SaaS Explainer Animation: From UI Design to Motion in After Effects | Valeri Visuals | Skillshare

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SaaS Explainer Animation: From UI Design to Motion in After Effects

teacher avatar Valeri Visuals, Adobe After Effects Instructor

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:42

    • 2.

      Course Welcome and Project Files Setup

      1:32

    • 3.

      Figma Setup and Importing the Design

      10:33

    • 4.

      Read the Script and Plan the Storyboard

      8:28

    • 5.

      Importing UI Panels from Figma to After Effects

      29:04

    • 6.

      Preparing the Projects UI Panel in Illustrator

      19:11

    • 7.

      Structuring Complex UI Panels for Animation

      23:20

    • 8.

      Refining the Design with Rounded Corners

      10:37

    • 9.

      Importing the Designs into After Effects

      29:09

    • 10.

      Creating the Videoboard for Scene Timing

      22:45

    • 11.

      The Correct Animation Workflow

      36:53

    • 12.

      Creating Scene 2 – Bouncy Sphere Animation

      21:27

    • 13.

      Building Scene 3 – Search Bar Animation

      31:36

    • 14.

      Building Scene 4 – Logo Animation

      24:39

    • 15.

      Continuing Scene 4 – Logo and Dashboard Transition

      23:27

    • 16.

      Creating Scene 5 – Splitting Screens Animation

      31:13

    • 17.

      Creating the Outro Animation for the Projects Screen

      37:01

    • 18.

      Building the Title Animation Template

      37:59

    • 19.

      Animating the Contacts UI Screen in 3D

      15:43

    • 20.

      Creating the Complex Demo Flow Animation

      38:52

    • 21.

      Timing Adjustments and Click Interaction Animation

      58:39

    • 22.

      Building Scene 8 – Drag and Drop Demo Animation

      48:45

    • 23.

      Creating the Final Title and Scene Outro

      27:57

    • 24.

      Adding the Cursor Animation

      43:36

    • 25.

      Enhancing Visuals with Effects and Color

      54:42

    • 26.

      Final Touches, Music, and Text Animations

      36:47

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About This Class

SaaS explainer videos are everywhere, but most beginners feel lost when starting one from scratch. Creating a good SaaS explainer requires more than basic animation skills. It needs clear structure, clean UI motion, and a strong understanding of how to visually communicate product value. In this class, you will learn a practical workflow for creating professional SaaS explainer videos using Adobe After Effects.

This class focuses on the real process used in client projects. You’ll learn how to break down an explainer script, plan your animation structure, animate UI-style scenes, and create smooth, controlled transitions that feel modern and intentional. The lessons are designed to help you improve clarity, timing, and motion quality in SaaS explainer work.

What you’ll learn:

  • How to structure a SaaS explainer video from script to final animation

  • How to turn a script into a clear visual storyboard

  • How to prepare UI designs from Figma for animation using Adobe Illustrator

  • How to organize complex UI scenes for a smooth and efficient workflow

  • UI animation techniques commonly used in SaaS explainer videos

  • How to animate product flows, UI demos, and transitions

  • How to create smooth transitions and clean, readable motion

  • How to add cursor interactions, 3D layers, and camera moves

  • How to refine timing and visual clarity for professional results

  • How to create motion that supports the message, not distracts from it

  • How to polish your video with sound, color, and text animation

  • How to avoid the most common beginner mistakes in SaaS animation

Why You Should Take This Class:
After Effects is a huge software, and SaaS projects can feel overwhelming. This class gives you a starting point and a mental framework you can reuse in real client projects. Instead of copying random effects, you will learn how to make intentional motion design decisions that actually work for SaaS products. If you want to build confidence and stop feeling stuck at the beginning of projects, this class is for you.

Who this class is for:
This class is designed for motion designers who already have basic experience with Adobe After Effects. You should be comfortable with the interface, keyframes, and simple animations. This class is not intended for total beginners who are completely new to After Effects.

By the end of the class, you’ll have a clear workflow for building SaaS explainer videos and the confidence to create more polished, professional animations for client work or your portfolio.

Meet Your Teacher

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Valeri Visuals

Adobe After Effects Instructor

Top Teacher

Hi, I'm Valeri! I am a freelance Motion Graphics Designer who also teaches After Effects, the best software for Motion Graphics. My job here is to teach you the best skills in Adobe After Effects so that you can start a successful career in Motion Design.

Ever since I was a kid, I've always been into drawing. I started off doodling animals, cartoon characters, and people. As I grew older, I decided to take my passion more seriously and got a bachelor's degree in visual communication, which covered graphic design, illustration, and animation. And would you believe it? I even worked at an animation studio for a whole year during my third year of college! I worked at an animation studio for a year but eventually decided to go freelance full-time. I loved what I did so much that I st... See full profile

