if that translates well in English, but in French I like to call them effects sandwiches. So let's make one first, go to effects noise and grain, and add some noise and set it to 10% Here's what it looks like up close. Now we need to blur it out. Go to effects blur and sharpen and add some fast box blur. Let's go with something light one for the radius. And just one iteration, and this is going to create some nice blooming around the noise and the edges next go to effects blur and sharpen again, but this time we're adding an unsharp mask to cancel out the blur. And we're also adding some damage and contrast around the edges in the process. I'm going with 110 for the amount you can get some really interesting contrast around the edges with the radius. I don't want to overdo it. Let's do four then with the threshold, you can keep some of the blur in some areas. Let's go with 400. Let me zoom in to show you the difference. We're trying to get something similar to old VHS tapes and now we can close the effect sandwich by bringing a copy of the noise on top of everything. Press control or command D, bring it to the top and let's bring it down to 5% So now we have some blurry noise at the back and also a smaller amount of sharp noise at the front to bring back some of that graininess we have our base. Now let's add what I would call the toppings, I guess. Let's bring back VR chromatic aberrations. Go to effects, immersive video, and VR chromatic aberrations. I don't want to overdo it. Let's set the fall off distance to ten. Next, activate fall off invert so that it only affects the edges of the image. Add a bit of green at minus six. Soften the blue to five. Next, add some glow. Go to effect, stylize and glow. But same here. Let's not overdo it. Raise the threshold to 98% to affect only the lightest areas, expand the radius to 25 and lower the intensity 2.6 of course, adjust according to your own color palette, because these numbers will vary depending on the tones that you use and onto the extras. This is optional, but I tend to work in slightly desaturated tones. I always like to bring back some saturation at the very end. Go to effects, color correction, hue and saturation. I'll bring it up to 15. I'll adjust the reds as well at five minus five. And sometimes if I want something more choppy, I'll add a pasteurized time effect. Go to effects time, posturized time. I'll set the frame rate to 15. This is going to look a bit more vintage and less digital. Let's load one last preview, this time in the main composition with the right format. Look at that for reference. Here is the animation before and after the styling effect. I think we're done. I hope you're happy with your animation, and let's go export your masterpiece. 19. Exporting: I really hope you're happy with your project now let's export it. In my previous classes, I've shown you how to export through media encoder. But now that the MP four export is available, again, directly in after effects. I'm just going to export from here. Go to Composition, Add to render or just press control or command here. My output is already set to 0.264 which will give me an MP four file. If that's not your case, just click here and select H 0.264 in this drop down menu. Next, go to Format Options and select CBR. For constant bitrate encoding, I usually try to stay around 12 megabytes/second for the target bit rate. Then press okay here, Select your destination folder and file name. Then press Save or Gist. If your computer language is said to French like minus, click Render Congrats. Here is your animation. Ready to post everywhere. 20. Conclusion: So congrats, you made it. If all went well, you just created your very first parallel illustration and you're ready to share it with the world. I hope you go on to create many more of these mesmerizing three D scenes using cameras expressions and three D effects. Here are some examples from my own work that will hopefully inspire you to make more of your own. Don't forget to upload your project. I am so excited to see what you create. I share as many projects as I can over on Instagram, so do tag me if you post it on there as well. If you have any questions, comments, or concerns, please write me in the discussion tab when you're done, don't forget to review the class. It helps me so much to improve with every new class. So feel free to check out my two other English classes for more animated illustration and typographic tips. If you do speak French Giant, thank you so much for taking my class. I really hope you enjoy it and talk to you soon.