Level: Intermediate

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Transcripts

1. Introduction: You get excited watching smooth SAS explainer videos and wonder how they even do that? Hi, I'm Valerie, and after creating several successful courses, I'm super excited to announce that my most advanced course yet is finally ready. And this time, you will learn how to create premium SAS explainer video from scratch. After watching over 200 premium SAS explainers, I took on the challenge to build the most complete course for creating SAS explainer videos from understanding the script and building storyboards to preparing Figma file syncing with voice overs and animating clean dynamic demos. It's not about flashy effects, but real techniques and workflows used by professionals. You are going to create a full 62nd SAS explainer video that look professional, feel smooth, and truly represent industry standards. This is not a beginner course, and it includes 24 in depth lessons. Don't worry. You'll be completely engaged from the first second, the detailed explanations, real examples, personal guidance, mid lessons questions, and, of course, the animations themselves will keep you inspired and focused throughout the whole experience. By the end of the scurse, you will have the confidence to take on any project, and even better, you will walk away with a high quality final project you can proudly show as an example to your future clients. So if you are ready to take your motion design skills to the next level, go ahead, join the course today, and let's start learning how to create SAS explainer video like a Pro. 2. Course Welcome and Project Files Setup: Hey, there, and welcome to the course. In this video, I want to walk you through some important notes before you jump into the lessons. First of all, please don't forget about the main course folder where you'll find all the assets we'll use in the lessons. Another very important note to mention is that from lesson two to Lesson six, you don't have to follow along. These lessons are more about explaining some initial steps before animation, mostly about preparing all the design files before the animation phase. In these lessons, I'm going to show you how to transfer the designs from Figma to Illustrator and prepare them for animation. So if you decide to do it together with me, please save your Illustrator files in the AI folder. When we start animating the project, I strongly insist that you use my prepared files, which you can find inside this folder. So no matter if you saved your own files or not, in any case, we'll all use my files inside the screens for AE folder. When we start animating, please save your after effects project file inside the AE folder, which you can find in the main folder of the course you downloaded from me. And once we finish the project and start the rendering process, you will save your files inside the final folder, which you'll also find in the main course folder. And the last thing I want to mention is that all the links for the things I'll mention during the course can be found in the PDF file named inks. With that being said, let's get started. 3. Figma Setup and Importing the Design: There. So first, let's begin by creating a new account on Figma. Or if you already have an account, just log in. In case you don't have one, you can create it pretty easily by signing in with your Gmail account. Now, you might see different things than I have here, and that's because I already have a few projects imported to show you something in a minute. For now, let's click on the profile name and download the desktop version of Figma. There's no major difference between the two. I just prefer to use the app instead of the browser. The installation process is pretty straightforward. So once you're done, open the app, and let's now log in to the account using the browser version. All right. So once we're ready, let's go over the basic functions you need to know as a motion designer working with Figma. First, we can change the theme. We have three main options. In the settings, there's nothing we really need to know. So let's move on. Now, I want you to go to the templates and tools section. Here you can find a lot of useful assets to use in your projects. Maybe in your case, you're seeing different stuff than mine, but that doesn't matter. What matters is that you can find designs here that you can use in your After Effects projects. Later in the course, we will learn the most simple and free method to import these designs into After Effects. You can filter to see only the free assets, and if you need specific UI designs, you can use the search bar to find something you like. I'm sure you'll be surprised to discover some pretty high quality designs here that are totally free. Just make sure to check in the descriptions which designs can be used for marketing purposes and which ones are just for learning purposes. All right. I'll bring everything back to normal, and let's move on. If you click here, you will see the team projects you are working on. Soon, we will cover this section in depth. In drafts, you will see the files you imported from outside. In all projects, you will see the projects you are actually working on. And in trash, you will see all the deleted files, okay? So now, if we go back to drafts, we can see that if we want to create a new design, we can click here and do that. But in our case, we will not create a design from scratch, of course. As motion designers, we usually get a Figma link to the design from the client, or we receive a Figma file of the design. In our case, I found a super cool Figma design of a SAS platform on the Invoto elements website. This is the name of the designer. So shout out to him. There are a lot of different panels here. Making it a perfect example of a complex SAS project for us to practice on. We will use it in the course as if a client sent it to us. So now let's go back to Figma and import this design so we can use it. To do this, first, let's click on the plus icon next to the drafts section, and then select Import. Now click Import from computer and find the FIGMAFle in our assets folder that you downloaded for me. Finally, enter the CRM website, Kit folder, select the FIGMAFle and hit Open. Now, wait a few seconds until the design is uploaded to the drafts section. Great. So importing a Figma file is one way to get the design from the client, but there is another way via Figma link. If a client shares their Figma design with you using your email, you will see a notification here in the bell icon. In any case, whether you click on the notification or like now, import the Figma file, just click on it to open it. All right. So now let's investigate this FIGMa design. This design is very complex, but it is super organized. By exploring it, we will now see the most common actions you need to do as a motion designer when preparing to use the designs in After Effects. So the first thing you want to do as a motion designer is to make sure that you are not working on the sharable project. This means you don't want to interfere with the design team of this project. If you receive the design using a sharable Figma link, then you would see here other profiles that might be the client's design team working on this project. In that case, the first thing I would do, whether I got the file using a sharable link or just the Figma file is duplicate this project. That way, I have the original untouched and won't interfere with the design team that created it. For this, let's close the project and duplicate it in the draft section. Right click and select Duplicate. Now, to make sure I know it's the design I will be working on, I'll add my name to the project name. And so that only I can mess with this project, I will move it to my personal team projects, which I will find in the All projects section. Now we can go to our projects and open the duplicated design. Awesome. Now, you won't see any other profiles next to your profile in the top right corner. Great. So let's start exploring this Figma project. As you may understand, every Figma project may look different from another, like After Effects projects, all look different depending on who designed them. My goal here is for you to get familiar with the basic Figma layout, so you can navigate through the Figma projects you receive from a client. And this design is a great example because as I already said, it's super complex and includes a lot of design elements inside. So first of all, in every Figma project, there will be a pages section and a layers section. Basically, what we as motion designers should care about is the left panel of Figma. Don't be intimidated by the right side. This is not an area we need to touch or change. The layers section will change according to the page we select. For now, we have the cover page selected, and therefore we are seeing the layers for this specific page. If you're working with a good client, you will usually get all the design guidelines inside the Figma file. So try to search for them first when you open the file. Don't have them, feel free to ask for a PDF or another file with the company's guidelines if they have one. Okay, so now, as I said earlier, the layers section changes. According to the project we are selecting under the pages section. As you can see, each time I select a different page design, I get a different layer structure. This is how FIGMA works. Another thing you need to know is that you can move the line separating the pages in the layers sections. As you can see, we have a lot of other pages inside this SIGMA file. Most of the time, you will find here all the assets the design team use to create their SAS platform panels and all the UI designs of the platform. So in case you can't find the actual SASUIPanel designs, either ask the client under which page it is, or just search for a page referring to the design. Like in this example, we can see it if we click on the website design page. So let's click it and adjust the panel so we can see all the layers of this page. You can move the line, or you can just click on the page name to collapse this section. Now, we can see all the UI panel designs of the client's SAS platform. As I already said, it's a very complex project with many UI panels, and not all the time, will you have this kind of big project. But it's a good chance for us to practice on this type of project, so you can be ready for any Figma file later in your journey. It's a well organized project, and if you open the layers of a panel, you will see its sub layers that create that specific panel. That's how a good Figma design file should be structured. But you should know that no matter how structured the project is, sometimes you can find small issues in the design. Let me go back to my dashboard and show you what I mean. For now, don't do anything. Just watch and listen. I will go to drafts and enter another UI kit I downloaded from the Internet. It could easily be a design I got from a client. So here, the structure of the design is a bit different. In pages, there is a dark version of a platform design. But most importantly, if I zoom into this panel, we can see that there is a small mistake here. In that case, I just double click on the layers until I get to the right one, similar to how we do it in Illustrator. Then I can move it, and now I see that there are two objects I can delete after that. I'll bring this shape back to its original position. Great. Now, I want to show you another example of a Figma design project. What I want you to see in this one is that sometimes you can get a design with different panel sizes, like you can see here. And moreover, there are situations where you will have a dark and a bright design next to each other. I'm showing you all of this, so you'll be familiar with the different Figma project structures. All right. Now I'll go back to our design, and let's get to work together. First, I want you to get used to zooming in and out and moving across the design. Hold control or command on Mac, and scroll the mouse wheel to zoom in to move around, similar to Adobe software, hold the space bar and drag the screen. As you can see, we have a lot of panel designs here, and we are not going to use all of them, of course. We'll use only the ones that are relevant to our project. What I want you to notice is that even in this very organized design, we can still find some small design problems. Pay attention to this area where we see the arrow. Here, it looks fine. But if we go to another panel design, we can clearly see that this layer is not in the right place in the layer stack. Since this mistake repeats in a lot of the panels, we won't correct it here. We will fix it later in the process of importing it into After Effects. But before that, we need to know exactly which panels from the design we will use. That's what we're going to do in the next lesson. It's going to be a good one. So see you there. 4. Read the Script and Plan the Storyboard: Come back. In this lesson, I want you not to do anything, just watch and learn. Now, after opening the design infigma, we need to start understanding which panels we should use in our after effects projects. And this should be your next concern when working on a complex SAS video. The best resource for that will always be the script. It can be a script that we get from a client or a script we create ourselves. In any case, the script is the number one source to investigate next. In our case, let's imagine that we got the script from the client. This point in my process of creating a SAS video, I usually start creating the storyboard. In most cases, it's a bit simpler to create than a storyboard for a regular explainer video. That's because in a lot of the scenes in SAS videos, we need to show big title animations and the animation of the UI panels of the software. In my opinion, that's easier than coming up with complex visual concepts like we often need for explainer videos. First, let's understand the main structure of almost every script. Whether it's for a SAS or a regular explainer video. This will help you in the storyboard creation. Usually, we will have four main parts in the script, the presentation of the problem, the introduction of the company, how the company solves the problem, the call to action. These are the main parts of the script, and from here, sometimes we can add additional subparts between them. For example, between the first and second parts, we can add additional points that show how the problem can ruin more specific areas in the audience's life, usually three points. And between the third and fourth parts, we can add additional benefits, also usually three, about how the company can make the life of the audience better. Alright. So now that we've got this, let's take a look at our script, and I'll show you how I created the storyboard. First things first, you need to understand that in order to create good storyboards, you need to generate visual ideas for the script text. And to do that, you must watch a lot of examples and similar videos to the one you need to create. I will attach a link to a playlist with some cool Sas explainer videos so you can start somewhere. Throughout the course, I will show you how I use these videos to generate ideas for many of the scenes in our project. I always say that the best idea generation method is to watch a lot of references online, not only when you're working on projects, but also in your free time. You need to understand that if you want to take your career seriously, you need to start thinking like a motion designer. And when you watch a lot of motion design videos, you slowly start to memorize scenes and animations that you can later use in your projects. That way, when you read your next script or create one for yourself, you can already start imagining what scenes will fit visually with the script. There are unlimited ways to present a script visually, and this process can change either by you or by your client. This is why creating a storyboard is so important. It gives both you and the client a clear idea of what to expect, and it saves you a lot of time by avoiding unnecessary revisions. Note that sometimes we slightly change the ideas during the animation phase, but not too drastically. So if you feel that in the animation phase, you want to change something that doesn't sit perfectly with your initial storyboard idea, just make sure that the change is barely noticeable and not too complicated. Alright. So now I'll walk you through my process of generating visual ideas for this script. For the opening text, presenting the main problem, I want to start with a simple text animation because I saw that a lot of other videos start like that, and it's totally fine. To spice the scene up a little bit, I decided to play around with the word multiple and emphasize its meaning visually by giving it an unorganized and messy feeling, creating a chaotic animation for the characters of this word. Finishing with a cursor object helps the viewer follow into the next scene. Then for the next paragraph, continuing to present the outcome of the main problem, I want to show a lot of tasks and messages in the scene before the cursor moves down, maybe into a dark sea, where we have a website style search form, indicating that the character is starting to search for help online. Next up, after presenting the problems, it's time for the introduction of the SAS platform that will help improve the situation. As I saw in almost every reference video, this is the moment for a nice logo animation, followed by the main panel of the SAS platform. Whenever you want to present a UI panel, it's a great idea to consult with the client and ask what they prefer to show. This applies to every scene where UI panels are presented. In this script, we also have a funny aspect that says it's so simple that even a cat can do it. So I decided to present a meme of a funny cat in this scene. At this point, we start presenting the solutions for the main problem. In SAS videos, this is usually shown by demonstrating a workflow of the platform. It can be presented in three main methods using vector based graphics, which is what we'll use in this course. We can scale them and still get a premium result, but we must have the original design files. Using screen recordings, this doesn't require original design files, but instead records the actual platform. It can save a lot of time, but the quality of the footage is very limited. Using representative graphics, instead of showing the actual design, we create something that reflects the original idea. This is especially helpful for clients who don't yet have a final version of their UI or who want to focus only on a specific feature of their SAS platform. Back to the script. At this point, after seeing a cool reference, I decided that before jumping into a specific panel, I want to present everything at once in a dynamic three D look. Then I made sure with the client which screens they wanted me to show, and I noted the names of the panels for myself, so I could easily find them in the Figma design before importing them into after effects. Then we have a question in the script. I noticed that this pattern repeats itself, so I decided that the question would be presented in the same visual and motion style. And once again, I made sure to use relevant UI panel. Next, the process is pretty much the same as for the previous scene. But this time, I wanted to present the relevant UI panel in a more interesting way. After seeing a cool example of a very similar UI design reference, I decided to present it the same way as in the reference. For the next paragraph, the process is the same. I just want to mention that at this point, while creating the storyboard, I'm noting to myself which UI panels should be relevant. And I already know in my mind, that in this scene, I can add some Zoom in animations to specific parts of a UI panel. But if you feel that your client doesn't fully trust your process, then I suggest adding these extra frames to the storyboard, as well. That way, no questions will be left unanswered about how the scene will look. Now, at this point, where we have the file sharing part, you may notice that there is no text accompanying this scene, and that's another important point you should know how to deal with. To decide when to add text and when not to, it's best to consult with the client. Sometimes they want certain phrases shown and other times they're less important. So make sure to align this part with the client. Just ask them which phrases from the script they want to be presented in the video. All right. So now for the final part, I decided to finish the video with the same text animation we started with. That's because the word struggling also fits the unorganized letters, animation we did for the word multiple. Then we need to finish with a call to action scene, where in most cases, we will present the logo and the company's website or any other call to action the client requests. For example, it could be Met us in LA. Click Below to join the waitlist, et cetera. So with that, we have finished the lesson, and we are ready to finally learn how to import the Figma designs into after effects. We'll do that in the next lesson. It's going to be a great one. See you there. 5. Importing UI Panels from Figma to After Effects: I back. In this lesson, we will learn how to import the UI panels from Figma to after effects. There are five main ways that I know to do this job. You can see them all now on the screen. We can either do it using extensions or we can do it using the native Figma functions. The difference is that by using extensions, the transfer happens straight from Figma to after effects. When using native Figma functions, we first need to import the design into Illustrator and then bring it into after effects. Let's start with the extensions list. I'm not going to go in depth with every method because I don't want this course to be over 50 hours. Instead, I'll attach links to the best tutorials for each extension, either in the assets folder or below the video in the description. First one is AEUX. It's a free extension, but it creates a lot of issues during the importing process, especially with text layers, effects, and position values in the design. Next is Convertify. You can use it with a monthly subscription, but you must also have Adobe XD installed on your computer. Then we have overlord, which is currently the best option, according to many motion designers. It's a paid extension, and it's the fastest direct way to import Figma layers into after effects without going through Illustrator, which we'll cover in the next methods. Just know that even with overlord, there are still some issues that need to be adjusted after importing the Figma layers into after effects. It's not 100% perfect. Since the majority of my students are beginner motion designers without a lot of funds to invest in paid extensions, I decided in this course to use the native Figma function method. The first option is using the export function. I know there's a lot more to cover about this function, but again, I want us to get started with animation and not waste too much time exploring FIGMa. The goal of this course is not to learn every Figma function, but to learn only the functions we need as motion designers in order to create a great SAS explainer video. By the end of this course, I want you to feel confident enough to take a FIGMa file from a client and even without knowing Figma in depth, still be able to create a great SAS explainer video. All right. So now let's talk about the final method. In this course, we will use this method, which is simply copying the Figma layers as an SVG format and pasting them into Illustrator. There we can split the layers and organize the design to fit our needs in after effects. So now I want you to grab the mouse and finally start working with me. The first thing we need to do is open Adobe Illustrator. So let's do that real quick. Now, we need to create a new file. So let's click here. For the document type, I usually go for the web templates, and here we can choose the large one which has full HD resolution dimensions. Next, we need to think of a name for this file. And that's very important because we want to remember which UI panel it is. So we can start the name with panel or screen one. Then add a suffix with the name of the panel we are working on. In this case, according to our storyboard, the first panel that needs to be shown is the dashboard. Soon, we will choose which one specifically. For now, let's write dashboard here in the name. Then we can leave all the setup as it is and hit Create. And now, before moving on, I want us to set up the same panel layout. So let's go to Window, Workspace and set it to Essentials Classic. In case you've moved around some panels in this layout in the past, make sure to reset the layout. Now, let's improve it a little by dragging the layers tab to the right open area here. It'll be much more convenient for us when we start working with all the layers in just a minute. Great. So now we are ready to go back to Figma and import our first panel or screen. In this course, I'll call them screens. As I already mentioned earlier, we need to pick one of the dashboard screen designs. To know which screen to use, you can ask the client what they prefer. Of course, this decision can also be made earlier in the process while creating the storyboard. All right, so let's say we want this one. As you can see, when I click on the name of this design, InfigmaT is called a frame. It's like an artboard and Illustrator. When I click that, I can see it's selected in the layers tab on the left under the dashboard section. You can open the layers and all the sub layers to see how complex this design is. In our case, we want all the layers related to this frame. So we can either select all the layers manually, or just click on the name of the frame. Then right click, go to Copy Paste Says and choose SVG. SVG is a vector based format that can easily be opened in Illustrator because Illustrator is a vector based software. Okay. So now let's go back to Illustrator and simply press Control or Command on Mac plus V to paste the copied design. Simple as that. One thing you need to know about this method is that if your Figma design has effects like blur, drop shadow, or other complex overlays, they won't appear in Illustrator. In that case, you can either recreate the effects in Illustrator or, in my opinion, the better choice, recreate them later in after effects. Also note that all the text layers are no longer editable text. They are now shapes. All these issues also apply to most of the paid extensions. I said, no matter what method you use, you will always need to adjust some small things along the way. Maybe in the future, there will be better ways. All right, back to the design. In cases where the design is bigger or smaller than your Illustrator canvas, I suggest that while the design is grouped, make sure that constrained proportions is activated and then scale the size of it manually from here. That way, your design will scale proportionally and fit properly. In our case, it fits the canvas perfectly so we are ready to move on to separating the layers. So first, we need to release the clipping mask so we can ungroup the layers. Then click somewhere outside to unselect the design and reselect it, or just right click and ungroup it. Our goal is to have all the layers ungrouped, so we can decide which sections need to stay grouped and which do not. Next, we need to separate all the ungrouped layers into individual layers. For this, while the main layer is selected, open the layers menu and select release to layers sequence. Now we can see all the layers of this design. Don't be intimidated by the number of layers. It won't stay like that. Next, we need to move them all out from the main layer. To do this, select the first sub layer, scroll down, hold shift, and select the last one. Now, drag them all out of the main layer. This will allow us to prepare the design for animation. After that, we can delete the empty layer below. I know it's an empty layer because there is no arrow icon next to it on the side. Great. Our next step is to prepare the layers for animation. What I mean by that is making sure we group layers that don't need to remain separated because we won't animate them. And how do we know what we will animate and whatnot? That's why we created the storyboard. For example, in this scene, we don't need to animate any of the layers. But in case a client asks us or we decide that we want to animate some of the parts here, let's go over the design and start organizing it while planning what we might animate later if needed. Okay, so at this point, I first make sure to lock the background layer so I can easily select the other layers in the design. Now, I'll try to select the objects that I think should be grouped because I'm sure I won't animate them. As you can see, some other layers are also being selected. These are shapes being used as clipping masks. Let's select one. And here we can see that it's under our background layer. We can either turn it off, lock it, or delete it because we don't need it here. Alright. So now let's start grouping the objects. We're sure we will not animate, starting with the upper area, in this case. I know that in the storyboard, I have a search bar scene, so I'll make sure not to group the objects that create the search bar together with the rest of the upper area. So let's select all the objects here, making sure not to select the search bar and then group them together. Now, this group is on one layer, and it moved up in the layers list. Let's turn it off for now. Next, we can group this area here because I know I won't animate it and there won't be any need for changes in this area in either the design or the animation. Let's group them using the shortcut Ctrl or Command on Mac plus G. We can find this group layer here. You can place it below the first group layer if you want. And let's turn it off for now, so we can focus on the search bar. For the search bar, I'm planning to animate the magnifying glass icon and to manipulate the word search later in the animation. So I'll make sure not to group them altogether. To make this easier, let's turn off the white search layer. I see it's built from two layers, one for the white fill, and one for the gray stroke. We'll deal with that in a second. For now, let's group all the shapes that create the magnifying glass icon. As you can see, these shapes are on separate layers, which is unnecessary. We can have them on one layer. So select them and group them using the shortcut. Next, let's check if the search word is on one layer. It is. That means we can leave it as it is. Then let's see what's going on with the exclamation mark icon. All the shapes are on separate layers, and we don't want that. So let's group them all together. Alright, so with this, we're done with the upper area. Now let's deal with the area below it. But before that, we can now bring back all the turned off layers and bring them closer to each other in the layers panel. But to be honest, we don't have to do it now. Since later, after we finish grouping all the necessary layers, we will organize the layers panel anyway, right? And now let's get back to grouping the layers in the UI section under the search bar. Again, in this case, we need to think about whether we want to animate something here or not. Maybe we'll need to animate the line here or the numbers. This is pretty much the logic behind preparing the design for animation. And even if you use paid extensions and skip the Illustrator step, you'll still need to adjust some layers and pre comps inside after effects. But the good news is that it's very unlikely you'll receive such a complex design where you'll need to animate this many panels. We're doing it in the course because I want you to repeat these actions so you can get used to them as quickly as possible. And don't worry if you think you need to prepare all the Figma panels for this course in Illustrator. The main folder of the course, you can find all the Illustrator files already prepared for animation. I just want you to practice this one time with me. Then you can use my ready files. All right, back to the lesson. Here, I decided that I want all the layers to be separated because I might animate them in the future. But I do want to make sure that the objects that create the arrow icon are on one layer. For this, let's lock the white box so we can select the arrow shapes and group them together. Let's do the same for the rest of the boxes. Great. Once that's done, let's move on to the next part. First, let's lock the white shape so we can select the objects here easily. Now let's select the calendar icon, and as you can see, it's spread across a lot of layers, so it would be better if we group it into one layer. Next, let's make sure the buttons in their text are also grouped one by one. For this word, we can leave it since it's already grouped into one layer. Awesome. Now, let's deal with this part. As you can see, all these layers are grouped right now, but I think it's a good idea to separate this small box because we might animate it in the future. So first, let's release the clipping mask of this group, then click elsewhere to Unselect and ungroup. Great. Next, we can try selecting the shape of the clipping mask and deleting it. At this point, we can zoom in and make sure the layers here are separated the way we want. For example, I see that this box is grouped, but I might need to animate the numbers here, which means I need the objects inside to be separated. This time, let's spread the grouped layers here without ungrouping the stack and see what happens. Sometimes we can make these small mistakes. So I want you to know what to expect when this happens. So while the layer containing this group is selected, let's open the menu and click on Release to Layers Sequence. Now let's move all the layers out of the main one. And as you can see, it seems that we only get the small purple dot out of the group. The rest of the stack is still grouped. In that case, since I only need the number layer to be separated, I can double click this stack until I reach it, then press ControlX to cut it. Next, I'll click the small white box to see where it is in the layers panel, create a new layer above this one, and press Control Shift V to paste it in the same place. All right. Moving on. Now, let's see what we have here. I think we can leave the graph as it is, but for the month names below, I think it's better to group them together since I don't think I'll animate this part. And let's also group the red dot with its text and do the same with the blue one. Awesome. Now we can move to the next part. Let's see what we have here in the Pie area. I see that we have some clipping masks here. We'll deal with them in a second. First, let's select the white box and lock it. So we can select the rest of the objects in this part more easily. Now, let's start grouping the obvious parts like the calendar icon shapes, the buttons, and their texts. We can also zoom in here and group the dots and their text together because I don't think we will animate these parts. Let's select the numbers here and watch them in the Layers panel to make sure the USD icon and the number are already grouped. Great. We can now move on to deal with the Pi. I see that the number here is on a separate layer, which is good. But when I select the Pie, I see that it's grouped and has some weird shape behind it. Let's right click here to see if it's a clipping mask. As we can see, it's not a clipping mask. Let's select it and try to move it around. I see that it's just a white rectangle. We don't need it in the file, so let's delete it. Great. Now for the Pie. I see that all its parts are on separate layers, which is useful if you plan to animate it in after effects. But in our case, I won't do that. So let's select them all. Hold shift, click on the number to select it and group only the Pie layers together. You can always check by turning the new grouped layer on and off to confirm that you grouped the right objects. Looks great. Now, we can move on to deal with the button part here. First, I'll lock the white box so I can select the rest of the shapes easily. Now, let's group the calendar icon shapes, the buttons in the magnifying glass icon shapes. Finally, let's select the bottom part to see what's happening here. I see that all the layers are already grouped together. In my case, I don't want to animate any of the layers here. So I'll leave it as it is. But in case you need to animate something here, for example, the buttons, you would need to handle this part differently. Alright. Let's move on now to the last part, which is the left panel here. If you zoom in on the icons area, you can see that every icon's shape is placed on a separate layer, which in our case, is completely unnecessary. According to the storyboard and script, we don't have any part in the video where we need to animate something in this left panel, which is the main menu of this SAS platform. So in that case, let's select the entire area here, including the small arrow and the gray box, and then group them all together. Awesome. Now we have it on one layer only. And now we've reached the final part of preparing this file for animation, which is deleting the remaining empty layers we have here. You can clearly identify an empty layer by the fact that there's no small arrow beside it pointing to the layer. So let's start selecting all the empty layers and deleting them from the layer's panel. In some cases, I hold control or command on Mac to select the empty layers one by one. In situations where we have an empty layer directly after a non empty one, it's better to select the whole range of layers, and while holding control or command, unselect the non empty ones. You might find this method more convenient. Unfortunately, I haven't found a shortcut or function that selects all empty layers at once. So if you try to find one using AI or by searching online, please make sure it actually works and then share it with the rest of us. Alright, it looks like we deleted all the empty layers. We can now unlock the locked ones if we want. But most importantly, let's take a look at the overall frame and see if we need any adjustments. I see that we don't see the panel name here, which is Dashboard. It might not be in the correct order in the layer stack. So let's find it and place it in the right spot. Great. Everything looks good now, and we are ready to save the file. If you want to follow me and prepare all the designs throughout the course, enter the AI folder and save your file there. But just so you know, you can skip this process, and when we start animating in after effects, you can use my already prepared Illustrator files, which you can find inside the folder called screens for AE. In my case, I'll act as if I'm doing it for the first time and save this file here. We just need to make sure that the name is correct and that we're saving it as in Adobe Illustrator file. Then we can click Save. We can leave all the options as they are and just hit Okay. And with this, we have finished preparing this UI design. Now I'm going to prepare the rest of the UI panels for animation. As I already told you, you don't have to do this with me because you'll already have the ready Illustrator files, but I do want you to watch the lessons because in each preparation process for each panel, we can learn something that could also happen to you during this process. Alright. So now we will continue preparing the Figma files for animation using Adobe Illustrator. According to our script, the next panel we need to use is one of the panels under the project section. So let's say after confirming with the client, we know this is the screen we need to use in the video. As we did with the previous screen, we can either select all the layers manually or just select the whole frame by clicking on its name. Now, to copy it to Illustrator, we need to right click, go to Copy Paste As. And here's a quick question for you. What format do we need to copy it as? Since we want to have the objects in this design saved as vector files, we need to copy it as an SVG format. Now we can go back to Illustrator. And if you're following the lesson with me, we need to create a new document. We can select the recent file we used and just change its name to match the correct UI panel or screen we're working on. I'll call this one screen two Projects. Once we have the new canvas, we can now press Control or Command on Mac V to paste the Figma design. All right, the first thing we need to do is release the clipping mask. Next, let's unselect the group, then select it again so we can right click and ungroup it. After that, while this main layer is selected, open the menu and choose release to layers. This will separate the layers. Finally, let's select the first layer inside this group, scroll down, hold shift, and select the last one so we can move them all out of the main layer. Alright. So now we see the shape that was used as a clipping mask. How do I know this is the shape? I can click on the small circle on the right side of this layer, and the shape will be selected. When I move it, I see that it's actually just an empty shape. So let's delete it. Now we're ready to start grouping the rest of the layers according to our needs and after effects. First, we can select the main gray background and lock it, so we can select the rest of the layers more easily. Let's start with the upper area. I'll select this part right here, making sure to avoid selecting the left panel with the numbers in the two buttons in the upper area because that's not part of the header section. Now I'll press Control G to group them. Great. Now let's move on to the left menu we have here. Since I know that I don't want to animate this part, I'll select all the layers and objects in this section and group them together. Awesome. For convenience, we can lock the grouped layers so we can continue selecting the rest of the objects and shapes more easily. Let's now move on to the left main menu. We can select all the shapes here, making sure to include the small arrow and the gray rectangle behind it, and group them all together. Great. Now let's move on to the main part of this UI screen. When I'm not sure what's going on in a section, I move some shapes and layers around to understand which sections are grouped and which are just separate layers. To start, I'll find the white box and lock it so I can continue with this section more easily. Now, as you can see, the entire section with the small boxes and icons is grouped together. So let's start by dealing with the layers. The first thing I'll do is right click on this section and make sure to release any clipping mask if there is one. After that, I'll click elsewhere, then right click on this group to ungroup it. Next, I'll make sure this layer is selected, then release all the layers to separate layers. Finally, I'll move all the separated sub layers out of the main layer. Now I see that the shape used for the clipping mask remains here, and I don't need it in my design. So I'll select it and delete it. Before we move on, I want to mention, once again, why it's so important to constantly look at different references and examples of similar videos. Since I already studied a lot of examples, when I looked at this UI panel, I immediately remembered seeing a very similar design in one of the reference videos that gave me the idea to animate this section in the same way I saw in the reference. So now in Illustrator, while preparing this design, I know I need to group each of the small sections here as its own group. That way, in After Effects, it will be much easier for me to animate them as I envisioned from the reference. So now let's select each small section and group all the shapes, text, and layers related to it into one group. Let's do this for all the small sections here. Awesome. Now we can move on to the bottom part with the page numbers. Since I know I don't want to animate this part in any way, I'll select all the shapes and layers here and group them all together. Great. Now, I can move on to the upper part of this section. We can group all the shapes in this area. We can also group the text and the button boxes for each button. And finally, we can select this long section below and group it all together. Now we're ready to start deleting the empty layers. If you want, you can lock the non empty layers so they stand out more clearly while you delete the empty ones. While doing this, I noticed that there is a layer that looks like it has nothing inside it, but it's clearly not empty, in that case, to better understand what's going on here, I'll isolate this layer by holding Alt and clicking once on its icon. This will turn off all the other layers and leave only this one visible. All right, so I see that it's some kind of line that has no purpose in the design. If I'm not sure, I can turn all the layers back on to check if it's important for the design. But if I'm certain that I don't need it, let's just delete it. Now, we are completely ready to start selecting the empty layers and deleting them this time. Let's use the second method with the non empty layers while holding control. A quick note if after selecting all the relevant layers and clicking Delete, you get a warning message, that usually means you accidentally included a layer that isn't empty. In that case, I suggest not deleting yet, go back over your selection, carefully check again and deselect the layer that contains design elements. Awesome. Now we have only the relevant layers left in the file. We can unlock them all and save the file. Once again, make sure the name is correct and that you're saving it as an Illustrator file. Then click Save. With that, we finish this lesson, and we're ready to move on to the next one. See you there. 6. Preparing the Projects UI Panel in Illustrator: I'm back. Now, let's continue preparing the next UI panel from our storyboard. According to the sequence, the next one is the project's UI panel. So let's go back to the Figma file and copy the frame we need. Back in Illustrator, let's create a new document. I'll make sure to give this new file the correct name and hit Create. Now, let's paste the design. As you may notice, this design is slightly taller than our previous ones, but that's totally fine. It doesn't interfere with our work. The process will be pretty much the same. I'll first release the clipping mask, then ungroup the design. After that, I'll separate all the layers into individual layers. Then I'll get all the layers out from the main layer, and after that, I'll lock the background layer. And delete the shape that was used for the clipping mask. Now, as you can see, there's a small layer organization mistake here, which actually also appears in the original Figma design. For us in Illustrator, it's not such a big deal. All we need to do is select all the layers and shapes in this section, including the arrow and the small gray square, and group them together. Later, we'll place this group in the correct spot in the layer stack. For now, let's keep focusing on grouping the next sections. Once that's done, let's group the header area. Next, let's deal with the main section in this UI design. First, I'll select the white box and lock it so I can easily select the layers and shapes I want to group inside this section. Now, I'll start grouping all the relevant shapes and texts. After that, I'll group all the buttons here into one group since I don't need each button separated. I don't think I'll animate them individually in after effects. Finally, let's also group this area here. And now let's talk about this part. According to our storyboard, we need to present some kind of demo software flow here. I think I'll create an animation for the checkbox. That is, I want to animate a cursor that will activate this green checkmark icon. In that case, I'll first delete one of the checkmark icons. Then I'll make sure all the UI panels here look the same, and I'll separate the remaining checkmark and the green box into their own layers so I can animate them separately. I see that the V black icon, and the small green box are already separated each on a separate layer. So the last thing I'll do is just color the green stroke here in gray. Once that's done, I'll start grouping each section here one by one. Each task should be on its own layer. Just make sure not to include the checkmark and the green box in those groups. Of course, if you need to add people's pictures later, then you shouldn't group everything together. You'd keep the Avatar icon on a separate layer. Don't worry. We'll practice that in the following lessons. For now, let's finish grouping every task box we have here. Great. Once we're done with that, we're ready to start deleting the empty layers in the layers panel. I'll speed this process up a little bit for now. All right. So once we're done deleting all the empty layers, we can move the layer with the left menu a bit higher in the layer stack so we can see all the design details properly. Great. Now, everything looks perfect. With that, we can go ahead and save the file. Make sure the name is correct, then hit Save. Awesome. Now let's go back to Figma and prepare the next UI screen. According to our storyboard, in this part, we also need to create a small demo animation where we see a pop up panel appear in the center of the screen. So I'll go to Figma and find the frame I need to copy to Illustrator. Let's say that after confirming with the client, we know this is the page we need. As usual, I'll copy this frame in SVG format, and then in Illustrator, I'll create a new document and give it the proper name. Now, when I paste the design from Figma into my new canvas, the first thing I do is release the clipping mask. I don't mind having a large shape here. I can deal with it later. What's more important for me to show you is that it's very difficult to separate the pop up UI from the main panel. Even if I ungroup the design, it's still tricky to select just the pop up layers because I might accidentally grab unnecessary shapes or layers sitting behind it. So let's delete everything for a moment, and I'll show you the right way to do it. When we have a pop up on top of the mainframe, it's better to first select only the pop up infigma either by clicking directly on it or by selecting it in the Layers panel on the left. Then copy just this part to Illustrator first. Once we paste it in Illustrator, we can move it aside for now. Now, back in Figma, let's hide the pop up and then copy the main frame separately into Illustrator. In Illustrator, create a new layer and paste the copied frame onto it. Make sure to align it to the center of the canvas. This way, we can easily prepare the main UI panel and then later we'll organize the pop up section. Alright, while this main layer is selected, open the menu and choose release to layers. Finally, let's select the first layer inside this group and select the last one so we can move them all out of the main layer. Alright, as you can see, there's a dark rectangle behind the pop up. I won't delete the shape because in after effects, I can animate it with a simple fade in when the pop up appears. To make it easier to find later, I'll rename this layer to shadow. Awesome. Now let's move on and adjust the large shape we have here. Awesome. Let's lock the background layer before moving on. Now, as always, the first step is to delete the shape that was used as a clipping mask. After that, we're ready to start grouping the rest of the layers according to our needs and after effects. In this part, I don't plan to animate the numbers. So I'll simply select each section and group it all together. After that, we can group all of these sections as one. Now, let's deal with the final section in this design. First, I'll lock the white box in the background. Then just like we did in the previous design, let's make sure all the task panels look the same, and that the V icon and the green box are separated onto their own layers in case we need to animate them later. Awesome. Now, for this area, we can group everything together. And for the three buttons here, I'll also group them into one group since I don't plan to animate them in after effects. Great. Now, let's select each task section and group it individually so that each task sits on its own separate layer. Awesome. Now we can begin deleting the empty layers before moving on to work on the pop up panel. Once that's done, let's turn the shadow layer back on and lock all the layers we already organized. Now we can move all the pop up panel shapes and layers into the center of the canvas and make sure they sit above the shadow layer. Don't forget the pop up design isn't grouped yet. So if you try to align it directly to the center, it won't work. To fix this, first select all the pop up shapes and group them. Now you can align the entire group to the center of the canvas. Once the pop up is aligned perfectly, you can ungroup it again and start separating the layers. And if you see an error message during the step, don't worry. It usually means you accidentally selected a locked layer. Just double check your selection and repeat the process. All right. So now we can start working on this design. First, you can select a few layers and drag them slightly to the sides just to understand what you have here and how everything is built, for example, I don't want this field box to be without a fill. So I'll add a white fill to this shape because I know I'll be animating it later in After Effects. Now, let's select the white background of this pop up and lock it so we can freely select the rest of the shapes and layers. Now, we're ready to start grouping the relevant parts. I'll keep the text inside this field box on a separate layer since I plan to animate it later in after effects. The upload icon, on the other hand, can be grouped together as one unit. Next, for the small task sections. I'll prepare them for checkbox animations. To do that, I'll group the V icon with the green box for all the tasks. Later in after effects, I'll use these grouped layers to create the checkbox animation. For the progress bar, I'll leave it grouped as it is, because I don't plan to animate it. The numbers here can be grouped together as well. Now, let's deal with the upper section of this pop up. We'll group the date section, the avatar section, the exit icon, the three dots, and the button at the top. The text below is already grouped, so we don't need to touch it. That means we've now finished grouping all the relevant sections in this pop up. The next step is to delete the empty layers to clean everything up. With that done, we finished preparing this panel. For now, go ahead and save the project now before moving on. In the next step, we'll deal with another tricky design, and this one is going to be super interesting, so stick around. All right. Now, let's go back to Figma and copy the next frame. We need to prepare for animation. According to our storyboard, this is the part where we show the contacts UI panels. In this case, we'll prepare the design in a way that allows us to later add real human avatar pictures. So if you're following along, let's find the correct Figma frame and copy it into Illustrator. Here's the contact section. Let's say that after confirming with the client, we know this is the frame we need to animate. As usual, let's copy it as SVG format, then go back to Illustrator and create a new document, make sure to name it correctly, and then paste the copied design. I see that this design is slightly taller than the previous ones, but that's totally fine. It won't interfere with our workflow. We'll continue with the same process of separating the layers. So first, let's release the clipping mask and then ungroup the design. Now, since we've decided that in this part, we'll replace the Avatar icons with real human pictures later in the animation, we'll keep that in mind while grouping and organizing this UI panel. For now, just continue with the same process of separating the layers. And while you're doing that, I want to remind you of something important. Maybe right now, this process feels overwhelming or too time consuming. But remember, you'll probably never need to prepare such a large number of UI panels in one project. I'm doing it here on purpose so that you can practice with me, and later in the animation stage, we'll have a variety of different UI panel examples to work with. Okay, back to the lesson. So now we get to the interesting section. First, let's lock the white box of this section. We can group this part and the two buttons we have here on the left side. Now let's move on to the avatar section here below. I noticed that the whole section is grouped. So the first thing I will do is start to ungroup it all and separate all the layers inside this group so I can decide what should be grouped and whatnot. Okay, so now let's try to group all this section. As you can see, we have something interfering, and it's the shape that was used for a clipping mask, so let's select it and delete it from the design because we don't need it. So now let's select the whole section and group it all together. Now let's move on to all the Avatar UI boxes below. Since we want to add real pictures instead of the avatar icons, let's make sure we are not selecting the shapes that create the Avatar icon here and group this section. Next, we can turn off the layer we just created so we can easily select all the shapes that create the Avatar icon and group it. We will use this shape later in after effects as a mask for the human pictures we will add in this section. You can place this layer now above the previous one if you want. But most importantly, let's keep repeating this process for the rest of the avatar UI panels we have here. We can first finish grouping all the main boxes and the shapes relative to each box. Now, instead of dealing with the Avatar icons, let's skip this part for now because it will be a little bit difficult to find the layers we need to turn off to see the Avatar icon shapes. So before we do it, let's finish grouping all the rest of the parts. And after deleting the empty layers, we can easily find the avatar shapes and group them as we need. So now let's group the page numbers section in one group and then group the button on the left, as well. Now, let's start deleting the empty layers so we can navigate the layers panel a bit more conveniently. We can do it using the reverse selection method. Great. So now we can find the box layers in the layer's panel, and we can turn them all off so we can select the Avatar icon shapes much more easily. Now, let's start grouping them one by one. Once that's done, let's place each avatar layer above its relative section. Finally, we can delete the remaining empty layers and after that, save the file on the computer. And with that, we have finished this lesson, and we're ready to move on to the next one where we will deal with another tricky figma frame. It's going to be amazing. I'll see you in the next one. And before starting to watch the next lesson, don't forget to take a ten minute break to refresh before we continue. See you in the next one. 7. Structuring Complex UI Panels for Animation: I'm back. So in this lesson, we're going to work on a part where we want to show another demo animation of the software. But this time, the animation is a bit more complex. According to the storyboard, we need to work on a scene where we see the messages section. So first, let's go to Figma and find this frame here in the project. Here it is. In our case, we need to show an animation of the messaging list that transforms into a personal messaging chat. Is the conversation section. At this point, try to understand the flow of the UI panels as much as you can. Look at the different sections inside both of the designs and see what will be the best way to organize the layers. This will give you the idea of what layers you should leave as separate layers and what layers you should group together. With this idea in mind, let's begin with the first frame, which is the messages section. Let's copy it as SVG from Figma, and then an Illustrator, create a new document. Let's give this new document a name. Now, let's paste the figma design here. All right. So now, as usual, let's get all the layers out from the grouped design. Now, we can delete the shape that was used for the clipping mask and lock the main gray background layer here so we can select the rest of the shapes and layers easily. We can already delete the empty layer and the layer that contained the shape that was used for the clipping mask. Great. So now let's start grouping each section in this design, starting with the left menu. Now we can group this whole section here with all the different tabs, including, of course, the white box behind. M next, let's group the shapes and the layers of the header up here. And now let's start dealing with the main section in this design, which is the messaging list. So first things first, let's lock the white box so I can select the rest of the objects here easily. Now, let's group this part, and then let's group the purple button here. So now let's think again about what objects here need to be grouped and whatnot. Let's go back to the Figma design and try to see what's going on in the next UI panel that needs to come in this demo flow from what I understand, we need to create an animation of clicking on one of the contacts, and then a private conversation panel of this specific person should appear. All right? Back to Illustrator. I'll first start by making sure that I have only one red star here. In case I want to create an animation of the red star appearing for the other contacts in the list. Next, let's see what's going on here with the box behind the contact. I see that the box is not filled with any color. And since I already know that in after effects, I will animate this box, changing shape, I think it's better to fill all the boxes with white. So let's select them one by one and make sure to change the fill color to white. Now we can easily select them all together and lock them in the layers panel. We need to lock them so we can select the rest of the shapes here. Without these boxes interfering, you can easily understand which layer is selected by looking at the small square on the right side of the layer. This is how you know that this is your selected layer. We're not grouping everything that is relevant for each box and each contact, because as we already saw and understood, we need to create a demo animation of this section. And in that animation, the box design will change. That means every object that belongs to each contact will either disappear or change its position. Therefore, we need most of the shapes and layers here to remain separated because we're going to animate them in after effects. All right. So now we're ready to group the objects in each section. And before moving on, let's take another look at the Figma design so we understand if we need any icon here to remain on separate layers. From what I see here, I understand that this part with the three icons on the right side needs to disappear when the transition to the next UI panel happens. Therefore, in Illustrator, we can actually group all three icons together on one layer. Of course, if you want to create a disappearing animation for each one of the icons separately, you should leave each icon on its own layer. But in our case, we don't need to do that. I prefer to make them all disappear at once. Once we're done with that, let's move on and think about the next section in the design. Let's consider the Avatar icon here. Do we want to leave the Avatar icon separated from the green or red dot beside it? Let's go to the Figma design and think about it. I see here that the avatar section doesn't really change, which means I can actually group the shapes that create the avatar icon and the dot beside it into one group, so they're on one layer. Of course, in case you want to add a picture of a real human, you should leave the Avatar icon separated from the dot so you can then use the Avatar icon as a mask for the picture you add in after effects. In our case, I don't want to add pictures here, so let's group all this section together. Let's do the same for the rest of the avatar sections in the design. All right. So with that, I think we've finished grouping all the necessary layers and objects in the design, and we're now ready to start deleting the empty layers in the layers panel. I'll speed up this process for now. No I noticed that during the process, I deleted the red star by mistake. So in that case, I'll copy one of the gray stars, create a new layer, and paste the gray star here in the correct position. Here's a quick tip to align the object in case you don't want to create a new guide. I'm bringing the canvas to the left where the second star touches the gray area of Illustrator's left panel, and that's how I know where the first gray star should be placed. For the color, I'll leave it gray and then create a color change animation to red in after effects if I need that. All right. And with that, we have finished preparing this design. Can now save this file before moving on to deal with the next screen. We have two more to go, so stay focused. The next two will be quicker. Alright. So now we're going to move on to the next UI panel that we need to prepare for animation. Let's go back to Figma and select the relevant frame, which is the conversation section. Let's copy it as is. Now, let's go back to Illustrator and create a new document. Let's give this document an appropriate name. We can call it messages too, because it still belongs to the messaging section in which we will create a demo flow of the messaging system of this SAS platform. Let's now paste the design we copied from Figma and start working on it. As always, first, let's release the clipping mask. Then we need to ungroup the design. After that, let's spread all the layers from this design and move them out of the main layer. We can already lock the gray background layer, and before moving on, delete the two layers below it. One is an empty layer, and the other is a layer that contains the shape used for the clipping mask. Now, let's start grouping the sections, beginning with the side menu, which hasn't changed from the previous screen. Next, let's group the main menu here on the left side. Then let's group the header section. And now let's start dealing with the main dissection in this UI panel. We can start by locating the white box and then let's group the different sections inside this panel. All right. And now let's move on to deal with the main section here, which is the contacts boxes. Let's think about what shapes should be grouped and what should not. Since most of the parts of this demo flow were already separated in the previous design, we can actually group all the shapes or layers that we know for sure we will not animate or use in after effects. For example, since we will create a morphing shape animation for each box of each contact, in this design, we can group the Avatar icon inside the box together, just to use it as a reference later. Will not animate it again because we already have it prepared in the previous design. So now I'll select the box and the avatar objects and group them all together. Let's do it for the rest of the design. Now, for the rest of the objects inside the boxes, I want to leave every object separated because we do need to create some kind of animation for them later in after effects. Alright. Now, let's deal with this area. We can group the date button. Now, let's zoom in and think about what we need to do here. In the meantime, don't do it with me. I want to explain something real quick. First of all, in case you want to animate each main icon or shape separately, you can group the avatar shapes into one group, then group the text message shapes into another group, and finally leave the time text on a separate layer. Of course, we would need to repeat this for each message in this section. But in my case, I want to create an intro animation for the entire message section at once, so I'll undo my actions. And now you can do it with me. In our case, I will group all these shapes together, so we will have one layer for each message section. By now, I hope you understand that the grouping process completely depends on how you are planning to animate your UI panels. Alright. Let's keep doing this for the next four message sections. Now, let's stop here and think about what we want to do with the last two messages. I'm saying this because I think it can be a good idea to create a demo animation of the messaging between two contacts. I'll make sure to keep each shape here on a separate layer because I might want to create some more interesting animations for this part. I'll group the avatar shapes into one layer, then I'll leave the text in the text box on separate layers because I might change the text later in the animation process. I'll also leave the time on a separate layer. The same goes for the last message. And here, I'm sure that I will create a typing text animation. So I'll keep the text on a separate layer. Now, let's check the rounded box behind it. I see that this rounded box doesn't have a fill, so I'll add a white fill, since I know I'll animate the shape in after effects. Once that's done, let's move on to the next three objects and group them one by one. So every object will be on its own layer. Great. So with that, we have finished preparing this design and we're ready to start deleting the empty layers. All right. Everything looks good. Now let's save this file. With that, we have finished this UI design, and we're ready to move on to the next one, where we will prepare the final UI panel or UI screen for this project. Great. So now let's prepare the final UI panel for this project. Let's go to Figma and find it so we can copy it into Illustrator. According to the storyboard, in this part, we need to show a short demo flow of the software where we showcase the file browser screen and demonstrate the process of uploading a new document. As you can see, we have the main panel and a small pop up. Just like we did last time we had this situation. Let's first copy only the pop up layers, and after that, we'll come back and copy the main screen. That way, it will be much easier. To prepare this design in Illustrator. We can find the main group of this design in the Figma layers. Let's right click on it and copy it as SVG. Now, let's go to Illustrator and create a new document. We'll call it screen eight file browser. Great. Now let's paste the design here. And for now, just move it to the side. Next, let's create a new layer and then go back to Figma to copy the main screen. We can turn off the pop up for now and then copy the entire Figma frame. Back in Illustrator, let's paste it on the new layer we created and start the process of separating all the layers before we begin grouping them. Now, since we have a shadow layer here, just like in the previous design, I'll find this layer in the stack and rename it to shadow, so we can easily find it later. All right, we can turn this layer off for now, then lock the main gray background layer, and finally delete the two layers below it since we don't need them. Great. So now let's start grouping the sections here, beginning with the left menu. While I was trying to select the small gray rounded rectangle, I noticed there's a line here that we don't really need for the animation phase later in after effects. Therefore, I'll select it and delete it from the design. All right. So let's move on and group this menu section. We can now place the left main menu of the software above the newly created layer, so the small arrow will sit above the second menu item. All right. Now, let's move on to the header section. But before grouping the entire section, let's pause for a second and go back to Figma to understand it a bit better. Since we want to create a popping animation when adding a new file in this UI panel, I think it's better to leave the head purple button outside of the group. This will be the button we'll use to create a click animation, and after that, the pop up panel for uploading a new file will appear. With that in mind, let's go back to Illustrator and first group all the shapes and layers that belong to this purple button. Once grouped, turn off this layer for now so we can easily select the rest of the header objects and group them all together. Great. Now we can place the purple button above the newly created header group and then move on to work on the main section of this UI panel. Since I know for sure that I'll want to create an intro animation for each document box inside this section, I'll start by ungrouping the section and separating all the layers. This way, I can decide which shapes and layers should be grouped together in a way that fits the animation process. All right. So after separating the layers, I noticed there's a shape that was used as a clipping mask. I'll locate it and delete it, so I can easily select the rest of the layers and objects. Once that's done, I'll select the entire section and group it properly. Great. Now, let's start working on the document boxes section below. When I'm not sure what's happening in the structure, I usually move objects around a bit to see which layers are already grouped and which are not. For example, in this case, I see that the gray stroke is separated from the white box fill. In our case, we don't need them to be separated. In fact, I also think we don't need every single object of each document box separated. So I can group each section into one layer. But since I know, I'll be creating a demo flow animation of uploading a new PNG or JPEG vile, I'll make sure to keep the objects in the PNG document box section separated. That way, I'll have more flexibility in case I want to do something special with this one or even duplicate it and replace the names later. So let's keep that in mind. But for now, let's start grouping each document box section one by one. As we said earlier, we'll leave the PNG document box section ungrouped for now and move on to grouping the remaining ones. Alright. I'm sure I won't need to create any special animation for the page numbers. So in this case, we can simply select the entire section and group it together. Awesome. Now, let's go back and deal with the ungrouped PNG document section. To make it a bit easier, we can start by grouping the gray stroke in the white fill box together and then lock this layer so we can safely select all the remaining objects that form the PNG document icon and group them as well. Great. Now let's move to the right side and check if there are any other objects we can group into one layer. Here we can group the entire section with the Avatar icons. As for the text layers, they're already properly grouped on separate layers, so we don't need to touch those. We can keep them just the way they are. Great. So with that, we've finished preparing the screen. And now we can move on to delete all the empty layers from the Layers panel. Awesome. Next, let's turn all the layers back on and lock them so we can start working on the pop up panel. Don't forget to group the pop up itself in case you want to quickly align it to the center of the canvas. All right. Let's begin by separating the layers. In case you get this message, don't worry. It probably means you didn't select the relevant layer before splitting the layers. To fix this, undo the action first. Then ungroup the layer again, click to unselect it, reselect it, and finally split the layers once more. So we can clearly decide which shapes should be grouped in this section. From what I see, we can group the dotted stroke together with the purple rectangle behind it. And in case we want to create an animation for this element later, we can always use the native stroke properties inside after effects. Great. Now, let's do the same with all the shapes that make up the folder icon. To make selection easier, let's zoom out, find the white rectangle of this pop up and lock it. That way, we can safely select all the small shapes which are currently on separate layers and group them together. Next, I see that each line of text is already on a separate layer, so we'll leave them as they are. Now let's look at the X icon and the upload file text. In this case, we can group them together with the white rectangle. So let's unlock the rectangle, select all of these layers, and group them into one. Awesome. With that, we've finished preparing all the sections of this UI panel. Now we can delete the remaining empty layers in the panel and finally save the project before moving on to the next lesson. In that lesson, we'll review all the prepared designs and make a few improvements before importing them into after effects. It's going to be amazing, so see you there. 8. Refining the Design with Rounded Corners: Come back. In this lesson, we will improve the look of the designs a little bit. For example, we can start by rounding the corners of all the UI panels we have for all the screens we prepared for after effects. And since we have a lot of shapes that are grouped together, it's better to use the direct selection tool to select the corners so we can round them. So let's select this area, and then hold shift and scale the corners around us to, let's say, 20 pixels for now. Let's now do it for all the corners in this design. We can select this area, then move to the next corner, hold shift, and select the area as well. After that, let's go up and while holding Shift again, select this area, too. Now, let's set the roundness for all the selected corners to 20 I think it looks a bit better with the rounded corners. So now, after we are satisfied with the new look, let's not forget to press Control or Command S to save the file. Great. And now let's move on to the next screen and do the same. So I'll select all the four corners here, and then let's set the roundness to 20 or maybe try 30. I think 30 looks better. So let's leave it like this. Let's save the new update now. And before moving along, let's go back to the first screen and adjust the corners to 30, as well. I want to show you this process because it can be a little bit tricky to corners value for areas where we have one shape with the rounded corner, it's pretty easy. All we need to do is just click on the shape using the direct selection tool and then click on the corner we want to change, and then update the corner value. We can do the same for this corner as well. Let's do the same for the bottom right corner, too. And now, here's the tricky part. In areas where we have more than one shape together, like in this part, we have the white shape of the header and the gray shape of the background. We need to make sure we update both of the corners of both shapes. A common mistake that can happen is when you select the shapes and then click on a corner point without realizing that you clicked and selected the corner of only the first shape in line. In that case, only the corner of the white rectangle of the header changes. So in those cases, using the direct selection tool, select both shapes without clicking on the corner dot. Instead, go straight to adjusting the corner value. And, of course, after updating all the corners, let's not forget to save the file. All right. So now let's go to the third screen and adjust the corner roundness there. But Let's save the file now and move on to the next screen. And now, before moving on to the next screen, I also want to hide all the logo icons at the bottom part of the main menu. Since this whole area is grouped, let's use the selection tool and double click on one of the layers here until we can select it. I'm not sure what's happening in this area, so I will find the shadow layer and turn it off for now. I see that I can now select the rest of the shapes and logos. So let's do that. To make this selection easier, let's select the entire area, including the blue layer behind, and then hold Shift and click on the blue layer to deselect it. And now, instead of deleting them, let's turn them off in the layers panel. For this, we can open the layer group and turn off the selected layers. We can recognize the selected layers by the pink square icons beside them. All right. That looks okay. And now we can exit the group by clicking somewhere outside the design to unselect the selected layers. And before moving on to the next screen, let's not forget to save the file. I'll speed this process up because it's pretty much the same as what we did on the previous screen. All right. So once we're done adjusting the design, we can move on to the next step where we'll finally start importing the designs into after effects. We have some additional assets here in Illustrator that we will use in the animation phase for sure. For example, we know that we have a scene where we need to create a logo animation so we can get it ready right now. We can also create the color palette for this project, so we can follow it throughout the animation process. So let's get to work and prepare these two real quick. Of course, you don't need to do it because you already have the color palette and the logo files and the assets folder. It's super important for me to show this process so that when you work on your explainer video, you will follow my process. And of course, we could prepare these files later after we've already started the animation, but I prefer to get them ready as soon as possible. So first, let's start with preparing the color palette. For this, we can actually check in the FIGMa project that the client shared with us if there are any design guides or assets of their company. A lot of the time, when you get a Figma project, you'll also get these design assets. In our case, we can find the colors here in the pages section. Now, let's select the layers we need to copy to Illustrator and then copy them as SVG format. Just as we did for the UI panels. Now, let's go back to Illustrator and create a new document. We can use the recent file template and just make sure not to forget to name this file. Let's call it one point Colors. Now we can paste the figma layers and start preparing them. First, I'll scale down this group until it fits my document. Next, I'll make sure the layers are grouped so I can then align this entire group to the center of the document. Finally, I'll just make sure to name this layer colors because it will be much easier to find it later in after effects that way. Once done, let's save this file and move on to preparing the logo. For the logo, we can actually find it in one of the screens. As you can see, we have a full logo here in screen five. So let's double click on the logo and copy the relevant shapes we have here. Now let's create a new document, the same size and just call it one point logo. Then let's paste it here, group it, and scale, and align it without problems. All right. And now, since we know that we will create a logo animation, let's prepare this design for after effects. That is, we will spread the layers. But first, just so we can see what we're doing, let's create a new layer and draw a rectangle with the size of the canvas. And now fill it with a different color so we can clearly see what we're working on. Place this layer below the logo. And if you want, choose a more contrasting color, so the logo stands out better. Finally, let's lock this layer and start preparing the logo. All right. So first, I will ungroup the layers, then select the text of the logo and align it to the center of the canvas vertically. Just to be sure, I will also group the icon, so I can align it vertically to the canvas as well, making sure everything is well aligned. Once everything is perfectly in line, we can start ungrouping the shapes and separating them into layers. Here, we need to release the compound path. Now, let's fix the weird fill issue here real quick. First, make sure you select all the problematic layers and then use the Shape Builder tool to fix it. Hover over the problematic area, hold down Alt or Option on Mac, and click on that area to delete the fill. Great. So now let's start spreading all the letters into separate layers so we can animate them in after effects individually. Once that's done, let's name our layers, so it's easier to navigate through them later in after effects during the animation phase. All right. And now let's save this file. And with that, finish the lesson. Now that we have everything prepared for animation in terms of vector design elements, we're ready to finally open after effects and start importing everything we prepared. We'll do that in the next lesson. It's going to be awesome, so see you there. 9. Importing the Designs into After Effects: Come back. In this lesson, we will import the designs into after effects and prepare the project for animation and after effects. Before we do that, I want to take the color palette, and the logo files from the AI folder and paste them into the assets folder. In my opinion, these are more like general assets that we will use in the project rather than specific AI files prepared for after effects. All right, back to the AI folder. In case you didn't follow along with me preparing the Figma designs in Illustrator, don't worry. You can find all these designs in their finished and polished state inside the screens for AE folder, which you will see if you open the assets folder inside the main course folder you downloaded from me. Alright. With that done, let's now open Adobe After Effects together. I will use the Beta version because this is the most updated version of After effects that I could get while recording this course. And I want to use the latest version since there are some very cool updates in it, including the offset keyframes and layers function that we will, of course, practice together. In case you are using an older version of After effects, below the 2025 version, don't worry. I will also mention how to do the things we're doing in the newest version in your version as well. Okay. So once we open after effects, let's first make sure that we're all on the same page regarding the panel layout. Let's go to Window and make sure we selected the default layout. In case your default layout looks a bit different, reset it because you probably changed the panel positions at some point in the past. If you have a small screen, you might find this layout a bit more comfortable because you can see all the tabs on the right section here, clearly, like the Effects tab and the properties tab. But if you want the focus to be on the timeline, you can grab the timeline panel and drag it down here. When you see a gray line, release the panel, and now this panel will be bigger, it's up to you do whatever feels best in your case. And of course, in case you don't see some of the important panels like the text panels, you can go to Window and add them from here. For example, let's add the paragraph tab in the character tab. All right. So now, once we're done with the layout, let's make sure we are also on the same page regarding the system preferences. So let's go to Edit preferences and first go to AutoSave and set the auto saving from 20 minutes to 5 minutes. We want after effects to save our project automatically in shorter increments because in these kinds of projects, the system can crash suddenly. So we want to be sure that every 5 minutes after effects automatically saves our project. Now let's go to General and make sure to check the checkbox that centers the anchor point. This way, the anchor point of any shape we create will be automatically centered. Once that's done, let's now go to Media and disk cache and make sure the folder where all the temporary cache is saved while using after effects is located on a hard disk in your computer that has a lot of free space. So click on Choose folder and make sure that the disk and the folder you're saving the cache in has plenty of free space. Otherwise, after effects can work slowly. For the minimum disk cache size, you can leave it at 46 GB. All right. And now let's move on to the next setting we want to adjust, which is memory and performance. In this case, it very much depends on your computer. If you see that your installed RAM is lower than mine, you will probably see different numbers here. What's most important is to lower the RAM reserved for other applications. So the RAM available for after effects will be larger. Great. So with that, we have finished adjusting all the necessary system preferences, and now we are ready to start working. If you notice a little icon in the upper right area of my after effects that you don't have, it's because I'm using the Beta version, so don't worry about it. All right. So now let's start working. First, let's create our first composition. We can call it master comp, and let's make sure we're working in full HD resolution with 30 frames per second. And now for the duration, in case you're not sure what to write here, I want to give you a quick tip. First, I want you to go to the website. You can find the link in the description of this lesson or in the Links document inside the assets folder you downloaded from me. Okay, so what we want to do is find the script that we got from the client, or maybe we created it ourselves. Then select all the text and copy it. Now, all we need to do is go back to this website and paste the text. It will automatically count the words. And as you can see down here, it shows the time it should take to read the text at an average reading speed. What I love to do is check how long it will take in the fast mode and in the slow mode. And this gives me the minimum and maximum time duration for the project. So now, back in after effects, I know that this project will not take more than 2 minutes for sure. Great. So with that done, let's go to the Advanced tab and set all the values exactly as I set them. Then let's go to three D renderer and make sure we're using classic three D. One final setting adjustment I want to do before we start the project is to lower the bit depth of this project. Higher bit depth means more color shades and smoother gradients. For example, choosing a higher bit depth improves image quality, but requires more processing power and memory, which can significantly slow down previews in rendering times. We can enter the setting through file project settings and then go to color. Here it is under the color settings. We can also access it quickly by clicking on the icon down here in the project panel. Let's set the bit depth for now to eight bits per channel so we can get a faster workflow. Later, before rendering the project when we're finished, we can scale this up to get better color quality, but for now, set it to eight. Great. So now let's press Control or Command S to save this project, so the autosave function will be activated. And, of course, so we can manually save the project whenever we want during the process. Enter the main folder that you downloaded for me, go to the AE folder and save the project you are now creating inside here. In your case, you'll probably see another file here, which is the file I've been working on with the finished animation. You can ignore it and just save the project we're doing right now. Alright. And now let's start importing all the Illustrator screen designs we prepared earlier into after effects. A very important rule that I have when working on complex and multi scene projects is to keep my after effects project super organized. With that in mind, let's keep working and see how we can apply this rule in this course. So now, I want you to go to the main folder you downloaded from me and enter the AI folder. I insist that you use the AI files. I prepared for this course and not the files that you saved yourself. Please enter the screens for AE folder and use the files inside this folder, not the ones you just saved. The reason for that is I want to keep a consistent flow throughout the lessons without you stopping in case you missed something in the preparation process. As I said earlier, I will present all the mistakes that can happen along the way during the lessons. In those cases, you just need to listen and watch. But for now, please use the finalized AI files that I prepared inside the screens for AE folder. All right. So the first thing I want us to do is import all the AI files into after effects as they are without separating the layers. That way, we can use these screens later as reference layers. Now, let's create a new folder inside the project panel and call it screen Designs. Drag all the files inside this folder to keep our project organized. Great. Now we can save the project and start importing the designs with all the layers separated as we prepared them in Illustrator. For this, we need to import them one by one. Let's start with the first screen. Now, we need to choose to import it as a composition because we want all the layers that are inside this file. And then under footage dimensions, we need to choose layer size. Here's the difference between layer size and document size in case you don't know. Document size. Every layer will be the full size of the original Illustrator artboard. Even if the actual content is small, this can make alignment harder intact. Layer size, each layer's boundaries are based only on the content inside that layer. This makes it easier to scale, animate, and align individual elements precisely. Great. So let's click Okay, and see that now we have a new composition of the screen and a new folder with all the layers from this Illustrator file. All right. So now let's repeat this process and import the rest of the Illustrator files into our after effects project. A very important point I want you to take from this course is that working on complex projects is not always a clear and clean process. During the workflow, you will always find some mistake you made earlier or something you missed. I will try to show you this throughout the course and make the course as realistic as possible because in real life, we don't work like robots. We make mistakes, and it's important to know how to deal with them. Alright, so once that's done, to keep the project panel organized, I love to click here on type. So every asset I have is sorted in a more visually organized way. Now, to keep our project panel organized, let's create another folder that we'll call precomps. We will store in this folder all the precomps we create during the project. The precomps we already have here from the screen designs, let's select the precomps folder, create another folder inside it, and call it screens. Then drag all the precomps of the screen designs into this folder. To keep our project even more organized, let's make sure no folder is selected and then create a new folder called screen Designs. Inside this folder, drag all the folders that contain the screen layers of each design. Awesome. The project panel looks much better right now. We can also add AI to the name of this folder. So we know these are Illustrator layers. AI stands for Adobe Illustrator. This way, we can easily differentiate this folder from the one where we'll later store flattened Illustrator screen designs. Oh, and I just noticed I had a grammar mistake here, so I corrected it. And now we're ready to continue with the lesson. At this point, we can save the project once again. Another small thing that I love to do is color my master comp in a different color, so I can easily find it later when I need to render the final project or navigate through the project panel, we will have a lot more assets here later, so this helps and speaking about assets, let's go to the assets folder and bring in some of the files we'll use in this project. Of course, eventually, we'll use all the assets we have here. But for now, we don't need to import everything. We can start with the assets that we'll use very soon, for example, the color palette and the logo file. So let's start with the logo. We can already place the newly created preComp inside the precomps folder, but not inside the screen's preComps folder. As for the folder with the layers, we'll find a place for it later. Alright, now let's bring in the color palette. Since we don't need it as separate layers, this Illustrator file doesn't include separated layers anyway. We can import it as footage, which means it will come in as a flattened Illustrator file. I see that I have some weird white box at the bottom. They were probably imported from Figma when I copied from Figma as an SVG format into Illustrator. In your case, you'll get my finalized file, so you won't see this issue. For me, fixing this is very easy. All I need to do is open the color palette in Illustrator, select the white shapes, and delete them. Then I'll press GRLS to save the file because I changed the location of this file the last time I saved it, I'll need to find it again. It's now in the assets folder, so I'll select it and save it over the previous version. Back in after effects, the color palette will automatically update. Great. Now everything looks okay. Let's create another folder called assets and drag all the folders with Illustrator layers, and the rest of the assets we'll use in this project inside this folder, including, of course, the color palette. Now we have everything perfectly organized. Let's save the project, and we're ready to move on to the next step where we'll finally start working on the project. This is going to be super fun. So let's do it. Alright, now let's create another asset that we'll definitely use in this project. An animated gradient background. We can use it in some of the scenes or maybe even all of them throughout this project. Of course, you could download ready made animated backgrounds from stock websites, but I want to show you the most useful way to create a custom animated gradient background directly inside After Effects and also how to use it smartly in the project. You'll see exactly what I mean in just a minute. The first step is to create a new sphere. To do this, long press the rectangle tool and select the Ellipse tool. Make sure the fill is set to white and the stroke is turned off. Now create a proportional circle by holding shift while drawing. To keep us all on the same page, set the size of this shape to 500. If you're using an older version of after effects, you can find this property under the layer's properties. Here it is. Now, let's select this layer and switch back to the selection tool, so we can move it to the side. Next, duplicate the circle and move it over here. Let's do it once again so we have three in total. Now, select all three spheres and duplicate them again. Move the duplicates up in the layer stack and roughly align everything toward the center, just so you know the exact amount of spheres isn't important. You can create as many as you like. What I want to focus on is the main technique behind this setup. Now we need to start coloring our spheres. For this, let's open the Assets folder and bring in the color palette file to the scene. Once it's in, lock this layer so it doesn't move around and then start applying colors to the spheres. Once you've finished, duplicate another sphere, place it somewhere in between and change its color. Let's repeat this process again to build up our gradient. Great. And now that we have all our spheres ready, we can turn off the color palette layer and start making this setup more interesting by adjusting the scale and position of each sphere. Try to make the corner spheres slightly bigger than the rest. The goal here is to have the corners of the frame filled with larger spheres, while also keeping the overall look randomized as much as possible. Awesome. Now, we can start the animation phase of this gradient. To do this, let's open the position property for one of the spheres and add a very simple wiggle expression. Hold Alt or Option on Mac and click on the position stopwatch. In the expression box, type wiggle. Inside the parentheses, we need to add two values. Let's write two for the first value, which controls the speed of the wiggle. How many times per second the motion will occur. For the second value, let's type 30 for now. This controls the amount of movement in pixels in every direction. Now, let's solo this layer so we can clearly see what's happening. As you can see, with these settings, the sphere basically stays close to its original position. What we want is for the spheres to travel across a wider area so the gradient keeps changing. To achieve that, let's increase the second value. Try setting it to 100 and you'll see the difference. It's looking better, but now the movement feels a little too fast. In that case, let's slow it down by changing the first number to one. This way, the sphere will move more slowly, but still cover a wide distance. I'm making these adjustments here so that if you've never used the wiggle expression before, you can clearly understand how it works. By experimenting with these values right now, you'll get a much clearer idea of how to control both the speed and the range of the motion. All right. So once we're happy with the animation, we can right click on the position property of one sphere and choose copy expression only. Then select the rest of the layers and press Control V or Command V on Mac to paste the expression. Since this is a wiggle expression, it will make each sphere move randomly. But here's the thing. If all the spheres use the exact same wiggle values, the animation won't feel truly random. To fix that, let's select every other sphere. Now press the E key twice to open the expression box and then tweak the second value in the wiggle expression. Instead of 100, let's set it to 150 for these spheres. That way, some will travel further than others, giving us a much more natural randomized look. Great. Now it already looks better, but let me show you a little secret trick that not many people know. This will make your animated gradient look even more dynamic. First, create a new null object, then parent all the spheres to this null. Be careful not to confuse the parent and link pick whip with the track mat. Pick Whip. They look similar, but for this step, we need the parent and link pick whip. Next, let's animate the rotation of the null object. Instead of adding manual keyframes, we'll use another simple but powerful expression. Open up the rotation property of the null, hold Alt Option and click the stopwatch, in the expression box type. Time asterisk 100. This means the null will rotate 100 degrees every second. That's a bit too fast for our project, but I wanted to show you how it works. Let's slow it down by changing it to T asterisk ten. Now, the entire group of spheres rotates smoothly while each individual sphere still wiggles independently. This combination makes the gradient feel alive. Now let's turn this into an actual gradient look. For that, create a new adjustment layer. Then go to the effects and presets panel and search for Fast Box Blur. Drag it onto the adjustment layer and increase the blur radius. Let's set it to 100 for now. Scrub through the timeline and watch how the overlapping colored spheres blend into a beautiful shifting gradient. This is a great opportunity to adjust the scale and position of the spheres in the scene. What I like to do here is scrub through the timeline, check how the animation looks at different points in time, and then fine tune the scale and position of individual spheres. Right now, as you probably noticed, we don't have any solid background in the scene, which makes the gradient look incomplete. To fix that. Let's create a new white solid and place it below all the layers. Next, turn on the color palette layer and search for the fill effect. Apply it to the solid and choose one of the brighter or darker colors, whichever works best for you. This will give us a background color to blend with our animated spheres. Personally, I'll go with a bright purple color, which I think looks really nice. Looking at the setup now, I noticed that the sphere in the upper left area feels a bit too dark, so I'll change it to a brighter color. Let's preview again and see how everything looks together. At this stage, if you're not satisfied with the look of your gradient, try moving some spheres around. For example, I feel this area is too bright, so I'll drag the Beige sphere down a little. You can keep tweaking the positions until you get a balanced overall look. Another useful adjustment is to open up the wiggle expressions on the position properties. If you notice that certain spheres are moving too much or too little, just modify their wiggle values. That way, you'll have full control over how dynamic or subtle the motion of your gradient feels. The key idea here is that this setup is flexible. You can keep refining colors, scale, positions, and wiggle settings until you achieve the animated gradient look you're happy with. Once I'm happy with the general setup, I think we can improve the look of the gradient even more by increasing the blur radius. This will blend the colors together more softly. And in my opinion, the result looks much nicer. Now that I've shown you all the different steps you can take to refine your gradients, I'll spend a few moments recoloring the spheres until I find a look I really like. In my case, I want the gradient to lean more toward a purple tone rather than a yellowish one. So I'll adjust the sphere colors accordingly. Alright, now I'm satisfied with the result. Before moving on, let's copy the effects name and paste it onto the adjustment layer. So we'll always remember what this adjustment layer is used for. At this stage, since we're done with the gradient and we like how it looks, we definitely don't want to leave all these layers sitting inside the master comp. Let's precompose all of them into a single pre comp. We'll call it gradient background. Make sure both options are checked in the dialogue box and hit Okay. Now, in the Project panel, drag the newly created precomp into the preComps folder to keep everything organized. I'll also change its label color back to the default sandstorm. It appeared blue earlier because it was created inside the master comp, which I had colored blue. Alright. Now I want to show you something very important when working on complex projects. One of the main concerns in projects like this is making sure after effects run smoothly, both when previewing and when rendering. In our case, if you use the original pre comp of this animated gradient background throughout the project, it will be very heavy on after effects, slowing down previews and final renders. Instead, what we need to do is render this animation once, and then you use the rendered version of the gradient wherever it's needed in the project. Let me show you exactly how to do that. First, let's enter the pre comp of this animation. Next, we'll set the color settings in our project to maximum. At this point, I don't want you to do anything. Watch and listen. I want to show you two different high quality formats that you can use for rendering. The first one is extremely heavy, so I don't recommend actually using it, but I'll show it to you so you understand the difference between the formats. Don't worry, I'll let you know when it's time to go back and follow along with me as we render the second format. So let's say you know that this background absolutely needs to be rendered at the highest possible quality. In that case, we'd go to the output module, choose QuickTime as the format, then inside format options under Video Codec, select either animation or one of the Apple ProRes resolutions. For now, let's go with animation. Now, I'll choose a location to save this render and hit the render button. All right. The render is done. As you can see, it took almost 5 minutes. On your computer, it may be more or less depending on your hardware. But here's the important takeaway. Instead of using the original pre comp of this gradient animation, we now use the rendered file. After Effex handles footage much more efficiently than a heavy precomp, so both previews and final renders will be much faster. However, as I mentioned, this format is very heavy. If you don't have a lot of free space on your computer, you should render it instead as a high quality MP four file rather than a MOV file. This way, you'll still get great quality, but with a much lighter file size. So now let's do that together. You can go back to After Effects and follow along with me as we render the second lighter format. So once again, let's open the original precomp. This time, we'll change the color depth to 16 bit. Now press Control or Command plus M to send it to the Render Q. Inside the output module, choose h.264 as the format. That's an MP four file. In format options, you'll see the target bit rate, which is set to 15 megabits per second by default. You can increase this to something higher like 35 or 45 for better quality, or if you prefer, just pick one of the ready made templates that already sets the bit rate for you. I'll choose to render this into my assets folder, but you should render it to the separate folder I asked you to create earlier for your own files. Finally, hit the render button. Once the render is finished, I'll delete the old MOV file and then import the new MP four version of the animated gradient background into our project. You can either use the file you just rendered or the one I've included in the Assets folder. Great. Now, as you can see, the MP four file is much lighter in size, but the quality is still perfect for the rest of the project. If I drop it into the timeline, it looks identical to the original pre comp. The only difference is that now after effects can handle it much more efficiently, which will make previewing and rendering the final project faster and smoother. And with that, we finish this lesson. Let's save the project one more time before moving on. In the next lesson, we'll create the video board before starting the actual animation. You'll see why having a video board ready is so important. It's going to save us a ton of time and make the animation process much easier. It's going to be amazing. So I'll see you in the next one. And before starting to watch the next lesson, don't forget to take a ten minute break to refresh before we continue. See you in the next one. 10. Creating the Videoboard for Scene Timing: Come back, we can now bring back the color settings to eight BPC. We will switch it back to 16 when we finish this animation and need to render the final version. In the meantime, in this lesson, we're going to create the video board, which is a very important step in creating any multi scene video or animation. Together with the voiceover, it will help us determine how long each scene should last, which will be very helpful in the animation phase, so we know how many seconds each scene should last. And to do that, let's find the storyboard that I prepared earlier for the project because we will use the frames of the storyboard to create the video board. Since we want all the layers, we can select composition retain layer size, and then we can choose to match layer styles into footage. Which doesn't really matter because we don't have any layer styles in these layers from Photoshop. Alright, we can place the folder with the layers inside the assets folder. And now let's enter the pre comp we get from importing the storyboard. For now, we can turn off all the layers here except the background layer, and we can lock it so it won't interfere with the process. Great. Now let's import the voiceover to the project as well. Whether you get a voiceover from the client or generate it yourself, it doesn't matter. What matters most is to have any voiceover you can use when creating the video board and starting the animation of the actual project, even if it's just a simple voiceover created with AI or recorded by yourself. It is very important to create an initial voiceover so you know approximately where each scene needs to start and end. So now I will show you how to do it completely for free. The website I usually use, whether for an initial voiceover or a final one that I will actually use in the project is called vi dot IO. You can sign up very quickly using your Gmail account. I'm going to log in because I already signed up with my Gmail account. At the time I'm recording this course, this platform allows you to create a few minutes of Voiceover for free. Maybe by the time you see this lesson, they will have changed their free package, and it's no longer free, but in any case, that shouldn't be a problem because I'm sure it's super easy to find free tools that can generate two or 3 minutes of voiceover at no cost. I strongly insist that you create a voiceover before starting the animation. It will save you a lot of revisions and headaches in the long run. Alright. So once we are logged into the website, it is pretty easy to use. I'll click here to create a new project. Next, I'll choose the size of my screen. In my case, I will use the full HD resolution. Then for the background color, I will choose green, and that's because I will also create captions in this video. When the background is green, it will be much easier in after effects to remove it using one of the keying effects. All right. So now to create the voiceover, I will go to the audio section and select the text to speech feature. Next, I will go to the script and copy all the texts that I have here. Then I'll paste it into the text box. And as you can see, there is a limit to how much text I can use at one time. The next step is to choose the right voice for my voiceover. At this part, I will speed things up. All I'm doing is just playing and testing to find what will be the best choice for my video. All right. So after testing all of the voices, I finally picked the one I liked the most. Now I'll select it and click Generate. This process might take a few minutes. All right. So the voiceover is ready. I'll just change the name of this project, and now I can listen to what I've got. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages. And before you know it, you're drowning in chaos, looking for help. Met One point. The platform that makes project management so simple. Even your cat could do it. With One Point, you get a crystal clear overview of everything your team is working on. All your projects, all your tasks, all in one place. As you may notice, sometimes we hear long pauses or no pauses at all. In this situation, I will adjust my text a little bit. By changing the punctuation marks in the text, the AI will slightly change the version of the voiceover. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages. And before you know it, you're drowning in chaos, looking for help. Met one point. The platform that makes project management so simple. Alright, this sounds better. But I decided to change the voice over to another artist. Managing a large team across multiple projects. In that case, all I need to do is find the artist that I want and click Regenerate. Great. So once I'm happy with the voiceover, the next thing I will do is add captions of the voiceover in the video. I do this because it helps me later in after effects to understand what the scene is talking about, even if I don't hear the voiceover. It's just a small thing that I love to do when I work on projects with voiceovers. It's okay if you don't fully understand what I'm talking about. Once we actually start working on it in a few minutes, everything will become much clearer for you. Here on the left side, I can adjust the text if I find some mistakes. All right. So once I'm good with the captions, I will scale the font size down and recheck everything once again before downloading it. Okay, so I'm ready to download it. For this, I'll click on Download and make sure the quality is set to HD and that burned subtitles is checked. Now I'll click on Export Video and wait a few minutes. Once that's done, I will click on the Download icon and choose to download it as an MP four file because I want to see the captions. If you don't want captions in your voiceover, you can download it as an MP three file and use it in your project. All right? Let's drag the voiceover into our project. Now let's bring the MP for file into our timeline and start creating the video board. The first thing we need to do is remove the green screen so we can see the captions and the layers of the video board. For this, let's go to the Effects panel and search for the key light effect. Now, all we need to do is select the eyedropper of the screen color and click on the green color here. Awesome. So now let's start creating the video board. The first thing I love to do when creating the video board is to offset all the frames from the storyboard, one after the other in the timeline. To do that quickly, let's select all the layers. And now let's go to frame ten and crop the layers to this point. Now, to offset all the layers at once, it's important that we start the selection from the first layer we want to be at the start of the timeline. In our case, it's layer number one. So select it, hold Shift, and then select the last layer. Now, right click, go to Keyframe Assistant and select sequence layers, and then just click Okay. As you can see, all our layers are now offset one after the other, starting from the first layer that we selected. Now, sometimes the first offset is not what you need because the duration of each layer is either too short or too long. In our case, ten frames for each layer is too short, so let's undo what we did and repeat this process once again, but this time, set the duration of each layer to 1 second long. Now, we can start working on adjusting each layer according to the script. And since we can see the captions below, we don't even need to hear the script. We can just follow the text to know which frames should be shown at each specific point in time. That's why I love to add captions to my voiceovers. In the final rendering, I can just turn off the layer of the captions so I won't see them, but I will still hear the voiceover. Later, you'll understand exactly what I mean. Now let's focus on adjusting the layer durations according to the voiceover. So according to the voiceover, I understand that at this point in time, the first scene should end and the second one should begin. This means we need to adjust the frames that describe the first scene up to this point in time. Now, we can select all the frames that create the first scene and shorten their duration. After that, we can use the sequence layers function once again so they will be offset one after the other without us needing to move them manually. As you may understand, we will need to use this function many times when creating storyboards or any other animation we are working on. Now, I want to teach you something important for becoming a more advanced motion designer, creating custom shortcuts for actions that don't already have shortcuts. For example, we don't have a shortcut for this function. So I'll show you how we can create a custom shortcut for it. By using this opportunity. I want to teach you the process of creating a new shortcut. You don't have to do it for this function. You can create one for any function you want, and I'll show you how. First, go to Edit and click on keyboard shortcuts. Here you can see that we are using the default after effects preset of shortcuts. Once we create a shortcut, it will show that you are using a custom one instead. Next, make sure the language is set to English. Now, all we need to do is type the action into the search bar. In our case, we can write sequence. And if we scroll down, we'll see the sequence layers function under the animation section. To create a shortcut, just click here beside the name under the shortcut menu and choose the keys you want. We can start the shortcut with Control or Command on Mac. Now we can see all the available keys we can use colored in gray. What's in purple means it's already in use and we cannot use it. To open more available keys, we can add another key to our new shortcut combination. For example, we can use the shift key together with the control key. Now, as you can see, we have a lot more available keys to use. I love to use the number keys because they are easier to remember. As you can see, number one is already taken, so let's use number two. Once that's done, let's start selecting the frames of the first scene, starting from layer one and then use our newly created shortcut, which is Control Shift two. And there it is. The shortcut is working. So now we can work with the captions of the voiceover and understand where to finish the last frame that belongs to the first scene. Okay. So the second scene starts here. So we can now bring layer seven to this point in time. Now let's see what we have in the next layer. If we read the captions, we will see that layer number eight shouldn't start right after layer seven. According to the captions, this scene should start from this point in time. A bit after the seventh second, that means the scene represented in layer seven should last up until the point in time when layer eight starts. Let's see what we've got so far. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages, and before you know it, you're drowning in a. Looks like we got everything right. Basically, when using this method with the captions, we don't have room for mistakes. Everything is super clear. Let's move on and try to practice it once again. Let's now select all the layers after layer eight and move them later in the timeline. Then we can see where the next scene should start and end. And before you know it, you're drowning in chaos, looking for help. Met so as you may understand, according to the voiceover, when we hear meet one point, we need to present the logo. That means we need to start layer ten a bit earlier. Now, let's see what we need to do before this happens. At this point in time, we see, according to the captions of the voiceover, that it's a scene where we need to present the searching for help scene. So let's expand the beginning of layer nine. So it starts from here. Finally, we can expand layer eight to end at this point. Great. So now let's keep going to the next scenes. Okay, so here is the moment in the Voiceover, talking about the platform. In our storyboard, it's the layer where we see the dashboard of the platform for the first time. That means we need to start layer number 11 from this point in time. Let's move all these layers to the right for now and expand the previous scene to this point in time. Now, we can bring layer 11 to start from here. Great. So now I see that according to the captions of the voiceover, the cat scene should start at this point in time. So I will now try to place the cat scene starting from somewhere around here. That means we can expand the previous scene up until this point. Okay, I hope you're starting to understand the idea of creating a video board along with the voiceover and how it makes the process easier when we have captions along the way to guide us. Okay, so now let's keep going and continue to adjust the layers of the storyboard according to the timing of the voiceover. In cases where things get a bit complicated and we can't fit the layers to the voiceover, what I love to do is find a scene where I have a text animation and align it with the captions. As you can see, we have a scene with a text animation that says, N the full picture. So I will now ignore everything else and just keep watching the captions to find where this sentence starts in the voiceover. As you can see, it starts somewhere around here at second 22 or 23. So now I'll go back and select all the layers starting from layer 17 and drag them to start from that point in time, which was the end of the 22nd second. Now, all I need to do is adjust the timing according to the captions so it fits perfectly. Great. Now, we can bring layer 16 here to the right and layer 14 here to the left and see what's going on in between. I know that at the moment in the voiceover, when we hear a crystal clear overview, we need to already present the project's UI screen. So we can start this layer from here and drag it to the right. Now let's see where we need to end the scene. I know that my next frame is showing the task scene. So now I'll read the captions and see where this part starts in the voiceover. It starts here, so that means layer 16 needs to start here. And that means layer 15 needs to end here. Great. So now we can continue to the next scenes, and from now it will be super easy because we have a lot of scenes with text animations. That makes it easy to match the voiceover to these scenes while we are reading the captions. For example, to see where the question scene should end, all we need to do is check in the voiceover captions, where the next scene text begins. As you can see here in the captions of the voiceover, we no longer see the question. That means we can layer 17 at this point in time for now. Now, let's move all the layers to the right and see where the next scene begins. Pay attention only to the captions of the voiceover. As you can see, we see the text every project includes. That means that at this point in time, we can start the next scene and the question scene exactly here. Now, let's bring layer 18 to start from here. Great. And now, to know where this scene should end, all we need to do is see where the next question text scene begins according to the voiceover captions. So now, focus on the captions only until you see the moment where the question is starting. Here it is at second 37. So now let's select all the layers from the layer named layer 19, which is presenting the question scene and then move them all to start from second 37. Now to see where the question scene should end, keep focusing only on the captions of the voiceover to see where the voiceover finishes saying falling behind. Here it is. So expand the frame from the storyboard of the question scene up until this point in time. Great. With that done, we can now select the rest of the layers and start them from the end of the previous one. As you can see, it matches the captions of the voiceover and the text that needs to be shown in the scene at this moment. Awesome. So now we can go back to the previous scene before the question and expand the frame to the point in time where the question scene begins. Great. So now I see, according to my storyboards frame that the next scene is a question scene. That means I will now avoid everything else and only focus on the captions of the voiceover to see where the voiceover says this question. Here it is at second 42. So now all we need to do is bring all the layers from layer 21 to start from the 42 second mark. After that, we can extend layer 20 to end at that point in time. So now to see where the question scene ends, pay attention to the captions of the storyboard to see where we no longer see the question. Here it is. So let's move all the rest of the layers to start from here and then end layer 21 at this point in time. Awesome. Let's keep working. I see that the next scene is perfectly aligned with the voiceover. Since the text I see that needs to be presented in the scene matches the voiceover captions. Now I keep focusing only on the voiceover captions and see what the next scene is talking about. In this case, we are talking about the messaging system. In our case, the beginning of the scene is okay. But now we need to find where this scene ends. For this, let's focus on what the next scene should be according to the storyboard. As you can see, we now see a scene with the file browser UI screen in which a person can share files. With that in mind, we now need to go back and focus only on the voiceover captions and see where the voiceover starts talking about this part. Here it is. As you can see, the voiceover says sharing, which means the file browser scene should start from here. So let's now bring the layers to start from this point in time. Great. And now let's go back to deal with the previous part. According to the storyboard frame, I see that it shows a scene about quick reminder, and I clearly see the captions not talking about this part. So let's focus on the voiceover captions to see where the voiceover starts talking about the quick reminder part. Here it is at second 50. So let's bring the storyboard frame of this scene to start from here. Great. So now we can expand layer 23 to end where layer 22 begins, and then expand layer 22 to end where layer 23 begins. So now, according to the storyboard, I see that the next scene is presenting a question. So now I'll focus on the captions of the voiceover and see where the voiceover starts talking about it. Here it is. It's starting somewhere around the first minute mark. That means that we now need to select the layers starting from the question scene and bring them all to start from the 1 minute mark. With that done, we can now expand layer 24 to end at that point in time. Okay. So now let's check the final scene. The storyboard frames and the captions of the voiceover seem to match perfectly, so we don't need to do anything here. The only thing we can do is in the last storyboard frame at the point in time where the voiceover ends. Alright. So when we're finished with the timing, we can now shorten the work area to the end of the voiceover and check that everything is matching. The storyboard frames with the voiceover. So let's take a look at what we've got. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages, and before you know it, you're drowning in chaos, looking for help. Met One Point. The platform that makes project management so simple, even your cat could do it. With One Point, you get a crystal clear overview of everything your team is working on, all your projects, all your tasks, all in one place. Need the full picture. Every project includes detailed tasks, sub tasks, and real time progress tracking, so nothing slips through the cracks. Want to see who's falling behind, head to your team tab to view everyone's activity at a glance. Need to follow up with someone. Jump into the built in messaging system where all your conversations are organized by contact. Send a quick reminder or share an update instantly. And yes, sharing files is effortless. Upload any document, and your entire team will have access to it right away. So why keep struggling? Go to one point.com and make your workday easier, starting today. Managing a large team Great. Everything looks perfect. And we are now ready to move on to the next lesson where we will start animating the first scene. It's going to be super fun. So see you there. 11. The Correct Animation Workflow: Come back. Before we start animating the scenes, it's important for me to explain to you the correct workflow. It's pretty simple to understand. First, I want you to work macro. That means I want you to first finish animating the scenes without going too much into design details. The most important part is to first finish creating a good animation that fits perfectly with the voiceover. This is the most important part. Only when you have that for all the scenes, you can start working micro. That is, go into each scene and add additional design assets and start coloring and designing the scenes and adding special effects like blurs, glows and shadows. This method not only makes your project run faster and more importantly, prepares it to fit the animation to the voiceover, but it also saves you a lot of time in the long run by avoiding adjusting the design 1 million times. So remember, split your workflow into two parts. First, work macro on the most important things and only then start working Micro on adjusting the design details. Keep this in mind throughout the course and pay attention to how we will go to animate the next scene before finalizing the design of the previous one. Alright? So we will start this lesson by creating and animating the first scene. The first thing we need to do before animating any scene that includes voiceover is to see what should be the duration of this scene. In our case, after creating the video board, we can clearly see when the scene starts and when it should end before the next one begins. As you can see, the first scene ends here, so it means we need the animation of the scene to last at most 4 seconds. Knowing what the duration of a scene is can prevent a lot of timing adjustments in the near future. That's one of the important benefits of having a video board. All right. To begin, let's first bring the Voiceover MP four file into the Assets folder. And now let's press Control or Command N to create a new composition. Let's name this comp scene one. There are a lot of ways to animate this scene. And this time, I want to give you a quick tip for animating scenes where we have a moving to the side motion, like we do in the first scene. When I deal with these kinds of scenes, I love to create a wide composition, and after that, animate the comp to the sides if needed. I covered this technique in my course transition Mastery, in which we learned a bunch of ways and techniques for different types of transitions and explainer videos. Alright, so to have a wide composition, we can multiply the width by two. Next, for the duration, we can leave it at 2 minutes for now. Great. So now we have a wide composition in which we can enter the entire text we need to animate in the scene. So let's open the script and copy the relevant text. Back and After Effects, select the text tool, click once to open a text line and paste the text. Now, let's adjust the text to fit the company's design guidelines. In our case, the main font of the company is pop ins. In case you're not sure, you can always ask the client to confirm and send you the relevant font so you can install it on your device. In our case, it's a free font that you can download from Google Fonts. You can also find the font in my assets. If you don't have this font installed on your device, please save the project, close it and install the font. Only after that, reopen the project and keep working. All right, back to the project. I will find the font. Now I'll reset my text properties. Let's set the font size to 100 for now. Next, make sure the paragraph is centered, and then you can align the layer to the center of the comp. Great. So now we can start animating the scene. But before that, let's delete the dot we have in the text. In animation videos, it's not common to use dots in text animation scenes. Awesome. So now we can go to the video board and recheck what needs to happen in the scene. My approach for this animation will be dividing the text into several parts and animating them one after the other without worrying about timing between them at first. After creating the animation for each part, we will move the layers and the keyframes to adjust the timing. Okay, let's go back to the scene and start preparing it for animation. All right. So the first thing we can do is use this layer as a reference layer because we need to have a few different text type animations. And it's a good idea to see where each word should be placed. We can duplicate this layer now and lock the reference. Let's bring the opacity here back to 100. Great. So now, since we have to create different types of animations for the text, let's start splitting the text into a few separate layers for each part. To begin doing that, first, let's duplicate our text layer. Now let's make sure that on this layer, we only see the first part of the text. Let's select the text from the word multiple up until the end of the sentence and delete this part. Once that's done before moving to splitting the text again, let's now bring our first text part to the correct position. In this case, we need to move this layer to the left. This will be the part where we use text animators to animate this text. For the rest of the text, we will animate almost each word separately. With that in mind, let's select this text layer and make sure to delete the first part of the text, including the word multiple. Since we will animate this word separately later. Okay. So now we can isolate this text layer to focus on it. Now, let's duplicate this layer. And this time, make sure that on this layer, we have only the word projects. Great. And then let's isolate this layer and make sure to have here only the text isn't easy. Awesome. So now let's bring back all the layers and organize the position of our new text parts according to the reference layer. All right, at this point, we can select all the layers and center their anchor points. For this, hold down Control or command and click twice on the AnchorPoint tool. Great. So now let's deal with the most complicated part of this text animation, which is the word multiple. Let's select this layer, duplicate it, place it in the right place, and change the text to multiple. Great. And now let's tag this layer in a different color so we can differentiate between the layers more easily. Now, let's start dealing with this animation first since it's the more complex part of this scene. To better focus on this layer, let's isolate it and shy all the other layers besides the reference layer. We can isolate it as well to have a clear vision of where the final animation of this word should end. Okay. So now we need to split all the characters of this word into separate layers. There is a paid tool for this in case you want to make this process a bit faster. I'll leave a link for it in the description. But in my case, I don't do these kinds of animations too often. So I don't need this tool. I'm fine with doing it manually. So let's duplicate this layer seven times. So in total, we will have eight layers, each layer for one character of this word. Now let's make sure each layer has only one character of this word. Awesome. And now, using the selection tool, let's place all the layers in the correct position. Great. So with that done, we can start animating the layers. First, let's select them all and then go to the second one. When I don't know what the duration of the animation should be, I usually create a 1 second animation. After that, I adjust the duration and timing if needed. Okay, so now let's press P and create a keyframe for the position property for all the layers at this point in time, since we know that at the end of their animation, they need to be located here. Next, let's go 15 frames earlier in time and start spreading the layers randomly. With that done, let's go to the beginning of the animation and place the layers where we want them to start. In our case, let's make them pop from the center. So let's bring them all to approximately the same location. Awesome. So once we're done with the position animation, let's move on and animate the rotation. First, we know that at the end, they should all look as they are right now and in the middle of this animation, we'll start rotating each character randomly. Finally, at the beginning of this animation, we can copy the last keyframes and paste them here. Okay, it's starting to get a bit more interesting. So now let's make it even more interesting by adding a scale animation. At the end, the scale should be as it is right now. In the middle of the animation, let's set the scale to, let's say, 150. And at the beginning, since we want to create a pop up animation, let's set the scale to zero for all the layers. Great. And now let's make sure no layer is selected and press you to see all the keyframes we created and start improving the motion. First, let's select them and convert all the keyframes to Easy Ease keyframes. Then let's go to the graph editor and make sure we are using the speed graph. Now, let's zoom in a little bit so we can see what we're doing and start adjusting the speed of the animation. That is adjusting the velocity. I want the animation to start fast. So let's select all the middle keyframes and move their handles to the left. Now I want the layers to hover a bit in the air. That is, I want the animation in the middle to be a bit slower. So let's move these handles to the right. Now the motion here will be slower. Great. So with that done, let's exit the graph editor and keep improving the animation. At this point, what I love to do is create a slight delay between the layers. It's always a good idea when you have a bunch of layers that do pretty much the same animation. Okay, so let's start by selecting all the layers after the first one and offset them by let's say two frames. Now, hold controller command, click on the second layer to unselected and move this 12 frames. Let's do it for the rest of the layers. As you can see, it looks better. But now I'll undo my actions and show you how you can delay the layers much quicker. You can also do it if you are using the most updated after effects version. That's the reason I'm using the Beta version. When I recorded this course, this function was only available in the Beta version. Okay, so to do it, we first need to start selecting the layers from the layer we want the delay to start with. In our case, the first layer we need to select is the letter M. Then we can hold Shift and select the last layer. Now, hold Ctrl Alt or command an option on Mac. And as you can see, the cursor changes to the new delay feature icon. That means we can now drag the layers to the right and get a proportional delay. You can zoom in and place the time indicator at frame one, then drag the layers so the second layer will be placed here. This is how you can know that the delay is exactly one frame. Of course, you can do whatever delay you want. But for this lesson, follow along with what I'm doing. All right, so the delay looks pretty cool, and now we can improve the animation even more by adding additional pop up motion. To do that, let's create a new null object. Now let's stay somewhere after the animation ends. You can see where that is by checking the last key frame of the last layer. In our case, it's somewhere around here. Then bring the null to the center of the word, and after that, select all the layers and parent them to the null. So now, using this null, we can add a secondary scale animation to all the layers we have here. Let's create a keyframe with the current value at the beginning. After that, let's go to some point in the middle of the animation and scale the null to let's say, 120. Let's check that it's not too much. Okay, it looks fine. Now let's go to a point in time where the animation almost ends and set the scale to 80. And finally, let's go a few frames after the animation is completely finished and bring the scale back to 100. This will create a cool popping animation. We can now easy ease the key frames and see how that looks. At this point, I love to watch the animation a few times and see what I can adjust. In my opinion, we can bring the final keyframe a bit earlier to have a snappier motion. And we can also bring the first keyframe to start at, let's say, frame ten. Yes, I think it looks much better this way. Great. So now we can continue animating the next text parts of the scene. Before moving on, we can tag the null with the same color as the multiple text layers. That way, we'll know all these layers belong to the same text part. All right. And now let's animate the first part of the text. It's going to be much easier because we'll animate it using text animators. In case you don't know what this is, I highly suggest you watch my course, text and motion in which I cover the world of text animation in After Effects. Alright. To begin, let's open the text properties and add a new animator. Let's start by adding the position property to our text animator. Now let's go to our newly created animator and open the range selector. We can also open the Advanced menu, which we'll use in a second. Great. So now let's begin setting up our animator. Here is the position property we just added from the list. The first thing we need to do is set up the changing point for this animator. In our case, I want the text to enter from the bottom. Therefore, my changing point will be somewhere around here, we can set it to 90. Next, for the shape of our animator, let's make sure to set it to ramp up, since we want the animation to begin from left to right. After this, let's make the animator move each word rather than each character. With this, we've finished setting up the animator. And now, to control this setup, we'll animate the offset property. This changes the text from the changing point of our animator to the original form. Of the text. That means when the offset is at -100, it will bring the text to the changing point we set for the position property of our animator. And when it's at 100, the text will be at its original form. Okay. So now, make sure you're at the beginning of the animation and create a keyframe for the offset at -100. Next, go to second one and set the offset to 100. Great. And now, when using text animators, we don't easy ease the keyframes to control their velocity. We can do it directly from here. A good setup for nice easing is setting E's high to 20 and Es low to 80. Let's see how that looks. Looks nice. To finish this animation, let's stand at the point in time, where the animation is fully completed and create a new mask for this layer. That way, we won't see the text at the beginning of the animation. In case we can still see some parts of the text at the beginning, we can change the changing point in our animator. We just need to adjust the position property we have here. That looks better. Great. So now we can move on to the next text part in this scene. We can animate the word project in the same animation style we used for the first part. For this, let's just copy the animator and paste it onto the relevant text layer. We can bring this layer up here to keep the chronological order of the text. All right. And now let's just press CtrolF to paste the animator. Looks nice. Before moving on, let's stand here where the animation is fully completed and create a mask for this layer as well to get the same intro as the previous text. Awesome. So now let's deal with the last part of the text in the scene. To make it a bit more interesting, let's split this text into two separate layers, one word on each layer, and create a cool popping animation for both. Then we can offset these layers and get some nice results. Before animating them, let's center their anchor points. All right. And now let's select them both and press S to open the scale property. Now let's create the first keyframe for both. When the scale is set to zero. Next, let's go to frame 15 and set the scale to 100. And finally, let's move the last keyframes to frame 20. Now, let's stand in the middle at frame ten and scale them up a little bit. Let's set the scale to 120. Great. And now let's easy ease the keyframes and then go to the graph editor and adjust the handles so the animation starts fast, slows down in the middle and gains speed toward the end. Great. And now at this point, after finishing animating the text, before moving on, it's a good idea to work with the voiceover and check if the timing fits the narration. Let's go to the video board and copy the voiceover layer from there. Back in the scene. Let's paste it here and see what we've got so far. We can turn off this layer to hide the captions. We don't need to see them right now. Let's focus on hearing the voiceover and watching the animation. Managing a large team across multiple managing a large team across multiple. Alright. So after hearing it a few times, I see that the word multiple should start at this point in time. So let's select all the layers related to this text animation part and move them to start from here. At this point, I'm hearing the voice over again and trying to adjust it even more. Came across multiple projects. I cross multiple projects. From what I understand, our animation of this part lasts for too long. Let's speed this up. For this, let's open all the keyframes we've got for this text animation part, and now make sure we are selecting all of them. Don't miss the keyframes below in case you're working on a small screen. Okay. So now, let's say the animation starts at 1 second and 15 frames and ends at 2 seconds and 20 frames. Let's stand here and hold down Alt or Option on Mac and drag the last keyframe we have to this point in time. Before seeing what we've got, let's make sure to adjust the length of the layers from the start. It happened because we dragged the keyframes to the left while shortening the duration of this animation. Now let's see it a few times. Across multiple projects. Cross multiple projects. All right. So once that's done, let's deal with the first part. Aging a large team across. From what I hear, I think we can slow this animation down a little bit. So let's bring the last key frame of our text animator to 1 second and ten frames. Managing a large team across multiple. That's better. We can start the second part even earlier. Great. And now let's deal with the next word. Team across multiple projects. Multiple project. I think we can start it from 2 seconds and five frames. Projects. Maybe a bit earlier. Well, projects SiplePjects? Is it. That's better. Okay. So now let's deal with the last text part while making sure we create a slight delay for the last two words. Jex isn't easy. Isn't easy. Managing a large team across multiple projects isn't easy. Too many texts. Alright. I hope that while working on the scene, you get an idea of how to create main text based scenes. We first animate each part, then adjust the timing according to the voiceover. This step by step method will make your life easier rather than starting to work on the timing from the beginning. Alright, everything looks great. And now we can delete the voice over layer and start working on the transition for the next scene. In our case, what starts the transition is the exclamation mark, which needs to appear and disappear while revealing the main cursor object we have in the project. All right. So first, let's create the exclamation mark. Make sure to use the right font for the size, you can leave it at 100. Next, let's bring it to the correct position and tag this layer in a different color. Now, let's start animating it. First of all, we know that this layer should enter the scene at approximately this point in time, so let's move it here. And now we will animate it using the scale and rotation properties. Create a keyframe for scale and rotation. Now, press to see all the keyframes and make sure the scale is set to zero at this point. Then let's move forward and set the scale to 100 for now. Now let's rotate the layer 180 degrees so it will be upside down. Next, in the middle of the animation, let's scale the layer up to get a nice popping animation. Awesome. And finally, since we need to create a transition from this layer to the cursor, we can set the last scale, keyframe to zero, so it will disappear. Then we'll start the sphere animation right from here. For now, let's easy ease the rotation keyframes and make sure the motion starts slow and gain speed towards the end. After that, for the scale keyframes, we can make the animation start fast, slow down in the middle, and then speed up again at the end. I think it looks great. Now, we are ready to work on the last part of the scene, which is creating the sphere animation. That sphere will be our cursor throughout this project. So first, let's select the shape tool. Make sure no layer is selected, and then create a proportional sphere while holding Shift. Let's set the size to 60. And now before moving on, I want to give you a small tip. When you have a project that includes some kind of cursor or sphere animation as the main object, I highly suggest you precompose it and keep it inside a precomp. The reason for this is that when it's inside the precomp, it will be much easier to adjust the design of this object or create a unique animation for it if needed. It will also be much easier in case you want to add other layers to fit a specific look. You'll understand this better in the course, since this is exactly what we are going to do, we'll use our animated background layer to color this object. For now, let's go back to the scene and start animating this layer. First, let's bring it to start from here. Now, let's place it in the right place in the scene. We need to position it in the same place. We can already collapse this pre comp to get it in full quality. Later we'll talk in depth about the collapse function. But now let's animate this layer. We can start it a bit after the exclamation mark animation. Where the exclamation mark is disappearing, we can use the scale to create a 1 second long pop out animation. Now, let's open the position property and create a nice popping animation. So the focus of the viewer goes to this part before transitioning to the next scene. We can make this layer jump up before falling down at the end. Great. Now let's make sure the scale animation happens quickly because we want it to appear right before the exclamation mark disappears. And now let's focus on easing the position key frames. I'm showing you this process rather than telling you the final velocity settings because this is the realistic workflow. Sometimes we don't know what easing will fit the animation, so we adjust along the way and try to understand what looks best. Okay, so now I think we need to move the sphere. When you already have position keyframes on your layer, don't forget to stand on one of the key frames first. Only then, while all position keyframes are selected, move the sphere to where you need it to be. It's super basic stuff, but I want to make sure you don't make unnecessary mistakes during the course. Alright? I think the position is good, but I feel that the scale animation needs to start a bit faster. Let's see how that looks. That's better. But the final part still feels a bit too slow. Also, as you may remember, according to the storyboard and the voiceover, this scene should end at second four, and right now we're at almost the sixth second. So let's open the exclamation mark key frames and speed up the animation. Let's make it last for 20 frames. Let's do the same for the cursor animation and then adjust the timing. The timing looks okay, but I think we can push the sphere a bit higher before it falls down. At this point, I usually watch the animation a few times and make final adjustments, but make sure not to get stuck too long on one part. Our goal is to first make sure the animation looks good and fits the voiceover. We want to move on to the next scenes and finish them all. After we have everything ready, we can take the time to fine tune those finishing touches. Alright, so once I'm happy with the animation, and I know it matches the correct duration, according to the storyboard and script, we can crop the unnecessary duration of this comp. Right now, the duration is 2 minutes, but the scene actually ends around the fifth second. What I usually like to do is keep one extra second before trimming the comp. So let's stand at second six and shorten the work area to this point. Great. Now let's go back to the master comp and bring the first scene into the timeline. At this stage, we need to add additional animation to this precomp so it matches what's happening in the scene. I prefer doing it this way because I don't want to convert the layers inside the precomp to three D and animate them with a camera. We can do that, and we will, in some scenes, but in many cases, we can create great motion in design without going three D. That's because three D scenes render much slower than two D ones, and avoiding them when possible will speed up our workflow. Alright. With that in mind, let's keep working. First, we need to align this pre comp to the left so we can start with the beginning of the text inside. When we need to create a side panning motion, of course, we use the position property to animate it. I usually match the start of the position animation with the beginning of the scenes animation, then move to the point when the scene animation ends and slide the comp over to the other side. In this case, we need to align it to the right. That gives us a solid starting point. After that, we can easy ease the keyframes and preview it. For now, the animation doesn't perfectly match what's happening in the scene. To fix this, we can work on the velocity of the position animation and adjust when it speeds up. Our main goal here is to reach the point where the word multiple appears. That happens at this moment in time. So we'll tweak the graph handles so the motion acceleratees at the right moment, making sure that word comes into view exactly when needed. For now, it looks good. But I noticed that the exclamation mark in the sphere are starting too late. Let's go back into the scene and shift this part a bit earlier. I'm watching the word easy and trying to find the moment when it almost finishes its animation. That feels like the perfect timing to start the final part. Let's now go back to the master comp and see how that looks now. That looks better now. Great. Next, we can make this animation more interesting by adding a scale animation when the word multiple pops out. It happens somewhere between the first and second second. So let's create the first keyframe here, then move to the end of the pop out animation and add another keyframe at that point in time. Now, in the middle of this animation, let's adjust the scale. At first, let's try scaling the pre comp down to 80. Now, let's adjust the velocity, so it starts fast, slows down, and then gains speed again toward the end. Let's see how that looks. It's nice, but I think it will look even better if we scale up instead of down. Because of this scaling, we'll also need to nudge the scene a little bit to the left at that same moment. As you may have noticed, this creates a new keyframe. Let's see how it plays now. At this point, I want the position to slow down slightly. To do that, let's select all the keyframes and press F nine to apply default Easy Ease. This will give us a short pause in motion at this exact point. Now, we can open the graph editor and fine tune the velocity at the beginning of the position animation to add a bit more interesting motion. Once again, I'm showing you the raw process of creating good motion. Don't think that pro motion designers create a perfect animation on their first try. It's not true. We all add keyframes, adjust them, and experiment until we find something that feels right. That's the natural and healthy animation process. Alright, everything looks great. To finish, I think we can end the position animation a bit earlier, since we already shifted the final part forward a few minutes ago. Let's bring the last keyframe to second four and check it. Okay, that looks perfect. Before moving on to animate the next scene, let's collapse this pre comp to confirm it won't interfere with the animation we just made. Nothing changes here because we're only using simple two D layers without any effects or three D cameras. But later in the course, we'll run into scenes where collapsing the pre comp does make a difference, and we'll go deeper into that in those lessons. And with that, we've finished this lesson. We're now ready to move on to the next one where we'll start working on the next scene. It's going to be super fun, so I'll see you there. 12. Creating Scene 2 – Bouncy Sphere Animation: Come back. In this lesson, we will create the second scene. So let's go to the video board and see what exactly needs to happen and how long this scene should last. Remember, we don't want to create a scene that is too short or too long. It will cause a problem in the long run because we will need to adjust the keyframes and the timing in case we didn't get it right. Alright? So in this scene, we need to present a lot of messages and tasks. And to make this scene interesting, we need to create some cool, bouncy sphere animation. Now, I want you to understand to know what should be the duration of the scene. To calculate it, we need to see at what second the scene starts. In our case, it's somewhere around second four and 15 frames. Now we need to see where the scene ends in our video board. It's around second seven. So that means the duration of the scene we need to animate should last approximately 3 seconds. All I did was calculate how many seconds there are from second four to second seven, it's 3 seconds. So this scene should last for 3 seconds. Since we have a very precise video board that fits perfectly with the voiceover, we don't even need to hear the voiceover and count what the duration of the scene should be. With that in mind, let's start creating the scene. First, we need to create a new composition. Let's call it scene two. Make sure to adjust the dimensions, and after that, make sure it's 30 frames per second, and the duration is 2 minutes. Once we finish the animation, we will adjust the duration, of course. Great. So now we first need to design the scene and create those message bubbles and task boxes. Of course, we could prepare everything in Illustrator and import it with the rest of the designs. But in my courses, I always try to teach you how to design scenes directly in after effects. For me, it's much easier to design scenes and after effects, and it saves me a lot of time. Moreover, that way, I have much more flexibility, and I can do any customization and adjustments in real time without messing with outside files. With that said, let's start designing the first message bubble, and let me show you how to do that real quick. First, we need to have some text as a message. In case you don't know what to write or the client didn't tell you, you can go to GPT and ask it to write a few messages. That's exactly what I did. I explained what I'm working on and asked it to generate the messages for me. I saved this text as a PDF file that you can find in my assets folder. It's called Random Messages. All right, so let's open the PDF and copy this message. Back to After Effects, let's paste it. Now, let's adjust the textyle and the size. Make sure the paragraph is centered and finally align this layer to the center of the comp. Great. And now let's create the message bubble to do that in a way so the message bubble size will adjust automatically to our text. Let's search for the two D textbox effect. Now, to use it, we need to double click on it. But if the layer is selected, it won't work. So make sure no layer is selected and only then double click the effect. Okay. And now we need to make sure the box is using our text layer as its source. Let's move the box below the text layer. And now we can change the design of the box. To do it quickly, you can hold Alt or option and click on the stroke a few times until you get to the no stroke option. Now let's make the fill white. Let's change the text color to black. And now, as you can see, we can add more text, and the textbox will be adjusted accordingly. All right. And now let's design the text box, so it will look like a message bubble. We can set the padding to 70. Next, we can round the corners. Let's set it to 120. Great. So now since we know we will need more of these bubbles in the scene, it will be a good idea to precompose these layers. Let's call two message one. Number two is representing the number of the scene this message appears in. Great. So now, before moving on and duplicating this comp, let's enter it and adjust the dimensions. We don't need this comp to be that big. Make sure the preview is checked and adjust the width and the height. Great. That's perfect. Now, let's head over to the project panel and duplicate this pre comp, so we can make changes inside the duplicate without affecting the first one. Let's open the PDF and copy another message. I will go with this one. In case your text moved too much to the right, that means your text paragraph wasn't aligned to the center. All right. So now let's go back to the scene and bring the new pre comp here. Awesome. We can leave it as it is for now. Now let's start designing the task box that we can see in the video board. In my case, I will also add a message along with the checkbox icon. And to do that quickly, we actually can duplicate the last message box we created and adjust the design inside. Let's change the name to task one. Great. Now let's enter the pre comp and adjust the text and the design. For the tasks, I also use GPT to generate some random tasks that can be relevant to my project. So now, go to my Assets folder and open a PDF file named Random Tasks. Let's copy this one. Back in After Effects, let's replace the current text with the task text. Great. And now let's adjust the design of the textbox. We can lower the roundness to, let's say, 35. And we can also add a gray stroke to this design, so it will be different from the message bubble. And now we need to open the padding menu and make sure we have some space on the left side to add the checkbox icon. We need to make the space here bigger. Let's scale the width of this comp a little bit. Great. So now let's set the padding left to 70. Looks great. Next, let's use one of the checkbox icons we have in our screen designs. I think it was in the task screen. So let's enter it and copy the green check box and the gray stroke of the checkbox, because we might add a checking box animation once the cursor lands on this message when we create the bouncing animation. Let's start with the gray stroke layer, copy it and then go to our task precomp and paste it here. Align it to the center of the comp vertically and place it on the left side of the box. Let's adjust the scale to fit the design. 350 looks good. Let's collapse this layer to get it in a high quality. I'll move it to the left a little bit. Okay. Looks good. Now, let's bring the green checkbox icon. All right. That looks perfect. Let's now create another task precomp. For this, let's duplicate this pre comp in the project panel. Now, enter the new precomp and change the task. Let's copy this one. Great. Next, let's adjust the position of the icons. So now, to make it look different from the message designs, let's make the text here in bold. Let's do the same for the first task. We can adjust the icons position a little bit. Okay, next, I think it will be better if we color the stroke in black. Yes, that looks better. Let's do the same for the first task, as well. Alright. With that done, we can close all these precomps and go back to the scene comp. Let's bring both of the task precomps here and find a nice scale and place for all the elements we have here. We can first scale the precomps down a little bit. Let's set the scale to 60 for now. We can already collapse these precomps. And now let's find a nice position for the messages and the tasks we have here. At this point, I'm just trying to come up with a visually balanced composition. So I'm using the safe action grid to make sure everything is perfectly balanced. I think we can scale the precomps down even more. Let's try 50. I'm trying to place the elements, so I will have enough space to add the bouncy sphere animation that needs to at the end, go in between the elements. All right. I think I'm good with the composition. I'll press the apostrophe key to turn off the grid. And now let's bring the cursor object precomp to the scene and start animating it. Alright. So first, we can already collapse this precomp. And if you feel that your computer is struggling, you can lower the preview quality. It happens because of the collapsed messages and tasks precomps. It's hard for after effects to present complex expression based precomps, like the text boxes we have inside those four precoms in case you didn't realize it, the two D box effect we are using to automatically adjust to the text is set up with complex expressions in the back end. That's one of the reasons why I say that sometimes adding too many expressions to the project can really slow down your workflow. Alright, back to the project. Let's start the animation of the cursor from somewhere around here. Now press P and create the first position keyframe at the beginning of the timeline. Now, I don't know how much time all this animation needs to be. So, as always, let's set key frames every 1 second. Later, we will adjust it. Alright? So now bring the cursor down here, so it will touch the task precomp. To see what we are doing better, we can color the default precomp background color to some gray color. Okay, now let's move 1 second and bring the cursor here. Next, go 1 second forward and place it to touch the first message precomp. Now, let's keep this process until we have the cursor out of the scene. Great. The next thing I love to do when creating bouncy animations is to curve the position path at the points where the object needs to hover in the air. So using the convert vertex tool, click once on each point we have in this path. Great. Now let's go back to the selection tool and adjust the handles of the points to get a much better curve. We can activate a curve here as well and adjust the handle to get a straight path. Great, Let's see what we've got. It looks weird for now, but that's okay. Let's see what we need to do to make it move better. First, let's easy ease all the keyframes and see how that looks. As you can see, now we have some pauses in between the keyframes. That's better, but we still have some work to do to really make that bouncy motion. For that, we need to go to the speed graph and first, make sure the points where the cursor touches the precomps happen very fast. That means we need to move this handle to the right. Let's see how that looks. Looks better, but now we also want the cursor to bounce back super fast. That means we need to start the incoming animation of the second keyframe super fast, as well. And now, as you can see, we get that bouncy motion. But as you may notice, we still have some weird pauses when the cursor hovers in the air. Don't worry about that. We'll deal with it in a second. For now, let's keep making all the touch points bouncy by adjusting the handles. Okay, that looks nice. Now, let's deal with the pause moments. First, you need to understand that it's happening because at this point in time, the speed is zero, as you can see in the small yellow box. At this point, the speed of the motion is 81. Here it's 223. Here it's over 1,000. You get the idea. So now what we need to do is make sure that the motion at this point, is not zero. To do that, we can bring the outgoing motion up, and we'll need to match the incoming motion to the exact same speed. But there's a way to control both of them at once. For this, we first need to select them both and then press Control Shift K or Command Shift K on Mac. This way, we will open the keyframe velocity panel. We can also open this panel outside the graph editor. To do this, select the keyframe, hold Alt or Option on Mac, and double click on it. Or you can right click and select Keyframe Velocity. Alright. So now let's go back to the graph editor. And once the relevant keyframe is selected, press control shift K or Command Shift K on Mac. And now, all we need to do is check the continuous option. This will connect the incoming and outgoing motion for this keyframe, which will now make it possible for us to control both the incoming and outgoing motion at once. I suggest adjusting the speed, not by dragging the handle, but by moving it directly by clicking on the point like this. So now you can check your animation and adjust the speed accordingly. That looks better. Now, let's do the same for the second part where the cursor is hovering in the air. All right. I think it looks great. So now let's exit the graph editor and speed up the entire animation. Let's make it last for 3 seconds and 15 frames. To do this, select all the keyframes, hold Alt or option, and drag the last one to the time indicator position. Let's see how that looks. Now let's move on and make the scene look a bit more interesting by adding a micro animation to the message and task precomps when the cursor bounces on them. Let's ignore the timing for now and first create the micro animation. For this, we will use the position and rotation properties. First, let's start with the position. Let's make this animation last for ten frames. In the middle, bring the precomp down a little bit. Let's see how that looks. Okay, now let's add a slight rotation animation. Let's easy ease the keyframes and check the motion. Looks cool. Now, let's find the perfect timing for this micro motion to start. It should be right when the cursor lands on this pre com. That looks great. Now let's do the same for the task precom. This time, we'll rotate it in the opposite direction. Now, let's time this animation with the cursor. Great. And now before moving on, let's tag the cursor in yellow. And let's do the same in the first scene, as well. Alright. So with that, we have finished the main animation that needs to happen in this scene. For now, I will not continue messing with this comp in terms of design or bringing additional elements into the scene. As I explained earlier, we will deal with the final touches later. For now, there are more important things to do, for example, checking if it fits the voice over timing. So to check this, let's first shorten the duration of this scene. We can end it at second four. Now let's go back to the master comp and work on the transition from the first scene to the second scene we just finished animating. My goal here is to achieve a nice match cut transition. For this, we first need to find the point in time where the cursor in the first scene is about to exit the screen and then immediately start the second scene. Here is the point in time where we can end the first scene. Now, let's bring the second scene to start from here and finally crop the first scene so it ends exactly at this point in time. Now, let's check this part a few times to see if it feels right. We need to make sure both comps are not overlapping one on top of the other. I think it looks great, but I have a problem with the cursor in the second scene hovering too slowly in the air after the first bounce. So let's enter the scene and adjust the motion speed at this point in time. Great. That looks much better now. And with that, we've finished the lesson, and we're ready to move on to the next one where we'll start creating the next scene and so much more. It's going to be a fun one. So see you there. And before starting to watch the next lesson, don't forget to take a ten minute break to refresh before we continue. See you in the next one. 13. Building Scene 3 – Search Bar Animation: Come back. Let's start this lesson by working on the next scene. The first thing that we need to do before doing that is to go to the video board and check what we need to create in the scene and how it should be designed and animated. Moreover, we, of course, need to check what should be the duration of the scene. As you can see, it should begin from somewhere around the seventh second, and it should end at somewhere around the 11th second. This means that the duration of the scene should be less than 4 seconds in total. With that in mind, let's create a new composition for this scene. We can call this scene three and make sure that all the settings are correct. For the background, we can change it back to black. All right. And now the first and main object that needs to be in the scene is the search bar. If you remember, when we prepared the dashboard UI panel, we made sure to leave this object as a separate layer, so now we can open up the dashboard pre comp and copy the relevant layers from here. To make it a little bit faster, let's just select all the area here with the objects of the search bar, then hold Shift and click on the irrelevant layers to unselect them. Let's make sure we've selected the relevant layers. Now let's copy the selected layers. Then go to our new composition and paste them here. Great. So now let's see what we have here. As you can see, after pasting the layers, they are not organized in the right order in the layers panel. In case you don't know, in after effects, the selection plays an important role in this part. The first layer that you select will appear in the upper part of the Layers panel. That's how we selected the layers from the dashboard precomp, and that's why we see this result here right now. To fix this quickly, we can select the bottom layer because this is the layer we want to be above. Then hold Shift and select the upper layer. Now press Control or Command X to cut them and then press Control V to paste them back here. It's a quick trick to reorganize your layers quickly without doing it manually one by one. All right. And now let's start adjusting the scene. First, we can get rid of this icon because we don't need it here. Next, let's make sure our objects are aligned perfectly in the center of the comp. For this, we can open up the safe action grid and then select all the layers and align them perfectly in the center. Looks great. Next, we can also delete the search layer because we will create a button in the right area with a search text inside in a few minutes. Let's keep checking if we missed something here because I see that we have three layers in the layers panel, but I see only two objects in the scene. At this point, we can turn layers on and off to understand what's happening. As you can see, I have a stroke layer that is a part of the search box. In our case, I don't really need it, so we can delete it right now. All right. And now, before we start animating the scene, let's scale the objects we have here real quick. For this, it will be a good idea to parent the search icon to the main box, then we can align it to the center of the comp to make sure it's perfectly centered. Now we can scale the box layer, and the icon will scale with it together. Looks good. So now we can already collapse the layers to have them in the best quality and continue designing this scene. Since we know that we will add here a sentence that says, I need help. Let's select the text tool and write it down here because we will soon animate it. I'll change the color of the text to white, so I can see what I'm doing and let's set the weight to regular. Alright. That looks good. Now, let's bring the text back to black and place it inside the search box. We can scale the font size down a little bit. 35 looks good. Great. So now we're ready to start animating the scene. The first thing we can animate is the typewriting animation for the text. And to do it, we will use a built in effect we can find in the effects and presets panel. You can type typewriter in the search box and then use the blinking cursor typewriter console effect. To use it, make sure the text layer is selected, and then double click on the effect to apply it to the selected text layer. Okay. So now, as you can see, the text starts animating from its center, which is not what we wanted. We need the text to start the typewriter animation from the left, and it's happening because the text paragraph was aligned to the center. In this case, let's adjust the paragraph to the left and adjust the layer's position. And now the animation will look as it should. Now let's press on the layer. And as you can see here, we see the two keyframes that create the type animation. The keyframe is starting from this point in time because when we applied this effect, we were standing on this point in time. So, in case before you applied the effect, you weren't at the beginning of the animation, move the keyframes to start from the beginning of the timeline. Alright. So now let's make this animation last 1 second. As you can see, we have this nice typewriting animation and a small blinking cursor beside it that continues to blink endlessly. You can play around with the different properties of this effect, if you want. But in my case, I will leave it as it is, and move on. Alright. So now I don't want the text to just start appearing in the animation. I want to create a bit more realistic look to the search box. And for this, I want to have the search text that we deleted earlier. Let me show you what I mean. Let's go back to the dashboard, pre comp, and copy the search layer from there, and then paste it in our scene. Place this layer in the correct position and adjust the scale of it to 150 because this is the scale value we set for the other layers in this scene. Now let's place this layer below the text layer and parent it to the white search box. Let's zoom in a little bit so we can see what we're doing and place the text there to the left a bit. Now let's start the text layer 1 second after the beginning of the timeline. Great. And now let's crop the search layer to end at second one. Let's make sure to crop this frame, as well. And now, if we preview what we have, it will look more like a realistic search box that we all know exists on the Internet. At this point, you can, of course, change the text or adjust it if you want. It will not affect the typewriting animation. Alright. And now let's move on and create the search button that needs to be on the right side of the search box. And there is a very easy and fast way to make. Let me just close all the layers in the folder in the project panel before we move on. Okay, so now to create the button, we can duplicate the message we created earlier. Let's now change the name to three button one. The number three represents the scene where this button should appear. Now, let's enter this precomp and first change the text to search. After that, let's set the text to bold and adjust the width of the composition. 450 looks okay. Now let's find the correct color that the button box should be filled with. For this, let's go to the dashboard precomp and open up the character tab. Now let's use the eyedropper to sample the purple color of the button in the header area. Next, let's open the color box and copy the tag of this color. And now let's go back to our button pre comp, then select the button layer, open the fill for this layer, and paste the tag we copied. Finally, let's change the text color to white. Let's save the project before moving on. All right. And now I want us to create a click animation for this button. Of course, we can create a simple scale animation for this outside in the main scene, but I want to teach you how with a very simple technique, you can create a much more interesting click animation that is used in a lot of SAS explainer videos. The first thing I want to note before we start the click animation is for you to understand that since we're using the two D textbox effect, we cannot scale the button layer because it's connected via expressions to the text layer we have in this comp. Therefore, we will create the scaling animation for the text layer, and the button box behind it will be animated accordingly. If you ask why we are not creating a regular shape for the button instead of using the two D text box effect, it's because we know that later in the project, we will have another button with different text. For example, we will have a button with the text ad, and it will be much easier using the two D box effect because the box will automatically adjust to the text. All right. With that in mind, let's start creating the click animation. So first, let's begin by creating a scale animation for the text. Create the first keyframe with the current value at the beginning of the timeline. Now let's move on 15 frames or maybe 20 frames forward and create another keyframe with the current value. Then in the middle of this animation, let's scale down the layer. We can set it to 70. Now, let's easy ease all the keyframes and Using the graph editor, move the handles to the left. So we will have a snappy motion. I think it's too slow. Let's exit the graph editor and make it last for 15 frames instead of 20 frames. So select all the keyframes and while holding Alter option, drag the last key frame to frame 15. And now, let's make this click animation much more interesting. For this, first, let's select the Ellipse tool. Now let's turn off the stroke. Hold Alt or option and click the stroke color to toggle between the different stroke options until you get to the option of the turned off stroke. For the fill color, let's choose white this time. Now, create a symmetrical sphere. Let's set the size to 350. And finally, align it to the center of the comp and change the name of this layer to sweep. Soon, you will understand what this layer will be used for. And now let's start animating this layer. First, we will use the scale property. At the beginning of the animation, set the scale to zero and create the first keyframe. Next, move 15 frames forward and set the scale to a higher number, something like 110. Now, go back to the beginning of the timeline and press T to open the opacity property. Create the first keyframe with the value of 100%. Next, go to frame 15 and set the value to zero. As you can see, we are already getting an interesting look. All right. Let's move on. Now, let's easy ease the keyframes and add the snappy motion to it, as we did for the scale animation of the text, and see how that will look. I think the opacity disappears too fast. We can slow this animation down a little bit by selecting the key frames of the opacity and pressing F nine to reset the easing of this animation. I think we can slow it down even more by dragging the last two keyframes to frame 20. All right. And now let's open up the track mat function and make this layer, use the Alpha channel of the button layer. That means the sphere will be visible only within the shape of the button. Let's turn back on the shape layer because we do need to see the button. All right. And now, as you can see, together with the scaling animation of the text, we have a very interesting click animation. I think the sweep is too bright in the beginning. To fix this, let's open up the keyframes on the layer and change the value of the first opacity keyframe to let's say, 80% instead of 100. That looks much better. Alright. And now we can save the project and move on to adding this button to our scene. Let's scale this pre comp down. We can set the scale to 40, collapse the precomp, and place it here on the right side. All right. So once that's done, we now need to time the clicking animation with the animation happening in the scene. That means the click should start after the typing animation ends. But as you may understand, we can't just move this precomp to start from here, because that way we won't see it in the beginning of the animation. Instead, let's stand on the correct second, then enter the button precomp, press you to reveal all the keyframes and move them to start from this point in time. Back in the main scene, we now have the click animation starting right on time. We can adjust this later in case we change something in the scene. But for now, let's leave it as it is. We can also scale down the font size to 30. I think it looks a bit better. All right. So now let's save the project and go back to the video board to see if we need to add something else in this scene. As you can see, we need to create the cursor animation that falls down into some kind of ocean. For now, the Dark Ocean is just a design asset that is not essential to the flow of the scene. What's more important is to create the cursor animation because it needs to be synchronized with the main animation happening in this scene, which is all the search box animation that we created earlier. This is the way of thinking I want you to have while working on complex projects. As I already mentioned a couple of times in this course, I want you to always finish animating the important elements first, rather than dealing with design assets that don't play a big role in the timing of the main animation. Alright. So with that said, let's go back to our scene and add the cursor object pre comp to it. We can already collapse this pre comp, and let's begin creating the animation it needs to do. We need to create some kind of animation of the cursor falling down, going below the search bar, and finishing by clicking on the button. We can do it from the right side or from the left side. I prefer doing it from the left side. So let's begin the animation of the cursor from somewhere around here. At the beginning of the animation, create the first position keyframe. Now let's move 1 second, zoom out a bit and bring the cursor down here on the left side. Again, let's move forward another second and bring the sphere somewhere around here below the search box. We can bring this point to here later. We will curve this path. For now, we can place the cursor at this point in time somewhere around here. Then let's move another second forward and bring the cursor somewhere around the button, or we can place it on the button. At this point, I don't really know how my animation is going to look exactly, and that's perfectly fine. But what I do know is that I will curve the position path now. And therefore, I'm trying to create the path in a way that after the curving, I will get a nice motion for the cursor. If you don't have enough experience in after effects, this will probably seem very weird to you. But as you gain experience working with paths, whether position paths or paths created using the Pen tool, you will understand how to structure them so that with the help of the handles, you will get the path that fits your scene. So let's start curving the path. For this, we can use the convert vertex tool, or we can use the shortcut. Hold control and alt and click on the point once. Now we get the curve handles that we can adjust in a way so the cursor will move down, repeat this process for the rest of the points of this position path until we get a nice curvy path. Okay, so now when we have the animation of the cursor, I see that it will take the cursor 3 seconds to reach the button. That means that all the animation happening before it is happening too fast, so let's adjust it. First, we can make the typing animation last a bit longer from second one to second three. Next, let's enter the button pre comp and move all the keyframes to start at this point in time. All right. I think it's good for now. So let's keep working. First, we can tag the cursor pre comp in yellow as we did for the previous three comps. That way, we can easily distinguish it from the rest of the layers. And now, from this point in time, let's create a click animation for the cursor. In this situation, we can just create a scale animation, making the cursor scale to zero. Let's make this animation last for ten frames and see how that looks. Okay, I think it looks nice for now, but I think we can easy ease the typing animation so it won't start in a linear way. Let's easy ease these keyframes. And now the animation will get a nice, easy start and finish. Nice. That looks better. We can place the button prec below the text layer to have a more organized timeline. And now let's press P on the cursor object and start adjusting the position animation that we created. While we're doing that, you need to understand that, by adjusting the position animation we might need to adjust the rest of the animation in the scene. Let's select all the keyframes and first Easy Ease them all. Now, let's make this sphere enter the scene fast. This way, we will get a nice continuous motion from the previous scene in a nice match cut transition. At this point, I'm good with the cursor stopping because it will bring the focus to the text. And now, at this point, I'm just checking the animation and trying to think if the timing is good, in my opinion, the text should end the type animation a bit faster. At this point, I'm always watching the animation a few times until I get something that feels right. So at this point, we can move some key frames around and make the timing a bit better. An important thing to remember is when you adjust some key frames, you always need to make sure that you also adjust the rest of the keyframes that relate to this animation accordingly to the new timing. In our case, I need to move the scale animation to start from here, and then I need to enter the button animation and make sure the clicking animation also fits the timing outside. Okay, I think it looks a bit better now. And before moving on, I would adjust the handle of this keyframe so the cursor will start moving slowly and then gain speed toward the end. Great. So once we're done with the main animation that needs to happen in this scene, we can move on to start working on the transition to the next one. In this case, I want to create a scaling animation for the search box. So after the click, it will cover the entire frame. This, we can convert the white search box layer into a shape layer. Right click, go to create and select Create Shapes from vector layer. This will allow us to change the shape of this design object as if we created it using the shape or Pen tool. And since the original layer was created inside Illustrator, we might have some properties inside the newly created shape layer that we don't need. So at this point, feel free to investigate how this layer is built and delete the unnecessary properties such as groups or merge paths. With that done, let's start working on the outtro animation of the scene so we can have a nice transition to the next one. First, we need to find the point in time when we want to start the Otro animation. In our case, we can start it from second four, a few frames after the clicking animation happens. And since we are now animating the shape layer, let's open up the layer properties and create the first keyframe for the path of this shape. Next, let's move 1 second forward and then double click on the shape to select all the points. Scale this shape while holding Shift and control or command on Mac to scale it proportionally. Let's scale it until the entire frame is covered with the white shape. All right. So for now, the animation is not looking very exciting, so let's improve it. First, let's easy ease the key frames. Now, let's make this animation start slowly by adjusting the handle in the graph editor to the right. I think it looks much better now. With that done? Let's save the project before moving on. Okay. So now let's go back to our master comp and insert the new scene into the timeline. As you notice, we didn't completely finish the atro animation of the third scene. And that's because, as I already said, it's very important to first check that the voiceover and the animation we created are synchronized. Before creating too many scenes and animating too many layers, let's make sure to bring the voiceover into the master Comp timeline and watch the entire animation to check if it fits the voiceover. It's better to catch mistakes and fix them now before we have too many scenes that will be affected by early mistakes we might have made. With that in mind, let's see what we've got. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages, and before you know it, you're drowning in chaos looking for help. Met One Point. The platform that makes project manager you may notice the third scene is not synchronized with the voiceover. So let's focus on fixing that. First, let's deal with the transition between the second and the third scene. As you can see, the cursor in the second scene is already out of frame at this point in time. And since we want to create a match cut transition to the third scene, it's a good idea to cut this pre comp right when the cursor goes out of frame. Make sure to zoom in and delete the last frame as well. All right. So now let's bring the third scene to start from this exact point in time and watch the animation once again. Let's listen to the voiceover when the third scene begins and try to understand what we need to adjust inside. Before you know it, you're drowning in chaos looking for help. Met one point. The platform that makes product Alright. So the first thing I notice is that all the animation needs to happen a bit quicker because as we hear, the next scene already needs to start at this point in time. So let's enter scene three and first, make the typing animation faster. Let's end it at second two. Next, let's adjust all the animation happening with the cursor. That means we also need to adjust the clicking animation inside. And don't forget to adjust the outtro animation of the scene. That is the key frames of the white shape box. All right? Now, let's go back to the master comp and see this part once again. For help. Met one point. The plat Ling for help. Met I think we still need to make this animation a bit faster and in the scene earlier. So let's enter the precomp and adjust the key frames once again. I'm showing you this process because I want you to get used to first making sure that the first few scenes in your project are synchronized with the voiceover, so you can practice timing the animation according to it. It's very important to do this in the early stages before moving on to animate the rest of the scenes. I think we can also make this part smoother by making this keyframe a continuous one and speeding up the motion that happens at this point in time. The bottom line is, I don't want the pause to happen here. Okay, I think it looks better. Let's now go back to the master comp and watch this part once again. And before you know it, you're drowning in chaos, looking for help. Met one point. Drowning in chaos, looking for help. Met one point. Met one point. For help. Alright, I think, at this point in time, the Otro animation already needs to start happening. So let's enter the scene and this time, move just the last key frames of this animation to second two and 15 frames. And, of course, don't forget about the clicking animation inside the button precomp, right? I think that will work great. And now we can move on to continue working on the Otro animation of this scene. First, let's crop the cursor object precomp right when it finishes its animation. Next, let's create a simple opacity animation for the button, so it disappears right after the clicking animation. I think that looks nice. Let's do the same for the magnifying glass icon. We can crop both of these layers at this point in time so the timeline stays clean. Now, before moving on, I'll bring the search layer here on top to keep my timeline organized. Alright, so now let's deal with the text layer we have here. Let's begin its Otro animation from second two and 15 frames as well. But this time, to make it a bit more interesting, let's convert this layer to a three D layer and create an outtro animation where the text flies toward the camera and out of the frame. So first, create a keyframe for the position property at this point in time. Next, move 1 second forward in time. You can use the time menu here if you don't want to drag the time indicator manually. Now, move the Z position value until this layer goes completely out of frame. I think this animation looks very cool, and I want to apply the same type of animation to the button and the magnifying glass icon, as well. So let's first delete the opacity keyframes on these layers, making sure we start by deleting from the last keyframe so the remaining one keeps the value at 100%. Then remove the rest of the keyframes, as well. All right. Now let's create the same outtro animation on the position property for both of these layers. To show you this process because this is the realistic workflow of motion design projects. Sometimes we create animations that seem okay at first, but later we realize a different animation looks better. That means you'll often understand what works best only after testing it directly in after effects. And I'm telling you this because I want you to get used to situations where you don't know exactly what to do. Instead of guessing, start trying different animations. Thinking about it in your head won't give you the answer. Actually testing different approaches will. All right. So after converting these layers to three D and creating the position animation, you can see that the button layer looks like it's not moving. This happens because we collapse this precomp. And as I mentioned in previous lessons, now is a good time to talk a bit in depth about the collapse transformations function in after effects. When we collapse a layer or a precomp, after effects shows us the original information of that layer. For example, when collapsing an Illustrator layer, after effects uses the original vector data, so we see the layer in full vector quality without losing resolution. When collapsing a precomp, after effects presents the original information from inside that precomp. In our case, since the layers inside the precomp are not three D layers, after effects still sees them as two D. That's why the button doesn't behave like a three D object here. If we uncollapse the precomp, then after effects ignores the inside information and treats the precomp as a single three D layer in the scene. But since we do want to keep the highest quality for this button, we'll keep the precomp collapsed. To fix the issue, all we need to do is enter the precomp and convert all the layers inside it to three D as well. Now, even with the precomp collapsed, after effects will use the three D information from inside, and the issue is solved. Alright, now, with that fixed, let's adjust the animation and timing of the Outro. I think this animation can start at second two and 20 frame. It's always a good idea to add a little delay between the animations of different layers. In this case, the white search box can start first, and then about five frames later. The rest of the layers follow. Great. Now we can trim this pre comp to end at second four and go back to the master comp to see how everything works together. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages, and before you know it, you're drowning in chaos looking for help. Met one point. Alright, I think everything looks great. With that, we've finished this lesson and are ready to move on to the next one. It's going to be a good one. See you there. 14. Building Scene 4 – Logo Animation: Come back. In this lesson, we'll start working on the next scene. So as usual, the first thing we need to do is to check what should be the duration of this scene. As you can see, the scene should start from second 11, and it ends at second 17 and 15 frames. That means that the duration of this scene should last not more than 7 seconds. With that in mind, let's create a new composition and start working on it. We can call this comps scene four. Let's adjust the dimensions. Okay. And now we can start working on the first part of this scene, which is the logo animation of the company. For this, let's open the precomps folder in the project panel and drag the logo precomp into our timeline. Great. And now let's enter the precomp and think of a way to animate this logo. Most of the time, in this kind of project, the logo animation doesn't need to be very complicated. Therefore, try to watch the logo and think of the simplest way that you can animate it. In our case, I think it can be great to create some rotation animation for the dark icons of the logo popping out from the green sphere behind it. And for the text of the logo, we can animate it in the very common way used in this kind of project, which is creating a reveal stroke animation. And now I want to remind you of something we talked about in the earlier lessons. I want to remind you of my process of thinking when I have a logo animation to create or any other animation task I need to animate. When I'm looking at my screen, I divide it into several animation parts. In this case, I'm splitting the scene into three main parts. The triangle icons animation, the green sphere animation, and the text animation. After that, I decide which part of the animation to start working on first. And to be honest, this is not very important. What's most important is that I first create the animation for each part and only then start to time the three parts together in my timeline. This way of thinking is especially good when we have to create a demo animation for UI panels of SAS software. With that in mind, let's keep working, and this idea will slowly become clearer for you during the process. First, we can begin with the simplest part, which is animating the triangles. For convenience, we can turn off all the other layers we have here in the timeline, so we can focus only on the triangle icons. And as I always love to do, let's tag these layers in some other color to distinguish this part of the animation from the rest of the parts that we'll have here in the near future. Alright. And now let's start animating it. To begin, we can go to second one and create the first keyframe for the position property for all these layers. And that's because we know that this is the position they all need to be at the end of the animation. Now we can go to the beginning of the timeline and create keyframes at this point in time, then zoom in and adjust the position so we can have them popping out from the center. Great. With that done, let's stand in the middle of the animation at frame 15 and make the icons open up even more before reaching the final position. And because I want them all to move the same distance, instead of moving them manually, we can use the X position axis as a calculator and add to the current value, let's say, 200 pixels. For the upper triangle, instead of adding 200 pixels to the X axis, we need to lower the Y axis by 200 pixels. Let's do the same for the rest of the triangle icons. If you're not sure, you can play around with the values and understand if you need to raise the value by 200 or lower the value by 200 to get the look that we're going for. Great. So now we have the beginning of the popping rotation animation that we're trying to create. Next, let's create a rotation animation. For this, let's create a new null layer. Place it above the triangles and center the anchor point of the null. Then place it in the center of the triangle icons. Next, let's stand at the point in time where the animation already ended and the triangles are placed in their final position, and then parent all the icons to the null, tag them all in orange, and change the name to null icons. Now let's go to the beginning of the animation and make the null rotate one full rotation during the popping animation. Awesome. And now let's use the null and add a secondary popping animation using the scale property. Create the first keyframe here, another keyframe at second one. And in the middle of the animation, let's scale the null to, let's say, 120. Let's zoom out a little bit to see how that looks. I think it's too much. Let's set the scale to 110. Great. With that done, let's start working on improving the motion. First, let's open up all the keyframes we created for this animation part and easy ease them all. That let's see how that looks. I think we can improve the animation by adjusting the keyframes and creating a bit more snappy motion. But instead of doing it using the graph editor, I want to remind you that when you have a bunch of keyframes for the same value on a bunch of layers, you can select them all and enter the keyframe velocity panel to adjust the velocity using the influence percentage for the incoming and outgoing animation. Let's set it to 75% for both. In the graph editor, it will look like we dragged the handles a little bit to the left and a little bit to the right. I think it looks great. Now, let's move on to improving the rest of the keyframes. In my opinion, we can leave the rotation as it is for now. Let's focus on the scale key frames. Let's begin by adjusting the velocity to 75% as we did for the position of the icons and see how that looks. That looks nice, but I want the icons to hover for a bit longer when they're all opened up. Therefore, I'll reset the scale keyframes by pressing F nine or F and F nine, if you're using Mac, and I'll adjust the velocity using the graph editor, so the animation starts fast, slows down for a longer period in the middle, and then speeds up again towards the end. I think it looks much better this way. With that done, I think it's a good idea to offset the icon animation slightly. But before that, let's use a simple trick to make the popping animation look a bit more interesting. For that, let's zoom in on the last scale key frame of the null object and move it five frames forward. Instead, at this point in time, let's make the null scale down to, let's say, 85%. As you can see, this simple trick adds a nice touch to the motion. Great. And now let's move on to animating the green sphere. First, we can tag it in a green color to separate it visually from the previous animation part. Now, let's create a nice scale popping animation for it. Alright, after creating the popping animation, I'm now trying to time this animation to start a bit after the triangle's icon animation. As I said, it's always a good idea to offset the layers a little bit. At this point, I'm trying to place it at different points in time and see how the animation feels. I can also change the velocity to 85 instead of 75 to get even snappier motion. I think it looks much better this way. All right. So with that done, let's move on to animating the next part of the logo animation, which is the letters of the logo. As I said earlier, we'll animate it in a common style for this kind of project, which is a stroke reveal animation. We practice this technique in the logo animation course, where we created five different types of premium logo animations. So if you want to learn other ways you can animate logos in your bigger projects, I highly suggest you watch that course. All right? Back to the project, we will reveal these letters using a stroke effect and to use the stroke effect, we first need to create a mask on this layer. The mask should follow the form of the letter. The way you start creating the stroke will affect the revealing animation in the future. I want the reveal to start from the upper part and then go to the left side. Therefore, I will start creating my mask in that way. So make sure the layer is selected, and let's start creating the first point here. The next point will be here, and before releasing the click, let's drag the mouse down to make this area curvy. You can hold shift while doing that. Let's keep doing that until we get to the upper area. In this area, we don't need to drag the mouse. Just click once. The most important thing is to make sure not to close the path. If you close the path, it will be a little bit more difficult to create the reveal animation. All right. So with that done, let's search for the stroke effect and add it to the layer. First things first, make sure all masks is checked. Next, for the paint style, choose reveal original image. After that, increase the brush size until you see the entire letter. Then make sure the brush hardness is set to 100%. And now to animate it, we will use the end property. At the beginning of the animation, let's create the first keyframe with a value of 0%. Next, let's go 1 second forward and set the end to 100%. We can turn off the rest of the layers so we can focus on it. As you can see, the beginning of the reveal is looking a little bit weird because a big chunk of the letter is being revealed right at the start. To make it look a little bit more subtle, we can animate the brush size as well. At the beginning of the animation, set the brush size to zero, at the end of the animation, set it to the number we chose earlier, which is 20. Now we will get a nicer reveal animation. Next, let's easy ease all the keyframes and using the graph editor, make the animation start quickly and slow down towards the end. Let's see how that looks. I think it looks good, and the great news is that we don't need to repeat this process for all the layers. We can just copy the effect and paste it on the rest of the letters. But we do need to create the masks for each letter so the effect works properly. So let's keep creating the mask for each letter we have in the scene for the letter N. I want the reveal animation to start from the upper area. So I'll start creating the mask from this point and then create the second point down here. Now, instead of continuing the mask for the rest of the letter, it's better to start a new mask for this part of the letter. Great. With that done, let's move on to the next letter. This time, I want the reveal animation to start from the bottom part, so the first point I'll create for the mask will be down here. Then I'll go up and finish the mask according to the form of the letter. Let's keep doing that for the rest of the letters. For the dot of the letter I, we can skip it for now because we will create a scale animation to reveal it along with the rest of the letters. All right. And now for the second letter N we have here, we can copy the two masks we already created for the first one and paste them onto this one to save some time. All right, so once we've finished creating the masks for all the letters, let's go back to the first letter and copy the stroke effect from it. Then let's select the rest of the letters. Make sure we're at the beginning of the timeline and paste the effect. Great. So now we have all the letters animated and we can move on. Let's collapse all the Illustrator layers we have here. And now let's make the reveal of the letters a little bit more interesting because they're too static right now. We can add some position animation to them, since we know that the end position for these letters needs to be where they are. Right now, we'll go to second one and create a keyframe for the position with the current value. Now, let's go to the beginning of the animation and bring all the letters to the left. I think that's enough for now. Great. So before moving on, I noticed that I forgot to create a reveal animation for the dot of the letter I. So let's do it real quick right now. Let's stand at second one. Then open up the scale property of this layer. Now, let's create a keyframe here with the current value, then go back to the beginning of the animation and set the scale to zero. To finish, let's easy ease the keyframes and create the same velocity we use for the revealing stroke animation for the rest of the letters. All right. With that done, let's bring back the position property of this layer so we can see all the position properties for all the letters. Then let's easy ease all the keyframes and adjust the velocity to fit the reveal animation. Let's see how that looks together. I think the motion is good. Now let's improve the animation by offsetting the letter layers. Let's make the letter T be the first in line to enter the scene. I'll do it using the new feature. Los nice. Let's leave it as it is for now and find the right timing for this animation part to start. Let's bring all the letter layers to frame five and see how that looks. I think it looks okay, but in my opinion, we can improve the intro animation for the letters even more by adding a scaling animation to all of them. To make it easier, let's stand at frame five. And while all layers are selected, press the left bracket key to bring all the layers to this point in time. Now, let's lock this layer because we already have a scale animation All right. So now let's select the rest of the layers, press S and create the first key frame with a higher value for all of them. Maybe 120. Let's try 150. That's too much. I think 135 should look better. All right. Now let's move 1 second forward. That is second one and five frames and bring the scale back to 100. Now, the animation should look a little bit more interesting. So let's unlock the layer. And then select all the layers once again to create a nice delay The offset can be a bit bigger. In my opinion, this looks good, and with that, we have finished animating the logo, and we are ready to move on. But before that, we can delete the background layer we have here. So now let's go back to the scene four comp and try to add an additional touch to the logo animation. First, let's collapse this pre comp and then open the scale property to create an additional scale animation to enhance the logo. Intro. Let's zoom in on the timeline a little bit and create the first keyframe for the scale property of the pre comp with a lower value. I think 70 should work. After that, let's move 1 second forward and create a keyframe with the value of 100. And finally, let's stand in the middle of this animation and set the scale to a higher value. We can set it to 110. Now, let's easy ease the keyframes and set the velocity to, let's say, 85%. Let's see how everything looks together. I think it looks great. All right. So now let's go back to the storyboard and see what else we need to animate next. As you can see, we're finally getting to animate our first UI panel in the project. So let's go back to the scene and find the comp of this UI panel or UI screen in our Screens folder inside the preComps folder. In our case, we need to use the dashboard screen. Let's drag it into the scene and start working on this animation part. All right. So first of all, we can turn off the logo precomp for now, so we can focus only on the screen. According to our storyboard, we know this screen needs to be presented at a slight angle. And as you can probably guess, we can achieve this angle by converting this precomp to a three D layer. Now let's open up the rotation property and adjust the rotation axis until we get the angle that we're looking for. Since we may want to zoom in on different areas inside this UI panel, it's a good idea to collapse this precomp to keep it in the highest quality. But as you can see, once we do that, the precomp appears in its original two D angle. So here's a question for you. How can we fix this issue? To fix this, we need to enter the precomp and convert all the layers inside it into three D layers. First, we can select all the layers, collapse them to keep their quality, and then convert them all into three D layers. Once that's done, we can go back to the main scene and see that everything works perfectly fine. Great. So now let's enter the dashboard precomp and continue preparing this entire UI screen for animation. The first thing we should focus on now is to precompose the layers that belong to each section of this UI screen. To begin, we can lock the layers that we know for sure we won't touch. Let's start by locking the main gray background layer. Next, let's lock the main menu on the left side. Great. Now we can start precomposing the layers of each section, beginning with the header area. So let's select all the layers of this area and precompose them. Since we use the precompose function, while selecting one of the precomps inside the Screens folder, the new precomp will automatically be placed inside this folder. I'm pointing this out because it helps keep the project panel organized. Later, when we search for this precomp and see it inside the Screens folder, you'll know why it's there. All right, back to the precomp. Now we need to give it a name. To keep things organized, let's start the name with S one, representing screen one. Then let's add header. Np next, after precomposing the relevant layers, we need to collapse the precomp and convert it to a three D layer. Finally, we need to make sure the anchor point is perfectly centered for this precomp. To do that, we can hold down Control or Command on Mac and double click the anchor point tool while the precomp is selected. And now before moving on, we can lock this precomp. Great. So now let's deal with the next section, which is the three boxes below the header. Let's say we want to create some animation for each of these three sections. In that case, it's a good idea to precompose the layers that belong to each section individually. For naming, once again, we'll start with S one, and then we can add something like panel one. Once that's done, we collapse the precomp and convert it into a three D layer. Finally, we need to make sure the anchor point is perfectly centered for this precomp. Great, great. Let's keep doing this for the rest of the sections. Another trick to make the selection process easier is to temporarily turn off the newly created precomps. Of course, you don't have to follow these steps in this exact order. You can first precompose all the relevant layers and only after that adjust the anchor points for each one. You don't necessarily need to do it immediately after precomposing. Alright, so now that all the layers have been precomposed, I can convert all the precomps to three D layers, collapse them, and then adjust the anchor point for each 11 after the other. Once that's done, we'll have a very organized setup for animating each section of this UI screen. This way, you can easily enter any precomp and animate the objects inside it separately from the rest of the layers. This is the right way to handle complex UI panels with many different sections and lots of layers belonging to each section. In our case, I'm not sure we'll animate every single section of this screen. I might leave that for you as homework at the end of the course. I don't want to spend too much time animating small sections. I'd rather focus on more important concepts that are relevant to projects like this. Okay, so before we wrap up this lesson, let's make sure our project panel is clean and organized. As you can see, we're already creating a lot of new pre comps and assets, and we'll have even more in the upcoming lessons. That's totally normal. This happens in real world projects too. That's why it's so important to keep everything clean and organized so you can easily navigate through your project. As I mentioned earlier, the precomps we created inside the screen were automatically placed in the Screens folder, since one of the precomps inside that folder was selected when we precomposed those layers. But I don't want the section precomps to be inside the Screens folder. So I'll select the precomps folder and create a new folder inside it called panels, then I'll move all the section precomps we create in this project into that folder. Already, it looks much better. The precomps that are not section precomps, we can place them directly inside the main precomps folder. Let's also drag the video board precomp there. And for the master comp in the main scene precomps, we'll keep them outside so they're easy to access. Alright, now, everything is nicely organized. Let's save the project. And with that, we finish this lesson. Save your project one more time before moving on to the next one, where we'll continue working on the scene. It's going to be awesome. See you there. 15. Continuing Scene 4 – Logo and Dashboard Transition: Come back. In this lesson, we'll continue working on scene four. Let's close all the pre comps that we are not going to use first. We can also close the dashboard pre comp because we won't animate anything here. All right. And now we can turn back on the logo animation and start working on the intro of this scene. First, I'll go back to the video board to remind myself what the duration should be for this scene. I see that it should start at around second 11 and end somewhere around second 15 and 20 frames. That means that I have 4 seconds and 20 frames to present the logo animation and the dashboard screen before moving to the next part where we see the cat and the splitting screens scene. So with that in mind, let's go back to the scene four comp and first move the dashboard pre comp somewhere around here. And now, up until that point, let's animate the logo pre comp to scale down and go up so we can have some space to enter the dashboard. First, let's start with the scale animation. So let's say after the intro of the logo, we will go 1 second forward, and then the logo will scale down to let's say 80 or maybe 75%. And now let's go to second number one and create a position animation. I'll create the first keyframe here. We can press to see all the keyframes that we have here. Then I'll go to second two and bring the logo somewhere up in the frame. Great. So now let's select the new keyframes we created and easy ease them. Now let's go to the speed graph Editor and first adjust the previous scale keyframe velocity as it was. The velocity at that point changed because we easy ease the keyframe. So when we do that, it's important to check the velocity across all the animation. All right. So now let's make this motion, start slow and gain speed toward the end. Let's see how that looks. That looks okay for now. Let's keep working on the next part, which is creating the intro animation for the dashboard precomp that can start also from second one. So first, let's bring it here and now open the rotation property to bring the X rotation back to zero. And now, since I know that later I want to add some depth of field for this part, I will create a new camera in the scene. We can use the one node camera. And for the lens size, let's choose 35 MM because it will give us the Alright. And now let's open the camera options and make sure the depth of field is turned off for now. We don't want to work when it's turned on because it can slow down the computer. As I mentioned earlier, only after we finish animating the essential animation, we will start adding the final touches to our project, right? Now before moving on, let's tag the logo precomp in some other color. And now let's start working on the intro animation for the dashboard. So first, we can start with animating the position. And since we know that the precomp should be placed right here at the end of the anim, we can go to second two and create the first keyframe here. Next, let's go back to second one and drag the pre comp down out of the frame. At this point in time, we can also bring it a bit closer to the camera to get a bit more interesting motion. All right, so once we are done with animating the position, let's now add a rotation animation. First, let's try to see what the rotation should be at the end of the intro animation. Let's set the X axis to -25 for now. Before moving on with the rotation animation, I think we can bring the dashboard down at the last keyframe. And now I see that the logos too big. So let's open the key frames of the logo precomp and adjust the scale and the position if needed. So now we have a lot more space for the dashboard, and with that, we can go back to animating it. At this point in time, I want the dashboard to be placed somewhere around here. And now for the rotation, I want it to start entering the scene when the X rotation is -90. So I'll create a keyframe at second one with this value. Next, I'll go to second two and set the value to -25. Great. So now we can start working on improving the animation and trying to see how the motion will look if we adjust the velocity of the position and rotation animation in a way, so it will start slow, gain speed, and then slow down toward the end. Let's see how that looks altogether. I think the animation is too quick. So let's go to second three and bring the last key frames of the logo and the dashboard pre comps to this point in time. Let's see that once again. Alright. I think it looks much better, but in my opinion, the velocity of both pre comps at the end should be exactly the same. So let's select all the last keyframes and press F nine to reset the easing. And now let's go to the graph editor and make the motion start slow. Gain speed in the middle and slow down toward the end. Let's not forget about the previous scale key frame of the logo precomp. I'll say it again. This is a realistic process of animation. We always try to see how the animation will look with different velocities and different timing until we get something that we like. Great. So with that done, let's go back to the video board and see what we need to do next. As you can see, we need to prepare this scene for the intro of the cat. So with that in mind, let's go back to the scene and continue working on it. First, let's start by creating the outtro animation for the logo. Let's stand at second four and bring the logo up out of the frame. Once we're done with that, let's go to the graph editor and adjust the velocity to get a bit smoother motion. Yes, I think it looks nice. And now we can keep working on adjusting the position of the dashboard pre comp. So once again, let's make sure we're standing at second four and first set the X rotation value to zero. After that, adjust the position value. At this point, we can use the safe action grid to see that we're moving the pre comp to the right place. Let's make sure the screen is perfectly centered in the frame. As you can see, it's centered vertically, perfectly, but horizontally, it is not centered. This can happen to us all the time. We sometimes forget about aligning the objects in the scene, but it's no problem at all to fix. All we need to do is make sure we're standing exactly on one of the position keyframes for this precomp. Then click on the position value to select all the keyframes and adjust the position values until we get the precomp centered exactly in the middle. If you do this when you're not placed on one of the position keyframes, you will create an unnecessary keyframe. All right. So now I think everything looks okay. We can press you on the dashboard pre comp to see the keyframes in a more convenient way and adjust the velocity of this motion to fit the logo pre comp motion. Pay attention to the rotation graph. As you can see, I missed adjusting its velocity, so I'll make sure to select the rotation property and adjust the velocity to fit my motion. Let's see how that looks. I think the dashboard at the end of the animation is too close to the camera, so I'll stand at the last keyframe and adjust the position axis of this precomp. Yes, I think it looks a bit better. Now, let's go back to the video board and remind ourselves what to do next. Alright. So now we need to start the intro animation of the cat. And before we do that, let's go back to our scene and save the project to save all the progress that we did until now. Once we're done with that, to find the funny gift, open the assets folder you downloaded for me, and you will see it there. And before dragging it into the project, I want to show you where I got this gift from. There is a website called Giffi where you can download any kind of funny memes and gifts that you can use in your projects. I will leave the link for this website in the PDF file called inks that you can find in My Assets folder. So all I did was search for CAT in the search box, and then I started thinking about what gift would fit best for my project. I decided to go with this one, so I clicked it. Then I noticed that this specific GIF was not playing in a loop. And to my surprise, when I looked at the similar gifts under it, I found the same one, but playing in a perfect loop back and forward. So I clicked it and downloaded it to my computer. All right. So now let's drag this Jif into our project. And now to have this GIF inside a precomp, let's drag it to the precomp icon down here in the project panel. That way, a new precomp with this layer will be automatically created. Great. And now let's press Control or Command K to enter this comps settings and adjust its size. As you can see, the preComp size is created automatically according to the size of the layer. Let's scale the width and the height to 500. Awesome. And now let's scale the layer to fit the new comp size. Great. Next, let's make this footage look a bit better. First, we can apply the hue sash, saturation effect and scale the saturation. After that, we can add the curves effect and make the footage a bit more contrast. And now, since we scaled the layer, it lost some quality. To make sure we're getting the best quality here, we can activate the quality and sampling function. Great. So now, once that's done, let's deal with the duration of this GF. As you can see, for now, the original duration is 2 seconds and five frames. So first, we need to expand the duration of the comp. Let's make it last for 10 seconds. Great. But now, as you can see, our Jif ends at 2 seconds and five frames. In our case, we need it to last a bit longer. There's a quick way to extend the duration of a looped video in After Effects. For this, first, let's select this layer in the project panel. Once done, right, click on it and go to Interpret Footage. Then click on Main. And now, since we have a looped video, we can make the loop play more than once. Let's set it to ten. Great. And now all we need to do is extend the layer. And as you can see, the video keeps playing, let's extend the layer to the end of the timeline. Awesome. With that done, let's go back to our scene, and before bringing this pre comp into it, let's adjust the name. Let's call it Cat gift. Let's also move the gift to the Assets folder. Alright, now, bring the pre comp into the scene, and let's keep working on it. First, let's find a nice position for it. According to the video board, it should be somewhere around here. Next, let's add rounded corners for this pre comp so it will fit our overall scene look. To do that, enter the precomp and now make sure no layer is selected. Then select the rectangle tool and double click on it. This will create a rectangle that perfectly fits the com size. Next, make sure this shape has a fill and the stroke is turned off. Then let's round its corners. Now let's change the name of this layer to mask, and now we will make the GIF layer, use the Alpha channel of this shape. That will make the gift visible only within the boundaries of the shape. That way we can get nice rounded corners for the gift, which we can later adjust if needed. I prefer this method rather than creating a mask on the gif layer which cannot be customized. Alright. And now, before moving on, let's adjust the saturation a bit because it's too strong, in my opinion. I'll also adjust the curves a bit. Alright. And now we need to create an intro animation for this gift. But before doing it, I want to go back to the video board and check how long this part should last. So it starts at second 15 and 20 frames, and it ends at second 17 and 15 frames. That means that this whole part needs to last no more than 2 seconds. So let's go back to the cat gift and create a simple intro animation using the scale property. And to make it look a bit more interesting, we can also create a scale animation for the mask. Great. So once we have the intro, let's go 1 second forward and create an Otro animation for it. We can copy the intro animation keyframes, paste them here, and then reverse the keyframes. Now, let's easy ease the keyframes. And in the graph editor, make the intro happen fast and the outtro start slow. Let's see how that looks. Alright. So once we have the intro and Outro animation, as you may remember, this whole part should last no more than 2 seconds. So let's stand at this point in time and bring the last two key frames to start from here. And before we do that, I just noticed by looking at the time box that the frame rate of this pre comp is not 30 frames per second. This happened because we created this pre comp using the automatic method by dragging the asset into the pre comp icon in the project panel. The pre comp is created according to the information of the file you dragged in. It's important to know that, so I decided to show you this process. Let's fix that real quick. Enter the comp settings and set the frame rate to 30. Alright? So once that's done, let's start the outtro animation from second one and 15 frames. It passes the two second duration that we planned, but it's okay. We can see if it fits the overall timing of the scene, and in case it feels too long, we can adjust it later. For now, let's tag this pre comp with a different color and find the right point in time for it to start. At this point, I'm just placing the pre comp at a spot in time I think will be best and then watching the overall animation. If it doesn't feel right, I'll drag it to another point in time. In our case, I think we can start this pre comp from second four. Alright? I think that's a good point in time for this precomp to start, but as you can see, the overall look of the scene feels a bit static. To improve it, we can create a slight zoom in or zoom out for the camera using the position property. So let's go to the beginning of the animation and create the first keyframe there. Next, let's go to a point in time where the animation will definitely be finished and create a gentle Zoom out animation. Let's see how that all looks together. As you can see, it adds a bit more motion to the overall look. In case the zoom out is barely noticeable, you can adjust the last keyframe to make the camera move further backward. Let's watch this animation once again. I think it looks much better, but in my opinion, we can start the gift animation a bit earlier in time, let's say, from second three, because I remember that this entire scene should last no more than 5 seconds. All right. So with that done, we can save the project and move on to see how this scene will look together with the rest of the scenes in the Master Comp. So let's go back to the Master Comp and bring scene four into the timeline. At this point, we just need to find the best point in time for this scene to start. I'm carefully watching what's happening in the previous scene and trying to start the next one accordingly. After finding a nice point in time, it's a good idea to watch the animation and see if the transition works well. In my opinion, it looks good, so now I'll make sure to watch the animation once again. But this time, while listening to the voiceover, to see if everything is synchronized perfectly. This is very important to do before moving on to animating the next scene. Looking for help. Met One Point. The platform that makes project management so simple, even your cat could do it with one point. Alright. So after watching the animation with the Voiceover, I noticed that scene number four should start a bit earlier. Let's start this pre comp from second 11 and watch it again while listening to the Voiceover. Eat one point. The platform that makes project management so simple, even your cat could do it. With one point, Met one point. The platform that makes P. Yes, I think we should leave it like this. That means that at this point in time, scene three should already end. So let's enter this pre comp and first open all the key frames we have here. Now, let's start shortening the last animation part by a few frames. Select all the key frames and move them ten frames backward. We can also bring these other key frames a few frames backward. But for now, let's leave it as it is, and see how the animation looks after adjusting the first animation part. It looks nice. Before moving on, let's not forget to adjust the click animation to start from this point in time. Alright. And now let's make the outtro animation a bit faster by bringing the last key frames a few frames backward. Let's bring them to the 1 second mark. Great. And now, after adjusting the animation, it's always a good idea to rewatch the motion and see if it feels right. We need to make sure it's not too fast or too slow. I think the motion is okay. Now let's go back to the master comp and see the animation again with the voiceover. Looking for help. Met one point. Looking for help. Met one point. The platform no Awesome. So once we've got the timing fitting the voiceover, we can now enter scene four and add a background layer to it. Let's use the gradient background animation that we created for this project. You can find it under the assets folder in the project panel. Now, let's create a nice intro for this background. My favorite way to create an intro animation for a background layer is by creating an ellipse mask and animating it. Let me show you what I mean. First, make sure the layer is selected and then choose the Ellipse tool. Double click on the Ellipse tool to create an ellipse mask for this layer. Now let's double click on the mask and adjust it to look more proportional. Hold controller command while doing that. Thanks to the safe action grid, I can see where to adjust the shape of the mask to get the rounded look. Great. So once that's done, let's open the mask properties and animate the mask expansion property. As you can see, it creates an interesting shape for the mask. I really like the look of the ellipse form. All right. So let's set the expansion value until we no longer see the layer. Don't set it higher than needed. Now create the first keyframe at the beginning of the animation. After that, move 1 second forward and adjust the value until we see the entire background layer. And once again, don't push the value more than needed. All right. So now let's ease the keyframes and make this animation start fast right from the beginning. Let's see how that looks. That looks great. Now, the final thing we can do here is create a small offset between the background intro animation and the rest of the animation parts in this scene. Let's start the other precomps from frame ten. Maybe frame five and see how it will look with the five frame delay first. I think it looks nice. Now let's go back to the master comp and watch it together with the voiceover. Meet one point. The platform that makes project management so simple I noticed that the CAT precomp should actually start somewhere around the 15 second mark. So let's move the playhead to 15 seconds and ten frames, enter scene four and make a few small adjustments. First, let's bring the Cat precomp to start from this point in time. Great. Now, let's make the dashboard animation a bit slower here. If it starts from second three and five frames, let's finish it at second five and five frames, which will be exactly 2 seconds long animation. Let's rewatch the animation and make sure it doesn't feel too slow. I think it's okay. Now, let's go back to the master comp and watch it again with the voiceover to confirm everything is perfectly synchronized. Meet one point. The plot. Form that makes progenigement so simple. Even your cat do it. With one point, Do it with one point. Awesome. I think everything works great. Now, we can move on to creating the Otro animation, which needs to happen at around second 17. For now, let's turn off the voiceover so it won't distract us while reviewing the Otro animation. We'll work on that in the next lesson. It's gonna be awesome. So see you there. And before starting to watch the next lesson, don't forget to take a ten minute break to refresh before we continue. See you in the next one. 16. Creating Scene 5 – Splitting Screens Animation: I'm back. Let's begin this lesson by going to the video board to check, what is the next scene we need to animate. The next scene is the part where we see all the UI screens, and it starts at second 17 and 15 frames. Now let's see where it ends. It ends at second 19 and 15 frames. That means this animation should last for 2 seconds. A quick reminder that the idea for this splitting screens composition I got from watching a great reference video on YouTube, it's a reminder of how great it is to see a lot of other projects to get inspiration. Alright, back to the lesson. Another thing that we can learn from the video board is that after the splitting screens animation, we need to enter the project's screen. And with that in mind, let's go back to our scene and keep animating in this timeline rather than creating a new pre comp for obvious reasons. Since we need to continue the animation while still seeing the dashboard screen for the split animation part, it's better to keep working on this timeline and not create a new scene. And before moving on, let's organize our timeline here. First, we can crop the logo pre comp to the point where we no longer see it in the scene. After that, we can do the same for the cat pre comp. So let's find the point in time where this animation already ended and crop this layer to that point. Finally, let's bring the pre comp up here to have a more chronological layout in our timeline. Now, let's stand at the point in time from where we think it's going to be good timing to start transitioning to the next animation part, which is presenting all the UI screens. We can start it from second seven. With that done, let's open the precomps folder and the Screens folder inside it to find the project's UI screen that needs to be presented in the next scene. And now let's bring it to our timeline. And think of a way to organize the screen with the rest of the screens for the split screen scene. And before doing that, let's also open the camera position and bring the last keyframe to this point in time because from this point in time, we will create a transition for the next animation part. All right. And now let's bring the projects pre comp to the timeline. Next, let's convert this layer to a three D layer and find the place for it in our three D space. To see what we're doing better, let's change the view to a custom view so we can see the three D space more clearly. As you can see, the project pre comp is now located in front of the dashboard, which is not what we need. We want it to be behind. And since we know that later, we will add all the rest of the screens. It will be a good idea to keep the space between each screen equal to do that. First, let's see the position value of the dashboard precomp. Now, let's set this exact value for the project precomp, so it will be aligned with the dashboard position. And now let's use the value box as a calculator and decide what should be the distance of the project screen from the dashboard screen. Let's try to move it 250 pixels. I think the distance is okay. And now let's move on to bring the rest of the screens to the scene. And now I want to share my thoughts with you. I know that the rest of the screens in this scene need to be presented for a very short time. I also know that if I bring all the pre comps of the screens into the timeline, after effects will have a hard time previewing the scene. With that in mind, I think it will be a good idea rather than using the pre comps of the screens to use the AI files of the designs of these screens that we imported at the beginning of the project. For after effects, it is much easier to render an Illustrator file. Than a precomp with a bunch of Illustrator files inside. I didn't do that for the project screen because I know that this screen should be animated in my next animation part. Therefore, I brought the pre comp of the screen and not its flattened Illustrator layer. Alright. So with that in mind, let's keep working, and what I just explained will be much clearer for you now. So let's bring the next screen to the timeline and adjust its position. First, we convert it to a three D layer. Then let's use the last screen's Z axis position value and add 250 pixels to it. This way, we will place this screen 250 pixels after the previous screen. Okay. Now let's move on to the next one. To make this process a bit faster, instead of dragging the next screen to the timeline and then adjusting it, we can duplicate the last screen from the timeline, select the bottom one, and adjust its Z axis position value. After that, while this layer is selected in the timeline, we can go to the project panel, select the next screen, hold Alt or option, and drag it on top of the selected screen in the timeline to replace it. Great. And now let's repeat this process for the rest of the screens. All right. And now we can bring back the view to the active camera and keep working on the scene. The next thing we can do is bring all the new screens in the timeline to start from second seven, since this is the point in time when this animation part will start, then we can bring all the screens above the dashboard pre comp to keep our timeline organized. All right. And now let's prepare the project screen for animation. What I mean by that is we need to make sure this precomp will work properly in case we want to collapse it. As you can see, after collapsing the precomp, we see the precomp differently. And it's because we've got a camera here that is now watching inside the precomp and doesn't interact with the layers inside the precomp since they are all two D layers. So to fix that, all we need to do is enter the precomp and collapse all the layers and convert them to three D layers. This way, the camera in the main scene will see them. With that done, let's go back to the scene and convert the rest of the screens into three D layers as well. We can also collapse them. Great. And now let's start working on the split screens animation. The first thing we can do is create a new null object. Then let's convert it to a three D layer, place it above all the screens and rename it to null screens. After that, we need to place this null in the middle of all the screens. For convenience, we can use the custom view, or for an even better view, we can choose the top view. Since we have eight screens, we should place the null somewhere around here so we can have four screens before it and four screens after it. And to know exactly where to place it in between, we can use the Z position axis of the screen before it. Let's copy this value from the screen and paste it to the null. Then change the nulls Z position axis accordingly. If the distance between the screens is 250 pixels, that means we need to move the null by half of this number. So let's add 125 pixels to the current nulls Z axis. Great. And once that's done, we need to parent all the screen layers to the null. But before that, let's split the dashboard precomp so we can have this precomp separately for the first animation part of the scene and a separate one for the animation part we are working on right now. Awesome. And now let's parent all the screens to the null. All right. And now let's go back to the active camera view and animate the scene. We can start the null from here. Okay. And now let's open the rotation property and find the right axis for us to animate. In our case, we will animate the y axis. Let's create the first keyframe here, then move 1 second forward and rotate it -69 degrees. Before we move on, we can open the keyframes for this precomp and delete all the previous keyframes. We do that because we will create a completely different rotation and position animation for this precomp to achieve the curvy look we are aiming for when the split animation begins. With that said, let's open the rotation property for all the screens and see what axis we need to animate. It's the X axis. So let's create a keyframe for all of the layers with the current value. At this point in time, we can press you to see just the keyframes. After that, let's move to second one and start adjusting the X axis for each screen layer to get a proportional curvy look. Let's rotate the dashboard screen to 25 degrees. And for the last screen, that is the file browser, let's do the opposite. Set it to -25. For the screen before it, we can set the rotation to -20. For the one before it, we can set the rotation to -15. For the next one minus ten. As you may notice, I'm rotating the layers by five degrees to make the curve look proportional. All right. And now for the first four screens, we can set this one to five. The next one we will set to ten. And for the final one, we can set the rotation to 15. That looks nice, and we are almost there. Now to make it look better, we can create a position animation as well. So let's select all the screens and press P. Now, create a keyframe at the beginning of the animation. Next, let's move 1 second and start adjusting the position of each screen to get that nice curvy look. At this point, since there are screens that are a bit bigger than the others, I'm just trying to move each layer intuitively until I get something that I like. Alright, I think it looks okay for now. Let's move on to create the animation of the project's screen popping out of this list, since this is the screen that needs to be shown in the next scene. So in a moment, we will move 1 second forward and adjust the project's screen pre comp, position, and rotation. But before doing that, let's make the rest of the screens go out of the frame. And we can do that using the null layer. So let's stand at second eight, then press P, create a keyframe here after that move to second nine and bring the null down out of the frame until no screen is visible in the frame. Great. And now let's make sure we are splitting the projects pre comp at second eight, since we want it not to be affected by the null. We need to animate this part separately so we can enter the next animation part much more conveniently. Let's make sure it's not parented to the null. Great. And now we can easily animate this layer without worrying about the nulls motion. And before animating it, let's make sure to delete the first keyframes and only keep the last ones so the precom will stay at its current position. With that done, we can now go to second nine and animate this layer. First lot, let's make sure to set the X rotation axis to zero. After that, let's adjust the Y rotation axis until we get the UI screen facing the camera. Great. Once finishing adjusting the rotation, let's start dealing with the position. Let's press you twice so we can see all the key frames. Now, let's open the action safe grid and start adjusting the position. We can place it in the center of the comp for now. Don't worry about the collision that happens here. We will deal with it in a minute. For now, let's focus on finding a nice position for this UI screen. If you're not sure how the scene should look, it's a good idea to come back to the video board and recheck the scene. I see that we need to add a text layer here, as well. It's important because now I know that I need to leave some space for a text layer in the scene. Let's also use this opportunity to check how long the project's UI screen part animation should be presented. It starts at 19 seconds and 15 frames and ends at the 24 second mark. That means we have a little bit more than 5 seconds to present this animation part. All right. So with that in mind, let's go back to the scene and keep working. So now, from this point in time, we have 5 seconds to present this UI screen part. We will bring the pre comp to a position similar to the reference I told you about when we talked about the storyboard creation. Alright, back to the lesson. Let's go 1 second forward and then open up all the rotation properties. Now, let's try to play around with the different axes until we get something that we like. In our case, I see that we also need to animate the Z rotation axis. Therefore, first thing first, let's create a keyframe at second nine, and then go to second ten and change the value. Alright. I think the angle is perfect. Now, let's bring the position and make sure to move the precomp closer to the camera. At this point, I'm just trying to achieve a nice angle and make sure the composition is balanced. So I'm playing around with all the properties I animated until I get a nice result, making sure I have enough space for the text layer that needs to be in this animation part. Mm. Et's see how that looks. I think it looks great. Let's select the pre comp and press you to see just the keyframes. All right. And now let's open the script and copy the relevant text. Let's check that in the video board. In our case, we need only this part of the script for now. So let's copy it and paste it in the scene. Let's now adjust the text. Let's go with a bold version of the font. Next, let's change the color to white. And for the font size, set it to 40. Finally, let's make sure the paragraph is aligned to the center and then align it horizontally to the center of the comp. And I think we can place it somewhere around here, right? And now let's bring the text above the null layer and bring it to start from second nine. We can adjust the position a bit. Later, we will animate all the text layers in our scenes. For now, let's focus on continuing to animate the rest of the essential animation parts. As you may remember, the animation part presenting the project's UI screen should last for 5 seconds. That means we need now to create the uplifting animation for each section in this UI screen. As we saw this animation is used a lot in this kind of project. So let's learn how to do that. But before that, I just noticed that I missed adding a position keyframe to the messages to screen layer. Alright, now let's start creating the uplifting animation. Let's find the timing for this animation to start. We should start it from second ten. Now let's enter the projects pre comp. Here in this timeline, we see that the animation will start from second three. Great. So first, let's begin by locking the gray BG layer. So we can select the rest of the layers easily. We can also lock the left menu layer. And now let's figure out which layers we need to animate. In our case, these are the layers of the project boxes. So let's select them all and tag them with a different color. We can turn them on and off to make sure the selection is correct. Great. Now, let's tag them in orange. Now, let's open the position for all of them and create a keyframe at this point in time. Next, let's move 1 second forward and create another keyframe here as well. Then let's go to the middle of the animation and adjust the Z axis position to bring them up. We can go back to the scene to see how that looks with the angle we created. I think it's too much. Let's bring them all down a little bit. Let's check that one more time. Yes, I think it looks better. Now let's go back to the precomp and adjust the motion. Let's make the animation start fast, slow down in the middle, and gain speed toward the end. Great. And now let's create a gentle offset between the layers. I'm selecting each layer to make sure they are all organized chronologically, one after the other. Yes, it looks like the order in the layer panel is correct. So now let's decide that the upper left box will start the animation first. That means we will select the rest of the keyframes and move them, let's say, two frames forward. We can do it manually while holding Alt or option and using the right arrow. Or we can do it using the new feature. I'll undo my action and zoom in a bit to show you how. If you want to use the new feature, then you need to remember that the order of your selection will affect the offset direction. Let's move two frames forward. So if I start selecting from the upper layer, then hold Control and Alt to activate the new feature. The offset will begin from the upper layer. In our case, we want it to begin with the lower layer. Therefore, I'll start the selection from the lower layer. Now, I'm making sure that the key frames of the layer named layer 353 are reaching the time indicators position. That will indicate that the offset is two frames distance. I think we can make the offset bigger. Great. And now, before moving on, let's go back to the scene to see how that looks. It looks okay, but I think this entire animation part is too fast and lasts for too short of a time. Knowing the fact that this part should last four or 5 seconds, I'm sure we need to make this animation a bit slower. So let's go back to the screen precomp and slow down the animation. Let's focus on the key frames of the bottom layer. For now, this animation lasts for 1 second. It starts at second three and ends at second four. That also applies to the rest of the layers. Their animations all last for 1 second. So now let's go to second five. Then select all the keyframes and now hold Alt or option and drag the last keyframe to increase the distance between the keyframes proportionally. While doing that, pay attention to when the last keyframe of the bottom layer, reaches the five second mark. It will indicate that its animation now lasts for 2 seconds, and as you may already understand, it applies to the rest of the layers, too. That's how we slow down the animation for all the layers from 1 second to 2 seconds long. With that done, let's go back to the scene and see how that looks. And most importantly, see that now the animation ends at the right point in time. The animation ends at around second 12, which is great because we now have a couple of seconds left to create the transition for the next animation part. For the next animation part, we need to create a cursor click animation on one of the project boxes, which after that will bring us to the second Project's UI screen. So let's start working on that part right now. So first, let's enter the second project screen and try to understand what needs to happen. As you can see here, we are currently inside a project that is called dribble website. So that means we need to create a click animation for this project box in the first project screen. Once we understand the flow, we can go to the second project screen and start thinking of a way to create an intro animation for it. In our case, we will focus on creating some kind of animation for these task sections. But as you can see, I just noticed that these boxes have no fill. So before starting to animate, let me fix that real quick. In your case, since you are using my finalized files, you have all the sections already fixed. I just wanted to show you that sometimes we miss something in Illustrator, and it's totally fine. So to fix this, all I need to do is to find that design in Illustrator, select these boxes and make sure to add a white fill to them. I'll speed up this process for now. Once done, I'm not forgetting to save the file. Then I can go back to After Effects and wait a few seconds until the changes are updated here. All right. And now I'll save my project here in after effects as well, and we can keep working. So at this point, we already know what we need to do for the rest of the scene. But before we start creating a complex animation, it's a good idea to go back to the master comp and see the animation we created together with hearing the voiceover to see from what point in time we should start creating the demo flow animation. That makes project management so simple, even your cat could do it. With one point, you get a crystal crystal clear, um of everything your team is working on all your project. Okay, as you get a crystal clear overview of everything your team is working on all your product. I think we can start it from second 22. That means that the uplifting animation of the project boxes should already end here. So let's enter the scene and then enter the projects pre comp to shorten this animation part to the time indicators location, which in this timeline, means that this animation should end at around second four. So basically, our first duration of this animation was perfect. I wanted to show you this situation because sometimes we feel that our animation should look a certain way. But what's most important is to make the animation fit the voiceover, rather than just making it look as we feel. This is why it's so important to always go back to the master comp and recheck the project after every animation part you finish creating. With one point, you get a crystal clear overview of everything your team is working on all your Alright. So now the animation syncs with the voiceover, and we are ready to start working on the demo flow animation. That should start somewhere around second 22. Let's enter the scene and start this animation from the point in time where all the boxes have already landed. Place the time indicator here. And now let's start creating the click motion on the first project box. Since we know that we will need a few frames for the click animation to happen, let's make sure this precomp stays still for a couple of frames. To do that, we need to create key frames for all the animated properties with the current value. Now, let's make this precomp stay for ten frames. I think that should be enough time for the clicking animation. So if we are at frame 12, let's move to frame 22, which makes ten frames in total. Finally, let's create another set of keyframes for all the animated properties with the current value. This part will be our place to create the click animation. In case you want to adjust the angle or position of the precomp before the demo flow starts, don't forget to update the last keyframes accordingly to keep that pause moment. Let's practice it right now. We can change the angle by playing around with the values of the animated properties a little bit until we create a more interesting angle. Alright. So now once that's done, you can just delete these keyframes and copy paste the new ones here instead. All right. And now from this point in time, let's enter the project's precomp and find the first project box to create a click animation for it. Here it is. Open the scale property and create a keyframe with the current value. Then move ten frames forward and create the same keyframe. Now let's stand in the middle of this animation and scale down the layer. Let's try our 80. Great. And now let's easy ease the keyframes and see how that looks. Let's try to make this motion a bit more snappy. That's better. Great. Now, let's go back to the scene. And from the point in time where the click animation ends, let's change the angle of this pre comp to a different angle that will look best for the next UI screen that needs to be presented after the click animation. Let's say the changing angle animation will last for 1 second. So let's use this time box and change the seconds to 12. This way, the time indicator will jump forward exactly 1 second. Great. At this point, let's adjust all the properties we animated to get a nice front angle. Using the safe action grid, it's easy to align the precomp to the center. Alright, I think it looks good. Now we know that when we present the next screen, we also need to change the text we have here in the scene. So let's split the text layer from the beginning of the transition, then open the script to copy the relevant text. Let's double click on the text layer and paste the new text. Great. So now we've prepared our transition. And before moving on, let's check if it syncs perfectly with the voiceover. We can also confirm that it sinks by checking that the text is changing at the right timing. Preview of everything your team is working on, all your projects, all your tasks, all All in one place. Alright, I think everything looks great. And now we're ready to go back to the scene and start working on creating the intro animation for the second project's UI screen. The transformation needs to start happening right after the click animation. In this case, we'll create the intro animation of the next screen inside the project's pre comp. First create an outtro animation for all the sections in this screen, and after that, we'll create an intro animation for the next screen. Then we'll time these two animation parts together to create a smooth transition. And finally, we'll have that demo flow animation for this UI screen. We'll continue with that in the next lesson. It's going to be amazing. So see you there. 17. Creating the Outro Animation for the Projects Screen: Come back. We will start this lesson by working on the Otro animation for the project's screen. That needs to start happening right after the click animation. So we'll stand here and start thinking of a way to get all the layers out so we can start bringing the layers of the next screen. Alright. So with that in mind, let's start creating an outtro animation for the main section in this UI screen. To make it in the most convenient way, we can use the white box of this section. Let me show you what I mean. First, let's color it in a different color so we can find it quickly. Next, we can select all the objects and layers that relate to this section and parent them to the main white box. Once done, we can create an outtro animation for this layer only. Then we can move on to creating an outtro animation for the rest of the sections. With that said, let's open the position for the main white box of this section and create a simple outtro animation for it to the right side. Let's make this animation end at second five. Next, let's go to the point where this animation starts and create an outtro animation for the big menu on the left. We can move this out of the frame to the left side. Great. And now let's create an outtro animation for the header. Before doing that, I noticed that the header is not looking good. I would love to have it start from the left side and not be cropped as it is now. This is how I got the design from Figma. But here in after effects, I will change it to fit my animation. In your case, you don't see it because you are using my finalized Illustrator files. So you already have this issue fixed. To fix it, I just went to this design in Illustrator and adjusted the shape to the left side. Once done, I saved the project so I could get the updated version and after effects. Lastly, I updated the position of the layer that was messed up because of the design change I did in Illustrator. All right. And now, once I got that fixed, after checking how the next screen should look, I understood that the header section is not changing, so I don't need to create an tro animation for it. So now before entering the next layers, let's make sure to get these layers visible only within the boundaries of the main gray box for this screen. I think it will look better rather than just leaving the layers going out as they are right now. Let's start dealing with the menu first. We need to do is make this layer, use the Alpha of the gray box. So drag the pick whip of the track mat function of the menu layer to the gray box layer, which is the last layer in our layers panel. Finally, turn this layer back on. Awesome. Now, let's do the same for the white box of the main section. Great. And now let's repeat this process. For the rest of the layers, we want to be masked out. For some reason, when I tried to do this process for a bunch of layers, at once, it didn't work. So if that happens to you, don't worry. Just make sure you do it one by one. As you can see now, that's working. We can also do it for two layers at once. All right. Once we're done with that, let's go back to the scene and see how that looks. As you can see, since we have an animation of some of the layers going up, we don't see them because they are now masked by the main gray background layer. When you're in the situation, all you need to do is enter the pre comp with the masked layers and find the point in time where the going up animation has ended completely. We can stay at this point in time, which is where the outtro animation is starting, and from this point, we can select all the layers we don't want to be masked in the previous animation part and split them. Now we can place the duplicated layer up here. Finally, we need to select the layers we don't need, masked and deactivate the track Mat function for them. So now we get these project boxes not masked by any layer at the point in time where they are popping out. And then we have them masked for the outtro animation part. That's how you deal with these kinds of situations. All right. And now we can enter the next screen and try to understand what layers and objects should be presented after the click animation. We need to make sure to enter these two sections. Let's start with the big menu on the left side. First, we need to copy it. Then let's go back to the first project screen and stand at the point in time where we need the new layers to enter the scene. In our case, it's from the beginning of the Otro animation. All right. So now let's paste the copied menu here and place it above all the layers. Now we can bring this layer to start from this point in time. And now let's make sure this layer is masked. We can place it below the header. Okay, so now make it use the Alpha of the gray box to mask this layer. Great. And now we can start creating an intro animation for this menu. We can create a keyframe here because we know that this is the position it needs to be in after the intro. Now we can go to the beginning of our animation and move this layer to the left. Once done, we can delay the intro animation from the outtro animation of the previous menu. All right. And now let's go back to the second projects screen and copy the rest of the layers. Let's select these four layers, copy them and paste them into the first projects precomp. Let's bring them to start from this point in time, as well. This is the point where the intro of the second project's screen will start. Great. Let's again go to the second screen, and this time copy the white box. Now, click this layer and paste the white box so it will be above the selected one. With that done, let's create an intro animation for this new section. We will create a different intro for the rest of the layers that need to appear in the section. But all these layers we can animate together. Let's tag the white box and parent these four layers to it. Before animating it, let's make sure to place this section in the right place. As you can understand, we should bring it down a little bit. So select the white box layer and lower it a bit. All right. And now open the position of this layer. We can open the position of the new menu as well to see where it ends. So at the end of the intro animation, we will create a keyframe with the current position value. And at the beginning, let's decide that this section will enter the screen from the bottom part. You can check how that looks with the outtro animation of the previous section. I think it looks great, and we can save the project and move on. Now let's create an intro animation for the rest of the layers that need to be in this section. So let's select all task lists here. Back in the first projects pre comp, let's make sure to select this layer so the pasted layers will be above it. Great. Let's now tag them in orange and bring them to start from here. Great. Now let's zoom a bit and bring them down to fit the original design of this section. You can check how that should look in the second projects, precomp. Alright. And now let's start creating an intro for all these layers. At the end of the intro, they should be placed here. And in the beginning, let's bring them down. We can place them somewhere around here. And now, to make this a bit more interesting, let's make them start at the second five mark. I want to create a slight delay for these layers from the rest of the sections. Alright, for now, it looks okay. Let's move on. At this point, I don't mind that the white box bottom part is out of the screen. I love how it looks, but I do want to mask the tasks layers so they can be visible only within the boundaries of the white box. For this, first, make sure you know, which is the white box layer. It's this one. Now we need to select the task layers and make them use the Alpha channel of the white box layer. Finally, don't forget to turn the white box layer back on. Do it for the rest of the tasks layers. All right. With that done, it can be a good idea to go back to the master comp and see if everything looks okay. As you can see, we're getting a very weird looking thing going on. So let's go back to our projects pre comp and fix that. Since this whole scene is in three D space, we need to make sure that all the new layers inside this pre comp are also three D layers. So now, when we check the main scene or see this animation part in the master comp, everything will look great. So now it's a good time to save all the progress and watch the animation with the voiceover to see if the timing is okay. Your cat could do it. With one point, you get a crystal clear overview of everything your team is working on all your projects, all your tasks, all in one place. Need the full asks, all in one place. Alright. So now I understand that at this point in time, this entire demo flow animation should end at the second 27 Mark. That means I have a few seconds to create the rest of the animation of this demo flow. Now, let's enter the scene pre comp. In this timeline, the demo animation flow should end at the second 16 mark. Telling you this, so you understand that the time codes may be different in each pre comp, and that's because the pre comp we are working on in the timeline starts at second 11 in the master comp. And inside this pre comp, we started animating from the second zero mark. Therefore, we see a different time code here. Our finishing point in the timeline inside this pre comp is the 16 second mark, not the 27 second mark, as in the previous comp where the scene for pre comp is located and starting from the second 11. Then when we enter the project's precomp, the finishing time code will be different again. Here it's at the second nine mark. That's because the animation here starts from the second zero mark, and not from the second seven mark, as the project's precomp starts in scene four precomp. So don't think that you're making a mistake. I in the master comp, the timing shows something different from inside your scene precomp, trust the position of the time indicator. That's why it's important to place the time indicator at the correct point in time in the master comp and then don't move it when you enter the precomps. This is very important to understand, especially in these kinds of projects, since creating demo flow animations can be structured from more than one pre comp that doesn't start from the same point in time. All right, back to the project. Now let's zoom out, and while keeping in mind that the animation should end at the second nine mark in this timeline, let's start working on the next animation part in this demo flow. This time, let's stand at the point in time where the intro of the tasks layers ends and bring the green checkbox icon so we can start creating the checkbox animation. As you can see, we've got two layers creating the checkbox design. Therefore, make sure you select them both and then paste them in the first projects precomp. Let's now bring it to start from here and color it in green. And now we need to time the intro animation of the checkbox together with the layers. We can start the checkbox animation right after the intro of the task layers. So let's stand here for now. And now, since I know that I'll need to have a couple of the checkboxes in the scene, I'll prefer to precompose these two layers and create the animation inside, so I can easily duplicate the precomp and spread it across this entire animation part. We can call it task done or checkbox. Let's just make sure to get the new precomp out of the screen's folder. It appears here because when we created this precomp, one of the precomps inside this folder was selected. All right. And now let's tag it in green and enter it. And now before we start animating, let's adjust the precomp start time code to start from zero. It's not on zero because when we precomposed the layers, we were at the second five mark. All right. And now since the icons are too small, let's scale these layers. We can set the scale to 300, great. And now let's place it in the center of the comp. We can use the align tool, make sure to set the alignment to composition. I think we can set the scale to 500. That's better. Finally, let's collapse the layers. Awesome. And now before animating it, let's convert the layers to three D layers. Since we know they need to be presented in a three D scene, and then let's adjust the comp size to fit the layers in the comp, leave some free space so we can create some nice popping animation. All right. And now let's go to the beginning of the timeline and create a ten frame duration popping animation for the two layers. I think we can make it scale more in the middle of the animation. Looks better. Now we can delay the V icon by three frames to make it a bit more interesting. I think it's too much. Let's bring it one frame backward. Let's see how that looks now. Great. I think it looks awesome. And now we can go back to the scene and time this animation with the rest of the scene. First, we can collapse the precomp and convert it to a three D layer. Now, let's stand at the point where the animation ended and adjust the size of the precomp to fit the task checkbox. We can set the scale to 30. And now let's move it to the right place. Let's press Cutrel or Command Shift H to hide the layer guides so we can see what we are doing. Great. And now let's time this animation with the scene. We can start the checkbox animation from here. Great. And now let's save the project before moving on. We can now close all the not relevant precoms and start adjusting the motion in each animation part of this demo flow animation. As you may notice, until now, we didn't easy ease any of the keyframes. When working on long scenes that include a few animation parts, it's better to focus first on creating the initial animation and making sure the timing is good rather than finalizing each keyframe we create for the layers in the scene. Keep this method in mind when you're working in after effects. Now, let's go back to the main scene and start adjusting all the key frames we created there first. Make sure no layer is selected and press you to see all the keyframes we have here. Now, let's start working on the first animation part, which is when the split animation starts. Let's first deal with the main motion that happens here, which is the rotation of the null that rotates all the screens. Let's make sure to adjust the velocity for the rotation keyframes to 75%. In the graph editor, it looks like this. Let's now watch the animation a few times and see how that feels. I think we can make the velocity 85% to get a bit more snappy motion. Alright, I think it looks better. Now, let's deal with the going down motion. I want this layer to start going up fast and slow down toward the end. As you can see, this creates a collision of the project's screen with the screen behind it. So let's select the first movement of the projects screen pre comp and make sure it starts slow and gain speed towards the end, the opposite of the going down motion of the null. This will create a better velocity sync between the two animations. Now we can make the project's screen move faster in the middle of the animation, if we want, by adjusting the outgoing velocity. While I'm doing it, I'm making sure to check the timing so the comps won't collide. Great. So I see that adjusting the velocity in that way. Can fit the animation. So at this point, we can actually select all the key frames of the project screen and easy ease them all and then create the same velocity for the entire animation. Before moving on, let's check that we don't have that collision happening. Alright, I think everything looks great. And we can now move on to deal with the next animation part, which is the animation of the rest of the screens. First, let's select all the keyframes, ease them, and then in the graph editor, make sure to have a velocity similar to what we created for the null animation, which in our case, the influence percentage should be around 85% for both incoming and outgoing velocity. Let's see how everything looks together. The going down motion looks a little bit weird, in my opinion. So let's adjust the velocity of this animation similar to how we did for the rest of the animation. I love how the motion feels right now, but as you can see, we got the collision issue once again. So in that case, we can just stay here in the middle of the animation of the project's pre comp and make sure to move the layer on its Z position axis. My goal is to bring this layer a bit further from the layer behind it. We can also bring it up a little bit. And now let's zoom in and check if we've got that collision happening again. All right. I see that everything looks okay, and we're now ready to move on. At this point, let's enter the project's screen pre comp and open up all the keyframes on all the layers to see what we can adjust here. So, in this case, we already dealt with the animation of the project boxes, but we can delete the previous keyframes on the second part of the layers of the task boxes. All right. And now let's go back and forth on the timeline to see if everything still looks okay after deleting these keyframes. We should not get any problems, but it's still worth checking. All right. And now let's deal with the keyframes that we haven't adjusted yet. We can begin by easing the keyframes of this layer. To see what layers we're selecting, let's bring back the layer guides by using Alright. And now let's easy ease these keyframes and then set the velocity to 85%. That looks nice, but I think the outtro animation of this section is happening too quickly. So let's make it last a bit longer to make the animation slower. In our case, we can stand at second five and five frames and bring the last keyframe. The motion still feels super fast, in my opinion. So let's make this animation last for exactly 1 second. So if the animation starts at 4 seconds and 22 frames, let's go to 5 seconds and 22 frames and bring the last keyframe here. Let's see how that looks now. I can barely see something because the other layers are already entering the scene. In that case, let's isolate only the white box layer to focus on its motion. Alright. I think it looks much better now. With that done, let's adjust the intro animation duration for all the layers that should enter the scene after the first animation part. Since we made the outtro animation of the previous section last 1 second, that means we also need to make the intro animation of the new section last 1 second. So let's stand, again, at second five and 22 frames and bring the last keyframe of this layer here. Next, we need to do the same for the rest of the animations. For these two layers, they both start at second four and 25 frames, which means we need to go to second five and 25 frames and move the last keyframes here. Let's also make the intro of the tasks list last for 1 second. And, of course, let's not forget to start the checkbox animation from here as well. Great. Once that's done, let's start easing the keyframes. Beginning with the position keyframes for these three layers, set the velocity to 85%. That looks nice. Now, let's do the same for the tasks layers. Perfect. Since we know this whole animation part should end around second nine, we can see we have plenty of time to reach that point. So let's make a nice offset between the task layers to fill up the free space. Don't add too much delay between the layers because we still need a few seconds for the green checkbox animation. With that said, let's bring this precomp to start once the last task layer finishes its animation. Okay, now let's duplicate this precomp and place the new checkbox under the second task. To make it more interesting, let's start this one at second seven. All right. Once we've adjusted the keyframes, let's go back to the master comp and preview the animation with the voiceover to make sure everything sinks perfectly. At could do it. With one point, you get a crystal clear overview of everything your team is working on. All your projects, all your tasks. All. With one point, you get a crystal clear overview of everything your team is working on, all your projects, all your tasks, all in one place. Need the full picture. I see that the next scene should start here. So to avoid having a static frame, let's go back into the scene and add another green checkbox animation for the third task, just to fill the empty space. Make sure it has the same delay as the second checkbox. Great. Now that we've finished creating the most complex part, which is the demo flow animation, we can go back to the scene and add some interesting camera movements to match the demo flow animation. But instead of animating the camera itself, let's animate the project's screen precomp because I don't want to interfere with the existing camera animation. And I also want to show you an easier way to create camera like movements without actually animating the camera. With that said, let's get started. First, since the precomp already has keyframes, we'll create a new null object and parent the precomp to it. That way, we'll have a clean layer to work with. So, create a new null object and bring it below the camera layer. Let's start this null at the 12 second mark and rename it to null screen two. Move. Since it will control the motion of the precomp named scene two projects. Now, convert the null to a three D layer and place it in the same position as the project screen precomp. You can copy the values from the precomp to the null. If you switch to Custom View one, you'll see the null is placed exactly where the precomp is. Perfect. Now we can parent the precomp to the null. Before doing that, let's move these two layers up here and close the camera layer. Great. Now, parent the second part of the projects precomp to the null. With that done, we can now control this precomp using the null without interfering with the key frames already on the precomp. All right. Let's create an interesting angle. First, create a keyframe for the X rotation at second 12 and 22 frames. Then move 1 second forward and rotate the precomp to around 25 degrees. Next, go back to the beginning of this animation. Press P to reveal the position property and create a keyframe with the current value. Move 1 second forward and bring the null closer to the camera. Once that's done, easy ease the keyframes and adjust the velocity in the graph editor to around 85% for both incoming and outgoing motion. Great. Now, let's see how that looks. I think it looks great, but in my opinion, we should start this motion a bit sooner. Let's say from second 12 and ten frames. Let's open the key frames of the precomp and time the null animation to start from the middle of the precomp animation. Alright, I think we're good now. But as you may have noticed, we can see the next section at the bottom. Let's enter the precomp and fix that. First, open the key frames of the main white box and stand at the first keyframe. Only then bring the layer down a bit more. Now, go back to the scene and check. That looks better. I think we can also delay the checkboxes animation slightly. Later we'll add a cursor animation to this scene. And I'd like to have a few free frames to create either an intro animation for the cursor or possibly a Zoom in animation on the task with the checkbox. With that said, let's enter the precomp and move the three checkbox precomps to start from second seven and ten frames. Perfect. Now, let's go back to the scene and at that exact point in time, bring the null even closer to the camera so we can see the first three tasks up close. We can also play around with the rotation to get a more interesting angle. Just don't forget about the text above. Try not to bring the UI screen too far into that area. Great. Now let's adjust the velocity to around 85% for this animation as well. When you do that, make sure you adjust both properties. In this case, I miss the rotation. So I'll easy ease the key frames again to reset the easing and then adjust it properly. Once that's done, let's see what we've got. Uh, looks great. To add some gentle motion to the scene, we can stand a little after the scene, should end and bring the camera slightly closer to the UI screen. That's a great example of why it's better to use a null object for complex angles instead of struggling with the camera directly. You can always keep the camera for simpler movements. I think we can bring it even closer. Let's watch again. Alright, I think it looks great. Now let's go back to the master comp and preview it with the voiceover. Managing a large team across multiple projects isn't easy. Too many tasks asks, too many. Before you know it, you're groaning in cost looking for Met one point. Point. The platform that makes project management so simple even your cat could do it. With one point, you get a Crist Yes. Everything projects. All your tasks all in one place. The full picture? Perfect. It looks like everything is synced. So let's find the point in time to start the outtro animation for the entire scene. From the voice over, it sounds like this should start around second 27. Let's stand here, then enter the scene, and I'll show you how to create a simple outtro animation that transitions perfectly into the next scene with a match cut. First, we need to adjust the camera's last keyframe so it ends here. Now, move 1 second forward and push the camera backward. Et's scale the panel for convenience. Now, go to the beginning of the Outro and open the nulls keyframes, as well. Create keyframes with the current values for both properties, since we don't want them to change until this point. Then move 1 second forward and adjust the null so the UI screen aligns nicely to the center. We can push the camera even farther back and bring it up slightly. Great. We're almost there. Since we moved the camera backward. We can now see some of the previous animation layers. To fix that, all we need to do is find the point in the timeline where we're 100% sure those layers are no longer needed. In this case, it's when our first null finishes its animation. We can also trim this null to the end of its animation. That's the perfect spot to crop the rest of the screens that were parented to this null. So select them all and press Alt right bracket to crop. Awesome. With that done, let's go back to our outtro animation. At this point, we can start adjusting the motion. First, select the null object and press U to make sure we didn't miss any key frames. Great. Now, select all the keyframes and press F nine or F and F nine if you're on a Mac. Next, open the speed graph editor and adjust the velocity closer to 95%. We're doing this because we want to create that match cut transition. And for it to work, the motion needs to reach a very fast peak. Now, stand at the point in the graph where the motion is at its fastest. Then go back to the master comp and crop the precomp to this exact point. This way, the next scene we'll create we seamlessly continue the motion. More on that in the next lesson. For now, let's go back to the scene and adjust its duration. Don't crop it too close to the end of the outtro motion. Instead, move 1 second forward and trim the timeline to that point. Great. Once that's done, enter the screen pre comp. Just to double check, we didn't miss anything. Everything looks good here, and we don't need to trim this timeline. So let's move on. Now we can clean things up a bit, close the unnecessary precoms, then go back to the master comp to prepare for animating the next scene. Before we wrap up, let's also organize the project by moving the task done precomp into the precomps folder. Do the same with the Cat Jeff precomp. Once that's done, save the project. And with that, we've finished this lesson. And the next one we'll complete the match cut transition and start building the next demo flow animation. It's going to be a good one. So see you there. 18. Building the Title Animation Template: Come back. Let's begin the lesson by going to the videoboard and checking what is the next thing we need to do. As you can see, now we need to create the Title animation. This title animation is going to appear in the next scenes throughout the project every time with a different text. As you can see, we have it also here. All the questions in the script will be presented in a similar way. In the last part, this title animation is going to be like our first title animation in the opening of this video. Alright, so now after we know that we will have a couple of the same title animations, we can structure it in a way, so it'll be easy for us to duplicate it and just change the text. With that in mind, let's create a new composition for the first title animation. Let's call it Main Title one. Make sure to change the resolution to full HD and check that the rest of the settings are okay. Great. So now let's select the text tool and go to the script to copy the text for the first title animation. In our case, it's this question. Back to the project. Let's paste the text and adjust it. First, make sure to center the paragraph. And now let's see what size can work well here. I think 150 is great. Next, choose the bold weight for the font, and then let's align the layer to the center of the com. Finally, we can center the anchor point. For this, hold controller command and double click the AnchorPoint tool. Great. And now let's switch back to the selection tool and make this composition a little bit more interesting. First, we can bring in the gradient background animation we created at the beginning of the project. And now I want to show you some basic tricks you can do to make the gradient look a bit different from the rest of the scenes in this project. It can be a good idea because we can decide that the background for the title animations will look a bit different from the rest of the project to make it a bit more interesting. Right. So the first trick I love to do when I have gradient animations is to add the invert effect. Now, I can switch the channels here to get some interesting variations for the gradient. All right. For now, let's say we go with luminance. If we zoom in, we can see the pixels which make the gradient look low quality. To fix this, we can add the Fast booxplur effect. And then make sure to set the blur radius to some high number. I think 20 is enough in our case. Next, to improve the look, we can also add the hue and saturation effect and crank up the master saturation to some higher number to get an interesting look for the gradient. As you can see, it creates nice contrast parts in the gradient. And now, if you want to change the color of the gradient, you can play around with the master hue property. But if you want to have complete control of the new colors, you can add the toner effect. Now let's delete the invert effect so we can see what we can do with the toner effect with our original colors. All right. So first, to have control of more tones in our gradient, we can change the tones to Penton. Now we have five color types that we can control. So now we can bring the color palette to the comp and start adjusting the different tones we now have. Let's say I want this gradient to look more purple, so I'll start picking the purple colors. I'm showing you these tricks because I want you to know that you can have complete control of the colors of your gradient background, whether you render it yourself or download some gradient animation from the Internet. Sometimes we love the motion of the gradient, but we don't have them in the precise colors that need to fit our client's palette. So now you know how you can adjust any gradient to fit your project needs. All right. So with that explained, let's delete the toner effect and keep adjusting our gradient background a bit more. If you still can see the pixels, you can scale the blur radius. And also know that the order of the effects can also affect the look of the gradient. As you can see, having the blur effect under the hue effect makes the gradient look a bit better. Okay, so now when we are good with the look of the title comp, we can start animating it. There are endless ways to do it, but I want to show how you can make your project look good, even with a very simple animation. First, let's open the scale for both of the layers. Now let's set the scale to 200. We can set the text layer to 400 to get a bit more interesting motion. Now, create a keyframe at the beginning of the timeline. Next, let's go 1 second forward and bring the scale back to 100 for both. The text looks too big. Let's set the scale to 90. Next, let's easy ease the keyframes and set the velocity for both to around 95%. The goal is to create a super snappy motion. Let's see how that looks. All right. That looks good for now. So now we created the intro for the title. Let's now create the Outro. But before that, let's go to the videoboard and check for how long this animation should last. It starts at second 27 and 15 frames, and now let's see where it ends at second 29 and ten frames. That means we have a little over 2 seconds for this animation. So now back to the title comp. Let's create a short pause for the animation so the viewer can read the text. Let's make the pause last ten frames. So now let's create a keyframe with the same values here. Then let's move 1 second forward and copy the first keyframes here. Now, we need to make sure the motion is similar to the intro. As you can see, it's not. So let's easy ease the outtro keyframes to reset the velocity and then adjust it to be 95%. Let's see how that looks. I think there is not enough time to read the text. Let's make the pause last for five more frames. This will be the point where we will end the animation to get a nice match cut transition that can fit almost every scene. All right. And now let's add a small detail to the animation to bring the focus of the viewer to the important word in this text. In my case, I want to add a nice stroke animation below the word. Let me show you what I mean. First, make sure no layers are selected. Then select the Pen tool. Now, make sure to turn off the fill color and turn on the stroke color. For the color of the stroke, let's bring the color palette to the comp and decide to use some bright color so it will be in high contrast with the background so we can see it clearly. Alright. Now, let's delete the color palette and create a line under the word full for the stroke width. We can leave it on 20. Now let's create an additional point in the path and bring it up. Then let's curve it and adjust the handles to get a nice rounded line. Let's bring it down a little bit. Great. Now let's change the name to stroke and start animating it. And we will do it using the trim path effect. For now, let's stand at second one and create a keyframes for the end property. If you want your stroke to move from the other direction, you can open the stroke properties and change the path direction. All right. I'll bring it back to how it was. And now let's animate it. At this point in time, set the end property to zero. Now let's move to the end of the pause moment and bring the end value to 100. Great. And now let's stand five frames after the beginning of the animation and create a keyframe for the start property with the value of zero. Next, stand five frames after the end of the animation and set the start value to 100. Now, we have a nice stroke animation. Let's make the stroke visible for a bit longer, and we can do it by playing around with the velocity of the two animation. First, let's select the end keyframes and make this animation start fast. After that, let's make the start keyframes start slow. This way, we adjusted the timing between these two animations to make the stroke be visible for a few frames more before it disappears. Great. So now, once we've done with the initial animation of the title animation, let's add an additional gentle zoom out motion to the scene so it won't look static. Let me show you how to do it quickly. First, let's create a new adjustment layer above all the layers. Next, let's add the transform effect to it. Now, let's go to the beginning of the timeline and set the scale to 120 and create a keyframe here. Now, let's go to a point in time where we are sure the animation should already end. In our case, we can stand at the three second mark and now set the scale to 100. So now if you check the animation, you will see that we get a nice, gentle zoom out motion, and the animation feels better because even in the pause moment, the scene is moving. Alright? So with that done, we have finished creating the title animation. We can activate the quality and sampling feature to get the most quality for the gradient MP. For file we have here. Let's now go to second four and trim the comp to this point in time. Let's go back to the master comp and bring the title precomp here. And now to get a cool match cut transition, let's crop the title precomp from the point in time where the intro animation is super fast. To know where it is, for sure, we can enter the precomp and find the point in time where the animation of one of the layers is at top speed. In our case, it's here at frame 15. We can move one frame backward and then go back to the master comp and trim the precomp to this point in time. Now, if you watch the animation between the last scene and the title, you will see that we have a super cool match cut transition. Great. So now let's crop this pre cont from the end, also at the point in time where the outtros at peak speed to get a cut transition to the next scene. Awesome. So with that done, we are now ready to start working on the next scene. Before you do that, I suggest you save the project to secure the progress you've made so far. All right. And now let's go back to the videoboard and see what is the next scene that we need to create. Okay, so now, as you can see, we need to work on the task's main UI screen. From what we see in the storyboard, we can clearly see that we will need to create a short demo flow animation. I'm talking about creating an intro animation for the pop up we see here. To understand that better, let's open this UI screen precomp and see what we have there. Okay, so here we can see the pop up presenting the sub tasks for the main task, which in this case, is designing the new dashboard. I know it because I can see it in the title of this pop up. Great. So with that in mind, let's create a new comp for the new scene in which we will create this demo flow animation. Let's call this pre comp scene five. Make sure the settings are correct and hit Okay. Great. So here is the new scene pre comp. And now let's drag the tasks UI screen pre comp into the timeline of the new scene comp. Later, we will add here the text and the cursor animation. But for now, let's focus on creating the demo flow animation. The first thing that we can do is select all the layers here and collapse them. I'm not planning to animate the scene in a three D space, so I won't convert the layers to three D layers. Okay. And now let's select all the layers related to the pop up design and precompose. Since we have this shadow layer, it's easier to understand what layers to select, starting from this one and all the rest of the layers above. You can turn off and on the selected layer to make sure you got it right. All right. And now let's precompose them all. We can call this precomp screen for pop up. Great. So now let's collapse the precomp and make sure the anchor point is in the center. Awesome. And now let's turn off the pop up in the shadow layer as well, and start preparing the rest of the design for animation. At this point, we need to understand what layers we should precompose and whatnot. And, of course, it all depends on what animation we want to create here. In our case, the most important thing to know is that we need to create a click animation for this task, since the pop up we have in the design relates to it. But before doing that, I will make sure the task boxes have a white fill. I forgot to do it in the preparation phase in Illustrator. But it's totally fine. As I already said, this can happen to all of us. And it's important for me to show you a realistic workflow. In your case, you don't need to do anything because you already have my finalized Illustrator files. So I will speed this process up a little bit, because all I'm doing is just finding the relevant layers and making sure to set a fill color to white. Great. And now, after saving the file, I'll go back to the project and wait until it's updated. Awesome. So once I got everything updated, I'll save the project, and you can continue to follow along. Let's go back to the videoboard and check for how many seconds the scene should last. It will help us to understand where to finish the scene and how long the animation part and it should last. So the scene starts at second 29 and 15 frames, and it ends at second 38 and 28 frames. This means we have a bit over 7 seconds to present all the animations happening here. So with that in mind, we can now collapse the pre comp and start working on the intro of this screen. I prefer to finish the intro first, so I know for sure where to start the demo flow animation that needs to come after the intro. It's better than first creating the demo flow and then adjusting the keyframes after creating the intro. Great. So since we have a fast Zoom in animation happening in the outtro of the title animation, we can create a fast Zoom in animation for the intro of this scene to get a cool match cut. Transition. So let's create a scale animation for this pre comp, starting from a scale of 50. And then after 1 second, don't set the scale to 100 because we need some space for the text, we can set it to 80. Great. With that in mind, let's also create a position animation as well. I want the screen to be down here. We can use the safe action grid to make sure we're not moving it too much down. All right? Now let's adjust the velocity, so we will have this motion super fast in the middle of the animation. This will be the point we will start this precomp. Let's now go to the Master Comp and bring the new scene here. Now, let's enter the scene and stand at the fastest point. Finally, let's go back to the Master Comp and crop this pre comp to this point in time. And now all we need to do is place the scene to start right after the title animation and check how everything looks together. Awesome. I think the match cut works perfectly. Now we can enter the scene and start animating the demo flow animation, starting right after the intro. Let's enter the tasks pre comp and start working. Alright, so the thing we can do here is create a nice popping out animation for all the tasks in the main section here. So starting from this point in time, we will create a keyframe for the scale property with the current value as always to have everything organized. Let's tag these layers in a different color. Next, let's move 1 second and create another keyframe here. Then in the middle of this animation, let's scale them all up. 120 looks good. Great. And now before adjusting the keyframes, let's first finish animating and timing the entire animation. So now, after the popping out animation, I want to add a checkbox animation for a few of the first tasks. And since I have a ready checkbox animation in a separate precomp, we can now delete these layers from here. Later, we will add the checkbox pre comp we have prepared earlier. For now, let's create the click animation for the third task. But instead of animating this layer, we will use a null object. And it's because the anchor point on this layer is centered, and I don't want to change it or mess around with the keyframes I already have on this layer. Let me show you what I mean. So now let's create a new null object and create a small setup for the click animation. Bring the null to be in the area from which you want the click animation to be triggered. We can change the name to the name of the layer that will be parented to it. In our case, it's the layer with the number 100, so we can call it null 100. Once done, let's parent the relevant layer to the null. And now from second two, that is, after the popping out animation, let's create a scale down animation for the null. Let's make it last for 15 frames. Alright. So now, once we got the click animation, we can trim this layer to start and end according to the keyframes. Later, we can move this null backward or forward in time in case we want the click animation to happen at a different point in time. Alright. So with that done, let's keep working on the next animation part, which is the intro of the sub task pop up. First, after the click animation, the shadow layer should appear. So let's bring it here. And now let's create a 1 second long fade in animation using the opacity property. If the animation starts at second two and 15 frames, it should end at second three and 15 frames. Okay. And now, to make this a bit more interesting, let's also add a nice blur animation. For this, first, let's create a new adjustment layer. Let's place it above the shadow layer and move it to start from where the shadow starts. Next, we need to make this adjustment layer visible only within the boundaries of the main shape of this UI screen because we don't want assets outside this area to be blurry. We need only the screen area to be blurry. So to do it, we can simply make the adjustment layer, use the Alpha of the main box. Don't forget to turn back on the box layer that way we masked the adjustment layer. Okay. So now let's add the fast box blur effect to the adjustment layer and create an animation for the blur radius. If we turn on the transparent background, we will see that the blur is covering only the UI screen boundaries, which is what we want it. That means that in case we add some new assets behind the adjustment layer, it will only blur the parts behind the boundaries of the UI screen shape. Alright. I'll delete the shape and let's animate the blur. First, we can change the name of the adjustment layer to blur. Now, let's set the blur radius to zero at this point in time and create a keyframes. Next, let's move 1 second forward and set the blur to a higher number. Maybe ten. I think that's too much. Let's try five. Yes, that's better. Great. So now once we've done that, let's bring the pop up precomp here and create a simple popping out animation for it using the scale property. Great. I think it looks nice, and we can now move on. After the popping out animation, we need to add a checkbox animation inside the pop up precomp. Since we already have a ready animated precomp prepared for it, we can do that in a minute. For now, let's focus on improving the motion for the keyframes we created here. But before we do that, I just noticed that the adjustment layer doesn't reach the bottom part of this section. To fix this problem, quickly, we can use the Alpha channel of the main box of this UI screen to mask it. Great. So now we don't see the bottom part of the white box of this section, and we can move on to improving the motion. First, let's begin with the task layers. Let's make them pop quickly from the beginning of the animation. I noticed that I missed the first task, which is the bottom layer here in the layers panel. Let me adjust the motion here real quick. It's a good example to always make sure you're getting all the keyframes you wanted to adjust. Alright. With that done, I'm happy with the motion, and now to make it look a bit more interesting, I'll create a one frame offset between the keyframes to create a nice delay. Let's see how that looks. I think we can make the delay bigger. Let's say, two frames offset. For this, I'll stand two frames after the first task, keyframes, and then make sure the second task starts to move from that point, this time, I'll use the new offset feature. So I'll make sure not to select the keyframes from the upper layer. I'll select them from the bottom layer because I want the offset to be in the direction to the right. Alright. I think it looks great. Now let's adjust the intro for the next part, according to the task layers animation. With that done, let's now start adjusting the next animation part we have here, starting with the click animation. Now let's adjust the shadow and the blur animation. Let's make it start quickly. Now let's deal with the pop up animation. We can set the velocity of the scale keyframes to 85% and see how that looks. I think it looks great, and we can move on to the next animation part, which starts right after the pop up animation. So let's stand here and enter the precomp to add the checkbox animation that needs to be here. First thing first, let's zoom in so we can see what we're doing better. And now instead of animating each of the check boxes here, we'll use our ready animation that we prepared earlier. So let's find it in the precomps folder and drag it to the timeline. Now let's collapse the precomp and scale it down. We can set the scale to 20. Now, let's place this precomp beside the fourth sub task. I think we can scale it up a bit. Let's see how that looks. Let's set the scale to 25. Great. So now let's find the right point in time for this animation to start. This needs to happen right after the pop up animation. So let's stand here and enter the pop up precomp. Now, move the checkbox animation to start from here. Awesome. And now let's duplicate it and start the new 115 frames after. We can now tag the pre comps in green and finally bring the new one for the sixth sub task. I don't think we need to create more than that, since we already almost reached the duration limit we need for it. With that in mind, let's go to the master comp and see the animation while hearing the voiceover to check if everything is synced perfectly before creating an Otro for the scene. Sure. Every project includes detailed tasks, sub tasks, and real time progress tracking, so nothing slips through the cracks. Want to see who Alright, I think it looks great. And now we can start to think about the outtro of this scene, which needs to happen somewhere around the 37 second mark. When we go back to the scene, we can see that we still have plenty of time until reaching that point. Right now, the animation we created feels a bit boring. So let's use this opportunity to add some nice zoom in and zoom out movements to make the scene feel more dynamic. I also want to shift the popping out animation we created for the task boxes a little later in the timeline, since we have a lot of free space until the scene ends. Alright. So with that said, let's stand at the two second mark in the scene timeline and bring the popping out animation of the task layers to start from here. I see that I missed creating a delay between the first and the two bottom layers, so I'll move the bottom layer keyframes, one frame forward. All right. Now let's select all the task layers keyframes and start this animation part from the two second mark. Great. And now let's select the next animation part and adjust the timing accordingly. On second thought, let's start this animation part 1 second later because I want to leave some free space for a Zoom in animation or a cursor animation at this time. Once done, let's go back to the scene, stand at second two, and start adjusting the scale and position properties until we get something that looks good. My goal here is to create a nice Zoom in animation where the task list section will appear closer. The focus of the viewer should be on that area at this point in time. I'm just experimenting with different values for scale and repositioning the precomp, so the task list sits more in the center. We can turn on the action safe grid to make sure we have a balanced composition. I think it looks nice, but the starting position of the precomp can be adjusted a bit. Let's move it slightly upward so we create a bigger difference between the first and second positions. Don't worry about the text that should be in the upper area. We can place that text at the bottom instead. Now, let's stand at the second keyframe and adjust the precomp size and position again to make the Zoom in animation more noticeable. Let's also make sure the task list section is perfectly aligned to the center. Use the action safe grid guides to check the alignment. At this point in the timeline, the task boxes should be centered exactly according to the guides. A quick reminder, this should be your main workflow when you work on these kinds of projects. First, create the essential animation, then improve the motion. After that, check the animation sync with the voiceover. And finally, add camera style movements in the scene to make it more interesting. Alright, now let's go back to the master comp and find a scene with a text layer inside so we can copy it and reuse it here. Paste the text layer into the timeline and bring it in from the beginning of the animation. Place this layer below the UI screen somewhere around here. Finally, let's go to the script and copy the text that needs to appear in this scene. We'll copy the first part of the sentence first. Let's now find the perfect place for the text. Great. Now, let's create a nice angle for the UI screen during the part where the pop up UI panel appears. We can start changing the angle from the moment the task list animation finishes and see how that looks. First, create keyframes for both properties, scale and position with their current values because we don't want the UI screen to move before this point. That gives us a pause moment. Let's make this pause shorter, for example, place the keyframes at the four second mark. Once that's done, let's decide where the angle change should end. It can finish just before the click animation. So let's move to that time point and adjust the scale and position keyframes of the precomp. Place it so we still have some space to add the second part of the text afterward. We can now split the text layer at this point in time and copy the second part of the text from the script. Back in the project, let's paste the text into the new text layer and move it upward. Great. Now let's expand this layer and find a good point in time to create another changing angle animation. This time, we'll create a Zoom in animation on the subtask area inside the pop up UI panel. To do that, we'll keep staging in sync with the animation happening inside the UI screen precomp. Up until this moment, we can keep a pause in the scene. So let's create keyframes with the current values for both properties. Then move 1 second forward and create a Zoom in animation by adjusting the scale and position properties. All right. I think it looks good. Now we can improve the motion for all the keyframes we have here. We'll do this using the keyframes velocity panel. A quick reminder. You can't adjust different properties together using the velocity panel. So first, do it for the position property and then repeat the process for the scale property. Let's set both to 85% velocity. Let's see what we've got. Looks great, but I think the checkbox animation inside the pop up should start a bit later in the timeline. Let's start it right after the Zoom in animation ends. So stand here, then enter the pop up precomp and move the two precomps to this point in time. Awesome. With that done, let's go back to the master comp and check the animation against the voiceover. Pay attention to how the VO indicates where this scene should end. Picture. Every project includes Includes detailed tasks, subtasks and real time progress tracking. So nothing slips through the cracks. Want to? Everything looks great. Now we can start working on the outtro animation for this scene because at this point in time, the next scene should already begin. First, let's enter the scene. Before moving on, let's expand the text layer real quick. Now let's find a good point in time to start the outtro animation. I think we can start it at 7 seconds and 20 frames. So let's create keyframes at that point in time. Then move 1 second forward. In the timeline and create a simple outtro animation where the pre comp moves downward, out of the frame. Next, go into the graph editor and set the velocity to 95% to make the motion a bit snappier. I want it this way because I'm preparing for a match cut transition into the next scene. On second thought, I think we should leave a slightly longer pause before the UI screen moves out. In my opinion, the Otro starts too soon after the checkbox animation. Let's shift the outtro animation to start at 8 seconds. Great. Now let's find the fastest point in the Otro motion and in the master comp crop, the pre comp at this point in time. Now let's re enter the scene and trim the timeline 1 second after the atro animation finishes. I don't like to end scenes right on the final motion. I always prefer to leave 1 second of spare time in case I need to make adjustments later. Alright, with that done, we can move on to the next scene, which in our case, is another title animation. To do it quickly, let's duplicate the title animation we already have in the timeline and place it right after the last scene. The good thing is that it's already trimmed to fit the match cut transition. But if we enter this precomp and change the text, it will also update the text in the first title animation, since it's the same precomp, and that's not what we want to fix this. We need to duplicate the pre comp in the project panel. Then we'll replace the old pre comp in the timeline with this new one. Great. Now enter the new title precomp and change the text inside. As you can see, the text is longer than the first one. To fix that, let's reduce the font size. Around 100 looks good. Once done, don't forget to add the stroke under the important word in the text. In my case, I'll place it here. Great. Now replace the old pre comp in the timeline with this new one. This way, we keep the cropping from the previous title animation but with new text inside. And just like that, we have another perfect match cut transition. Now we're ready to move on to the next lesson and start building the next scene. But before that, let's fix one last detail. If you haven't noticed, we don't have the checkbox icons that need to be in the main task list. They don't need to be animated. So let's enter the pop up pre comp and copy the checkbox icon layer from there. Now, go back to the tasks UI screen pre comp and paste the layer in. Before pasting, make sure to be at the point in time where all the layers are in their static state. In our case, that's at the beginning of the animation. All right, now place the icon inside the first task in the list. Once done, duplicate it and place it in the second task. Perfect. Now, since the tasks themselves have a popping out animation, we want the checkboxes to move with them. So make sure to parent each checkbox to its corresponding task layer. Preview the animation to make sure it works. If a checkbox doesn't move correctly, you probably parented it to the wrong layer, simply re parent it to the correct one. Do the same for the second checkbox icon. Alright, with that done, we've finished this lesson. You can now save the project and close all the pre comps to keep things clean. Leave only the videoboard and the master comp open. And now we're ready to move on to the next lesson. See you there. And before starting to watch the next lesson, don't forget to take a ten minute break to refresh before we continue. See you in the next one. 19. Animating the Contacts UI Screen in 3D: Come back. In this lesson, we will start working on the contacts UI screen. So first things first, let's see what the duration of the scene should be. It starts at second 38 and 28 frames, and it ends at second 42 and 18 frames. That means we have approximately 4 seconds and a few frames to animate the scene. With that in mind, let's now create a new comp and call it scene six. Make sure the settings are correct and hit. Okay. Great. And now let's bring the contacts UI screen into the new scene. I want to animate the scene, similar to this reference. That means that we will for sure need to use the three D space. With that in mind, let's enter the pre comp and first select all the layers here and collapse them, and right after that, convert all of them to three D layers. Great. And now let's start preparing this UI screen for animation. What I mean by that is we can precompose the layers related to each section. It will be much easier for us in the long run. So first, we can lock the layers that we know for sure we won't precompose. Now, let's select all the layers of the main section and precompose them. Pay attention that I'm not selecting the contact boxes. That's because I want them to remain outside, so I can animate them without messing with layers that won't be animated. Great. And now let's also select these three layers that belong to the main section and cut them from here, then paste them inside the precomp. Great. Now let's go back to the main scene and precompose the layers of the upper section. Now, let's deal with the contacts action. Since there are a couple of layers that belong to each contact box, we need to select all the layers related to that contact box and precompose it. Let's call it screen five contact one. We can copy the name and then keep precomposing the rest of the contact sections and paste the name for the precomp. Just don't forget to adjust the number. Let's do it for the rest of the contacts. Awesome. With that done, let's turn back on all the precomps, collapse them, and convert them all to three D layers. Finally, let's center the anchor point for all of them. You can click on a precomp to make sure the anchor point is centered. Alright. Everything looks great, and we can now save the project before moving on. Let's also use this opportunity to organize our project panel. Let's open the Screens folder and drag out all the precomps we created for this scene in the previous one. Inside the Screens folder, only the main UI screen pre cooms should remain. Nothing else. For all the other pre coms, we can drag them inside the main precomps folder. Great. And now we are ready to start animating the scene. The first thing we can do is create an intro animation for this scene. Since we're dealing with three D layers, we can create a new 35 MM camera in the scene and use it to create a nice Zoom in animation for the intro. At the beginning of the animation, I will move the camera backward. That's enough. Now, let's move 1 second forward and bring the camera closer to the UI screen. Note that we need to save some space in the upper area of the frame to add the text that needs to be in this scene. For convenience, we can open the title safe action grid and play around with the position values. Alright, I think it looks good. Now, let's stand at second one and start creating the popping out animation for the contacts precomps. First, we need to open the position property and create the first keyframe here. Next, let's move 1 second forward and create the same keyframe here as well. After that, let's stand at the middle of the animation and bring all the precomps closer to the camera. Make sure not to set the value manually at once for all of the precomps, because it will adjust the rest of the position axes as well, which is not what we want. Therefore, make sure you're adjusting the value by dragging the Z axis. Let's now move the precomps to the left. So when they pop out, they will be placed in the center of the comp. Keep adjusting the position values until they are a bit closer to the camera and well centered horizontally in the frame. All right. I think it looks good. Let's stand at the beginning of this animation and now open the rotation property to create a nice rotation effect during the animation. In our case, we will use the Y rotation axis. So first, let's create the first keyframe with the value of zero at this point in time. Then let's move to second two and create the same keyframe here. Now let's stand in the middle of the animation and start adjusting the rotation for each of the precomps. At this point, I'm just trying to rotate each precomp while keeping a similar rotation change across them all. That means we can set the rotation for the upper precomp to 30. For the next one, set it to 20. The next one will be ten. The following one, we can leave at zero. The next one will be minus ten. After that -20, and the final one -30. The rotation looks good, but as you can see, the bottom precomp is cropped in the bottom part of the comp. So while standing at the middle of the animation, let's adjust the position for all the precomps and move them up a little bit. Awesome. So now, once we've created the initial animation, we can select all the keyframes and easy ease them, then adjust their motion in the graph editor. I want the motion to start quick, then slow down in the middle and gain speed toward the end. Let's see how that looks. All right. I think it looks great. But in my opinion, the animation is too fast for now. So let's go back to the timeline. Stand at second three, then select all the keyframes, hold down Alt or option, and drag them from the last keyframe to the time indicator position. All right. So now the speed is great, and we can create a nice offset between the precomps to make it look a bit more interesting. This time, I will use the new after effects feature for offsetting keyframes. So first, let's scale this panel so we can see all the keyframes. Now, make sure you are selecting the keyframes from the layer that you want the offset to start from. In our case, I want the first upper precomp to start the motion first. That's why I will select all the keyframes from the bottom layer in the layers panel in the composition. It is the upper first precomp, so don't get confused. Alright. And now I will move, let's say, two frames after the first keyframes and then hold Alt and control and move the keyframes until I see the next precomp keyframes reaching the time indicator position. Let's see how that looks. Alright, I think it looks great. And now, after this animation part ends, we can stand at this point in time and create the atro animation for this scene. So let's create the first keyframe for the camera position here, then move 1 second forward. That means we need to stay at second four and ten or 12 frames. Now we can bring the camera backward manually, or we can just copy the first position camera keyframe and paste it here. Awesome. And now let's set the velocity for this animation to 95% so we can create a nice match cut transition. Okay, I think everything looks nice. The only thing we need to add here is a text layer that should be presented in this scene. For this, let's enter one of our scenes where we already have a text layer and copy it from there so we can paste it into our new scene. Let's now enter scene six and paste the text layer here. Expand this layer and start it from the beginning of the timeline. After that, we can go to the video board to see what the text should be in this scene. Alright, here's the text. So now let's go to the script and copy the relevant text. Great. So now, once we have that done, let's add a secondary camera movement to the scene so it won't look as static as it is right now. For this, let's enter the contacts precomp and create a new null object that we will use for creating the secondary camera motion. First, we need to convert it to a three DD layer. Now, let's make sure the null object is placed in the center of the comp, bring it up until it aligns with the safe action grid center point. All right. And now let's parent the camera to our null and change the null's name to null camera. Great. So now let's go to the beginning of the timeline and create a first position keyframe for the null. Now let's stand at the point in time where the short scene already ended, which in our case, is second five. Now let's adjust the Z position axis for the null to make it move a bit closer to the UI screen. Let's set it to 600 and see how that looks. I think it's too close. So let's stand at the last keyframe and change it to 400. We can still see the bottom contact cropped in the lower area of the frame. To fix that, we can time the secondary camera motion to the animation of the contact precomps. That means we can stand at the middle of their popping out animation and adjust the secondary camera animation at this point in time. We can bring the null up a little bit. Let's see how that looks. Alright, I think it looks nice, but we might cover the text in the main scene after creating this animation. So let's go back to the main scene comp and see what we have here. Yes, as I thought, we're covering the text, which is not what we want. So let's try to fix that. First, we can bring the text up a little bit and see how that looks now. I see that the UI screen is almost touching the text, but for now, let's leave it as it is, because the most important thing is that we can see the text clearly. So now before getting too deep into the details, let's first check that the animation we created is syncing with a voiceover, which for now is the more important thing to deal with before adjusting the fine look. So let's go back to the master comp and bring the new scene into the timeline. Now let's make sure the match cut transition works properly. For this, we need to enter the scene and then the UI screen precomp. Now we need to stand at the point in time where the intro animation is at top speed, which is at frame 15 in this timeline. Now we can go back to the master comp and crop the pre comp to the time indicators position. Great. And now let's do the same for the outtro animation. Let's find the point in time when the outtro animation is the fastest. Let's stand here with the time indicator. Now let's go back to the master comp and crop the pre comp to the time indicators position. Awesome. With that done, let's now focus on watching the animation while hearing the voiceover to see if we got everything synced perfectly. Behind, just head to your team tab to view everyone's activity at a glance. Need to fall Alright. I think the Otro animation needs to happen later. It should be at this point in time. So let's stand here, then extend the pre comp to the time indicators position. After that, let's reach the Otro animation and make sure it starts from this point in time. We can make the outtro animation, start from second four exactly just to keep a more organized timeline. A few frames won't affect the precision of the sinking too much. Great. So now let's find the new fastest point in time for the outtro animation, which is somewhere around here. Now, go back to the master comp and adjust the scene duration accordingly. Awesome. And with that done, we can now enter the scene and finish it at second six, which is 1 second after the outtro animation ends. Great. So now, once we have the sinking right, we can spend a few minutes adjusting the scene look, especially at the point in time where the UI screen is almost covering the text. So first, let's enter the contact screen pre comp and adjust the secondary camera motion we have here. We can start by adjusting the last keyframe. Let's set it to 300, so the camera will be a bit further from the screen. The most important thing is that you know what to adjust in case you have a similar situation in your future projects. I'll just bring the final original camera position keyframe to second five. So we'll have a full 1 second outtro animation. Now, it will be much easier to stand at the middle of the animation, which is at 4 seconds and 15 frames. Then let's go back to the master comp and make sure we got the pre comp at the correct point. Awesome. So now we've finished animating the contacts screen scene. And now let's go back to the video board and see what we need to do next. As you can see, we have another title animation that needs to start after the contact scene. So let's go back to the master comp and repeat the same process we did in the previous lesson. First duplicate one of the title animation pre comps in the timeline, and then duplicate it in the project panel to change the text without affecting the previous one. I'll speed up this process, and you can follow along. And to finish, of course, we'll replace between the two. Let's see how that looks. Alright, and with that, we have finished this lesson. Now we're ready to move on to the next one where we'll start creating the most complex scene in this project. It's going to be super interesting, so I'll see you in the next one. 20. Creating the Complex Demo Flow Animation: I'm back. In this lesson, we will start working on the most complex demo flow animation we have in the project. We will need to present the main messages screen morphing into the private conversation section. I will teach you one of the best methods to deal with these kinds of situations where we have a lot of layers that need to be morphing into other layers. So let's begin. First thing first, as we usually do, we need to start by checking what will be the duration of the scene. In this case, the scene starts at second 44, and it ends at second 50. That means that in total, we have approximately 6 seconds to animate the entire demo flow animation. With that in mind, let's go back to the master comp and close all the relevant precomps we have in the composition panel. Great. And now, the first thing we need to do before animating the scene is to deeply understand what we need to do in the demo flow animation. That means we need to ask ourselves a few important questions. Like what layers in each UI screen should appear or disappear? What layers can be morphed and what layers should get out of the frame, what layers need to be presented on both of the screens and whatnot. To answer all these questions, it's better to open up both of the UI screens and start investigating. In our case, most of the action will be in the main section of the messages screen. We need to morph the chat boxes in the list to be presented in their second design form as shown in the second messages scene. We can also see that the left menu and the header don't change. We should keep that in mind. Our main focus will be here in the main section. So now, once we understand what we need to do more or less, we can start by creating a new composition that we can call scene seven and start preparing it for the animation. Inside that comp, we will try to combine both of the UI screens that we need to create the demo flow animation, which are messages and messages to precomps. Let's start by creating a new comp. Before moving on, let's quickly drag the new comp out of this folder. And now let's bring the first UI screen into the timeline. Great. With that done, I want to teach you the main process of thinking when you need to create a transition for a bunch of layers in between two scenes. Let's enter the precomp and start working, and I'll explain it to you slowly step by step. The first thing you need to check is whether this scene will be animated in a three D space or not, because if it is, it's better to convert all the layers to three D layers now before moving on. In our case, we won't animate it in a three D space, so let's keep them as two D layers. After that, we can move on to the next step, which is precomposing the layers. Since we've got a huge amount of layers here, we need to think about what layers we can precompose together to have a cleaner timeline. Our case, as we already saw earlier, we know that the left menu in the header won't change for both of the screens. That means we can select them in the first message is pre comp and precompose them together. Here are the layers we can precompose first. But before that, let's not forget to collapse all the layers at this point, so we don't need to do it later after we have them in separate precomps, it will take more time, so we can save time by collapsing all the layers now. All right. So now let's select the layers we can precompose already, including the main gray box of this UI screen. We can call it screen six panel one. Let's find the newly created precomp in the project panel and make sure it's outside and not inside some folder. We want to reach it quickly for now. Alright. And now let's collapse the precomp in the timeline and bring it below all the layers. Now we can lock it and before moving on, save the project. Awesome. And now let's see if we need to precompose another stack of layers together or not. For this, we can find the Illustrator file of the next UI screen from the assets folder of this UI screen and double click on it to open it in the secondary preview panel. This way, we can now check both of the screens and start thinking and planning the demo flow animation. As you can understand, the demo flow animation in this scene needs to show the click animation on one of the chats, and then right after it, we need to present the conversation panel that will show the chat of this contact. But now you're probably thinking how we will create this transition. Have so many layers inside both of the comps. From what do we even need to start? To answer all these doubts, you need to start thinking in a very simplified mindset. You need to split all the design assets here into different animation parts, similar to what we already did in the course. In this case, since we have a lot of layers, let's start thinking of what the separation can look like. For example, I will first focus on the first messages screen and find one design asset that needs to be changed for the second screen. In this case, let's start with the star icons. This can be the animation part that we will deal with first. At this point, we don't need to worry about the timing and duration of each animation part. We also don't need to worry about making sure it will sync with the voiceover. For now, we are just focusing on creating the demo flow animation. It means we now need to create an outtro and an intro animation for all of the layers we have on both UI screens we are dealing with. All right. So now I'm just looking at the first and the second screen to understand what transition animation I can do for this animation part. In the first screen, they appear on the left side of the box, and in the second screen, they appear on the right side. So to make my life easier, I can create a simple outtro animation, using the scale property to make the stars in the first screen disappear, and I can create an intro for the stars in the second screen using the scale property as well. So for now, don't worry about anything else. Let's focus on this part alone. So let's close the second preview and start by selecting all the star icon layers we have in the scene. Great. And now, so they're all placed in the same area in the layer stack. Let's move one of them up in the layers panel. Once done, we can now tag them in a different color. Great. And now we can zoom in on the timeline and start creating the outtro animation from the beginning of the timeline. Let's open the scale property and decide that the animation will last 1 second. Later we can adjust all the animation parts we create to fit the voice over. For now, let's focus on creating those animation parts for the demo flow animation. Okay. And now, to make this animation a bit more interesting, let's set the stars to be a bit bigger in the middle of the animation to get that bouncy motion. Great. So now, once we're done creating the outtro for the stars, let's select them all and bring them above all the layers. We will place each animation part above the previous one to get a clean and organized timeline. Soon, you'll see what I mean. Awesome. Now we can check the animation one more time. I think we should scale them more in the middle of the animation. They're super small, so I want the viewer to notice them before they disappear. I think we can set the scale to 200. Yes, that looks better. Awesome. So now we finished with the first animation part, and we are ready to decide what should be our next one. For this, you can always go back to see the second UI screen and understand better what to do. We can maybe deal with the text here, or we can decide to deal with all the icons here on the right side. In any case, to make it easier to select the layers, let's select the white box of this section and lock it. Now let's go and select all the icons on the right side. As you can see, we also selected the small white boxes of each chat. So let's hold Shift and unselect them. Great. And now let's bring all the selected layers above all the layers in the Layers panel. Next, let's tag them in a different color. Alright. And now let's make sure no layer is selected and hit to close all the previous layers. With that done, let's create an Otro animation for all the icons we just tagged from the second one right after the Otro of the stars. Let's use the scale property this time, as well. Alright. I think it looks okay, and we can move on to the next part. Let's now deal with the text in the scene. As you can see, the name of the contact is not changing. It's just changing position slightly. But the other text layers we have here are changing completely. With that in mind, let's create an outtro animation for all the text layers, except the names. We will deal with those later. It's better to finish with the simplest animation parts and after that, start thinking about the more complex ones. All right. With that said, let's go back to the project and select all this area. Now, let's unselect the white boxes. Great. Next, let's bring all the layers up in the layers, panel and tag them in a different color. And now let's create an Otro animation for the All from second three right after the icons Outro. This time, let's use opacity to create a fade out animation for the Outro. Awesome. And now let's close all the layers, save the project, and move on to the next animation part. To keep the timeline organized, let's start the next animation part at second three right after the fading text animation. And this time, let's focus on creating the morphing animation for the chat boxes. We need to make them all look like they do in the next UI screen. Let me show you the best approach to deal with these kinds of situations where you want to create a morph animation for the UI panels instead of just creating outtro and intro animations using scale or opacity. All right. So the first thing we can do is create a new shape layer that we will use instead of the box's Illustrator layers. It's better because we will have a lot of freedom to change the form of this shape later. So let's make sure no layer is selected. Zoom in a little bit, then select the rectangle tool and create a new shape exactly the size of the white box. Let's now open up the shape properties and uncheck constrained proportions, so we can adjust the width and height separately. Great. And now let's round the corners so it matches the original design. Awesome. Next, let's add a thin gray stroke to this shape. To get the exact color, we can check it in the original design in Illustrator. So let's find this UI screen. Here it is. We can use the direct selection tool to select the relevant shape. Now, we can copy the stroke color code. Back in After Effects, let's paste this code into the stroke color of our shape. Finally, let's adjust the stroke width. I think setting it to two looks perfect. Great. With that done, let's now cut this layer from this precomp and paste it into the first messages UI screen. Now we need to start animating it. For convenience, let's lower the opacity so we can see where it should be placed throughout the animation. Let's place it here for now. Now let's move the playhead to second four because we'll soon create a keyframe there for the shape to look as it does right now. At second three, it should look like it does in this UI screen. Longer and thinner. Awesome. Now we can start creating the morphing animation. We can either animate the size property or convert the shape to a bezier path, which will give us more freedom to change its form. But before we do that, let's first make the shape look exactly like it should in the current UI screen before it morphs into its form in the next screen. So let's place this layer exactly in the middle of the long white box we have here. To make sure it's perfectly aligned, let's open the rulers, select the long shape, and create a new guide at its anchor point position. This way, we know exactly where our new shape should be placed. E. Once that's done, we can remove the guide and close the rulers. All right. So now let's use the size property for the morph animation. First, create a keyframe with the current values because at this point in time, the shape should look just as it does now. Then let's go back to second three and adjust the size of the shape to fit the dimensions of the long box we have in this UI screen. With that done, we can now bring the opacity back to 100% and move on with adjusting the morphing animation. Next, we need to tweak its position for the moment when the shape changes form into how it should look in the next UI screen. To see where exactly it needs to be placed, let's use the Illustrator layer of the second message's UI screen as a reference. So let's bring that into the timeline and lower its opacity to compare how the next screen should look against the current one. As you can see, the second screen is a bit taller than the first one. Let's not worry about that for now and focus only on positioning the shape correctly. To avoid confusion with all the layers, let's bring the opacity of the next screen reference layer back to 100% and create guides that match the placement of the chat boxes. This way, we won't need to toggle the reference layer on and off to check if everything is aligned. Once that's done, we can delete the reference layer and lock the guides so they don't interfere with our workflow. Great. Now let's turn off all the layers that are not relevant to this animation part so we can focus on the boxes more clearly. I want you to understand that we are not going to animate the original box layers. Instead, we'll duplicate the shape we created, but we'll still keep the box layers in the scene as reference points. So for now, let's select them all and place them together in one area. Next, we can tag them in a different color. For now, let's turn off all the boxes, except the first one in the scene so we can focus on its morphing animation. Before that, let's organize the assets inside the contact boxes. We can tag them in a different color as well. Wait, I noticed that there's a layer sitting in between here in the stack. Let's isolate it to see what it is. I see it's a star icon from the first animation part. For some reason, we forgot to move it with the rest of the stars. To fix this, let's select all the assets inside the contact boxes and move them below the star layer. Good. Now we can turn them off and continue working on the boxes animation. First, let's go to the point in time where our shape has already changed its form. Here we'll use the position property to adjust its placement. Let's create the first position keyframes now. Then let's move it to second three because at the start of the morphing animation, the shape should be here. At second four, we need to move it into the area we marked earlier with guides. Alright, that looks good for now. Before moving on, let's also place the wide box layer with the rest and tag it with the same color. Now, let's turn off all layers except the shape we created. Now, let's duplicate this shape. To know where to place it, we'll turn back on all the long box layers tagged in purple. Let's lower their opacity to about 30% and then lock them, so they serve as a reference. Now, let's go back to our new duplicate shape. Stand at the first position keyframes, select the property so both keyframes are active and adjust the shapes location to match the reference box. Perfect. Now, let's move to the second keyframes and adjust it again to match the guides for the next screen. Awesome. Now we have the morphing animation for the first two boxes. Let's repeat this process for the rest of the boxes. Duplicate the layer, stand at the keyframes, adjust both positions. Then tweak the final one. Once again, duplicate the layer, stand at the keyframes. Adjust both positions. Then tweak the final one. Let's repeat this process for the rest of the boxes. Now, as you can see, at some point, we no longer have a guide that indicates another box should be placed. That's because in the next UI screen, there are only six chat boxes, not nine, like in the first one. So for these extra boxes, let's move them down out of the frame. We can stack them neatly above one another. O. Awesome. With that, we've finished preparing the first part of the chatbox morphing animation. Now, let's select all the long box layers we used as references. Instead of deleting them, let's just turn them off and activate the shi function so they don't clutter the timeline. Perfect. Now, we can turn all the layers back on and disable the guides we created. Let's also move all the new box layers below the rest of the elements to keep things organized. Great. Now let's move on to the next animation part related to the chat boxes. First, open the second message Illustrator layer so we can understand which layers to animate next. At this point, we can start dealing with the Avatar icons. Great. Now, close the preview and select all the Avatar icon layers in the scene. Now move them together in the layers panel and tag them with a new color. Let's decide that these avatar animations should start at the same time as the box morphing animation at second three. Move the playhead to second three, press P, and create a keyframe for all the avatar layers position. Then move forward 1 second and adjust their positions. To know exactly where they should go, we'll use the Illustrator layer of the next screen as a reference. Let's bring it in and lower its opacity. Now, let's lock the reference layer and select all the Avatar icons. Next, move them into their correct positions. Now, hold Control or Command on Mac and click on this layer to unselect it, then bring the rest of the layers down to match the design. Repeat this process for the rest of the chat box sections. Don't feel overwhelmed by this process. In real projects, you usually won't deal with this many layers and sections. I'm using this complex setup here in the course so you can practice as much as possible. What's most important is that you learn how to approach complex scenes step by step, splitting the scene into animation parts and focusing on each part one at a time. Give you a solid starting point when working on complex demo flow animations. All right. Now, for these last three layers, let's place them according to their relevant box. Perfect. With that done, we can move on to animating the name layers. As usual, let's select all the name layers and tag them with a different color. Now, zoom in a bit, move the time indicator to second three, the point where this animation part should start and create a position keyframe for all of them. Move 1 second forward and adjust their position one by one, just like we did with the Avatar icons. Great. Now, that's done. Let's deal with the rest of the design objects in this section. Let's start with this purple button. At second three, we'll animate its position from where it is now to where it needs to be in the second messages screen. Tag it in a different color for clarity. Open the position property, create a keyframe at second three, then move 1 second forward and bring it down a bit. Perfect. Next, let's handle this other design object. It's already present in the first screen, so all we need to do is animate its position as well. Tag it in red to stay organized. Again, create a position keyframes at second three, then move forward and adjust its placement. All right. So now we've finished adjusting all the design objects that remain consistent between the first and second screens. Next, we'll deal with the new design objects that only appear in the second screen. Example, we need to add the text messages inside each chat box. I've already prepared a few text lines we can use. Before moving on, let's lock and isolate the reference layer so we know exactly where to place the text. Now let's create the first text message. Go to the assets folder you downloaded from me and open the PDF file called Random Messages two. Copy the First message. All right. Back in After Effects, paste it here. But instead of keeping it as a single text line, let's delete that layer and create a text box. This way, adjusting multi line messages will be much easier. Great. Now, open the text properties and adjust the font settings. First, reset the leading. For font size, let's set it to 14. Next, move it into place. Now, before animating it, let's duplicate this text box for the rest of the chat box sections so we can easily replace the text later. Now replace each duplicated text with the messages from the PDF file. By the way, I generated all these messages with Chat GPT. I explained that I'm working on a SAS explainer video for a CRM company, and it created random chat messages for us to use in this demo. Cool. All right. With that done, let's save the project before moving on. Now, move the playhead to second four and align all text layers to start from here. For the intro animation, let's use the opacity property to create a simple fade in effect for all of them. All right. And now let's change the color of all the text layers to black. Great. And now let's bring back all the layers to be visible and move on. I see that the position of my text layers is not aligned with the name, so I'll select them all and move them to the right a little bit. Okay, that looks better. Let's now open the design of the second message design and see what we can do next. I just noticed that the text color is actually not black. It's a dark gray. Let's quickly adjust it. Select all text layers. Then with the eyedropper tool sample, the dark gray color from the Avatar icons in the design. Yes, that matches the original style perfectly. Now, let's preview it with the rest of the animation. A quick reminder. You don't need to worry too much about timing yet. For now, we're just finishing the initial animation. Later, we'll refine the timing to match the overall scene duration and voiceover. Now let's move on to the next design objects. To see what comes next, turn the reference layer back on and check the right hand area of the chat boxes. Here we can start animating the star icons with a nice intro animation. So with that said, let's turn off the reference layer, then go to the main pre comp of the second messages UI screen and copy all the star icons we have there. Now, head back to the first messages screen where our demo flow animation is happening and paste them here. Make sure to paste the layers above all the other layers in this timeline. Next, tag them in a different color for organization. Let's bring them to start at second five and use the scale property to create a nice popping intro animation for the stars. Great. Now, at second six, let's animate the next design object. The time icons, select them all, copy them, and paste them into our scene. Set their starting point at second six. This time, let's use opacity for a smooth fade in animation. Don't forget to tag these layers with a different color then save the project before moving on. After checking the playback, I think it looks better if the time icons appear together with the star icons. So let's move them back to second five. Awesome. Now, let's return to the second messages screen and see what's next. After finishing the demo flow animation for the left menu in the contacts chat sections, we can now deal with the main chat section. Let's begin with some simple design objects. Select these four layers, copy them, and paste them into our scene, starting at second five. Tag them in a new color. For their intro animation, let's use the scale property. To add variety for the text layer, we'll instead use a fade in animation with opacity. Perfect. Now let's scale up the other three layers. Once that's done, let's move on. Back in the second screen, copy the next three layers, start them at second five as well. For these two layers, let's animate with opacity fade in. And for the third, use a scale up animation. Notice how I'm not copying everything at once from the second screen. Instead, I'm dealing with each section one by one. This is the best approach for complex demo flow animations. It keeps everything structured and manageable. Now that we've finished the easiest parts, let's move on to the final section. The conversation area. We'll split it into two parts, the upper message bubbles and the last two message bubbles. The last two require a slightly more complex intro since I planned a custom conversation there. For now, select all the layers of the upper bubbles, copy them, and paste them in the main timeline at second six. Great. Now, tag them in green. Next, go back to the second screen and copy the layers for the last two message bubbles. Paste them into the timeline, also starting at second six. Zoom in and check the layer order carefully. It's important that everything is stacked correctly, adjust as needed. Great. Now, for their intro, let's animate them sliding in from the bottom of the frame. But first, make sure to parent all the bubble elements to their avatar icon layer. Perfect. Now, do the same for the second bubble. Great. Now, tag each part in a different color to stay organized. Now, since we want the scene to look like the final UI state after the intro, let's stand at second seven and create position keyframes for the two Avatar icons in all their related message bubble layers. Then go back to second six and drag all of these layers downward so they animate in from outside the frame. We'll leave it like this for now. Meanwhile, let's also prepare the final animation part of the scene, the search box layers at the bottom, copy them, paste them into the timeline, and start them at second seven. For their intro, we'll use the same technique, sliding them in from the bottom of the frame. Perfect. At this point, we've built the initial animation for all the UI sections. Now, let's check everything against the reference. Great. Now, cut the reference layer from its place, paste it above all the layers for easy access, tag it in a different color, and turn it on. As you can see, we need to adjust the size of the main UI screen to perfectly match the original design. To do that, let's open the rulers and create guidelines. First, one to indicate the overall screen size. And then two more to mark the top and bottom of the main conversation section. Close the rulers. And now let's start adjusting the most important part, the conversation section itself. First things first, let's locate the layer of the white box in this section inside the layers panel. Here it is. Now, the best way to adjust its size is to convert this Illustrator layer to a shape with a busier path. This will allow us to animate the path of the shape directly. Once that's done, we can turn off the original layer and shy it so it won't clutter the layers panel. Let's also tag the new shape in a different color for clarity. Before animating, let's open the shape layer and check if there are any unnecessary properties inside. I can see a few irrelevant paths here. So first, let's delete this group, then also delete the merge paths property. Great. Now open the path and create a keyframes at the beginning of the timeline. Later we'll time this animation properly with the rest of the scene. For now, let's move 1 second forward and select the bottom part of the path. Then drag it down to alge with the guideline we created earlier. Perfect. Now, let's do the same for the upper part of the path. With that done, we now need to adjust the size of the main UI screen. To save some time, instead of resizing everything, we'll decide to keep only the main conversation section visible. The rest of the UI sections can fade out. This not only saves us time but also draws the viewers attention to the most important part of the scene. You'll see what I mean in a moment. So let's go to the start of the timeline and create a simple fade out animation for the panel one pre comp. Now, that's complete. Let's turn the reference layer back on to check if we missed anything. I noticed we still have one more step before moving on, creating a color change animation for the stroke of the chat box. Let's turn off the reference layer again and for convenience, also turn off the guides. Now, hover over the shape layers in the timeline. Watch the preview panel carefully. When you hover over a shape layer, you'll see its layer guides appear in blue. By the way, they're blue because this layer is tagged in blue. Here's the correct shape layer. Let's select it and press U to reveal the keyframes. Stand at the beginning of the animation, open the stroke properties from the layers menu, and create a keyframes for the stroke color. At this point, leave the color as it is. Now press you again, so we only see the keyframes. Move to second four and change the stroke color to purple. We can sample the purple directly from the button icon to keep consistency with the design. Perfect. With that done? Let's save the project. That wraps up this lesson. In the next one, we'll continue working on this complex demo flow animation. It's going to get even more interesting. So see you in the next lesson. 21. Timing Adjustments and Click Interaction Animation: Come back. We will start this lesson by adjusting the timing of the animation. And since we will create an intro animation for the scene before the demo flow animation begins, we can move all the animated layers 2 seconds forward. That way we will have some time for the intro animation for the scene. All right. And now let's select all the layers of the first UI screen and extend them so we can see them at the beginning of the timeline. Great. Now, let's open this pre comp keyframes and move them to start from second two, as well. Since from this point in time, the click animation needs to happen, and we will transition to the next UI screen. Okay. And now let's create that click animation. As you may remember, we need to do it for this contact chat box. And now to create the click animation. Let's create a new null object in the scene. Make sure it's above this shape layer. Let's copy the name of this shape layer and paste it to the null so we know what shape layer it is going to be responsible for. We can tag the null in blue. So we know it belongs to this animation part. All right. And now let's make sure the anchor point of the null is placed in the center of this avatar icon. And after that, let's parent the relevant shape layer to the null. Now, we will create a click animation by animating the scale of the null. At this point in time, the click animation should already end. So let's create the first keyframe here. Now let's move ten frames backward and create a keyframe here as well. Finally, let's stand in the middle of the animation and scale down the null. I think we can set it to 70, right? And now, as you can see, we also need the rest of the design objects of this chat box to scale down, as well. Therefore, let's select all the relevant layers and decide to parent them whether to the null or to the shape layer. Let's go with the shape layer. Let's check that out. I noticed that I missed parenting the avatar icon. So let's find it real quick and parent it to the shape layer as well. All right. So with that, we finished creating the click animation, and we can now trim the null so it will fit the animation. We don't need this layer to be at the end of the timeline. Awesome. And with that done, we can now move on to the next step, which is adjusting the motion. That is, we will easy ease all the keyframes we created so far and try to make the motion look a bit more interesting. First, let's scale the timeline panel so we can see as many layers as we can. Now let's start with adjusting the click animation. First, let's easy ease the keyframes and then let's make the motion start quickly at the beginning and slow down toward the end. I think we can make this type of motion for the rest of the animation. In my opinion, it looks good. All right. Once that's done, let's make sure no layer is selected and press T to open the opacity keyframes we created in the scene, we will adjust each property at a time. For now, let's deal with all the opacity keyframes. So make sure you select them all, and then let's easy ease them and make the motion as for the click animation. Awesome. That looks good. Now, let's press U to close all the layers and then press S to deal with the scale keyframes. Let's make sure we select all the keyframes we have in the timeline. Now let's ease them and adjust the motion in the graph editor. Work. While watching the animation, I noticed that one of the star icon layers is tagged in the wrong color. So I'll make sure to find this layer and I'll tag it in the right color. This one needs to be tagged in pink. All right. With that done, let's now close all the layers and open up the position keyframes. Let's select all the position keyframes we have here and adjust the motion. Awesome. Now, once we finish adjusting all the keyframes, let's close all the layers and then press you to see all the keyframes for all the properties we animated, just in case we missed adjusting some property in the process. It's always a good idea to double check yourself before you move on to the next step. As you can see, we have the size animation that we created for the shape layers down here. So let's adjust these keyframes, as well. To see just the size keyframes, we can select only the shape layers and then type size in the search bar in the Layers panel. Great. So now let's select all the path keyframes and adjust the motion as for the rest of the scene. Since we uncheck the constrained proportion for the size values, we need to adjust the two values one by one. Great. Next, we can adjust the color keyframes. But before that, I just noticed that I missed adjusting the size keyframes of this layer. So let me do it real quick. Okay, so now let's adjust the color keyframes. Awesome with that done. We can now save the project, and we can also close the search bar before moving on to the next step. Let's take a look at all the keyframes one last time to see if we miss something. I see that I missed the path keyframes of this shape layer. If you did that as well, let's adjust the animation here quickly. It's important for me to show you when you have a lot of layers and keyframes, it's a good idea to check yourself a few times before moving on. Alright, so now we completely finished adjusting all the keyframes, and we are now ready to see how everything looks together. So let's adjust the layer panel size and see all the animation we created from the beginning of this scene. I noticed that the avatar icon of the second chat box is moving very weird. So let's focus on that part and try to fix this small problem. First things first, let's zoom in and try to understand when exactly the problem starts. This is happening in the click animation part. So let's find where our click animation is in the timeline. In our case, what triggers the click animation is the null. That means that the avatar icon is probably not parented to the null. Maybe it's parented to another layer. I think we parented it to the white shape layer, in this case. It's very important to stand at the point in time before the click animation is happening and only then find the avatar icon layer and parent it to the null. Let's see what we've got. Okay, that looks good. Let's now also parent the rest of the design objects related to the chat box to the null instead of to the shape layer. Awesome. So now, everything looks perfect, and we can save the project before moving on. In the next step, it will be a good idea to start working on the timing of the morphing animation that is happening in this demo flow animation. We can turn off this pre comp for now to focus on the demo flow animation. For now, we've been focusing on creating the initial animation. Then we improve the motion, and now we can adjust the timing of the layers. Some of the sections can start earlier and some of them a bit later. To understand what to do, I usually go back and forward in the timeline to see what animation parts in the demo flow can be adjusted to improve the transition. For example, I think the text layers can disappear a bit earlier in the timeline. We can start the fade out animation from the point in time where the rest of the icons start shrinking down. So let's do it right now. For this, we first need to open all the keyframes of all the layers. Now, let's find a point in time where the text animation should end. I think it can end right before the shape layers morphing animation or maybe even earlier. For now, let's stand here and find the text layers. Here they are. It's all the layers with the opacity animation. So let's select all the opacity keyframes on these layers and move them earlier in the timeline. We can move them all to start from the point in time where the icon's Otro animation starts here at second three. Great. And now let's check this animation and see what we can adjust next. From what I feel, I think we can start the outtro of the icons in the text even earlier. Let's start this entire animation part from second two and 15 frames, which is in the middle of the Otro animation of the stars. So select all these keyframes and move them to start from second two and 15 frames. Let's see how that looks. I think it looks much better. With that done, let's continue checking the animation and see what animation part we can adjust next. In this case, I think we can start the morphing animation of the shapes right after the Otro of the icons and the text animation part, which is at second three and 15 frames. So now let's select all the keyframes for the next animation part, which is the avatar icons, the names, and the shape keyframes and move them to second three and 15 frames. Let's see how that looks. Great. In my opinion, it looks nice. Now, let's find the point in time where we can start the intro animation of the layers of the second UI screen. In this case, we can start it from second four, which is in the middle of the morphing animation. So let's stand here and then scroll up in the timeline and select all the layers of the second UI screen. Finally, let's bring them to start from second four. Let's now see how that looks. Awesome. We can now move on to adjust the next animation part. This time, we can focus on all the layers that need to enter the scene after the text layers of the second UI screen. I think we can stand in the middle of the text animation, which is from second four and 15 frames. So let's select all of these layers and bring them to start from here. Let's now see how that looks. Looks nice. Let's now move on to check the next animation part. This time, let's focus on the main conversation section layers. In my opinion, they all need to start earlier as well. I think we can start this animation part from second four and 15 frames as well. Okay, I think it looks better. Let's now bring the last animation part to start from second four and 15 frames as well for now. Let's check this part a few times to see how that feels. In my opinion, we can start the last animation part of the entire conversation section together with the text layers from second four. So let's select all the second UI screen layers except for the text layers and then bring them all to second four. I'm showing you this process so you understand that we never know for sure the perfect timing. We should always check the animation and see if there is a good flow in the motion. In this case, I'm happy with the results. So let's now move on to make this animation look a little bit more interesting, and we can do that by creating a slight delay for the layers of the last animation part. That is the conversation section. I would love to see how it will look if we start the intro from the first bubble to the last one, one after the other. So let's do it right now. First, to have an organized timeline, I will change the order of the chat bubble layers. We don't have to do that, but I prefer to have the layers organized in this way. So the upper message bubble will be below in the layers panel. The second chat bubble will be above it and so on. All right. So once I have all the layers organized, I can select all of them except this one, since it will enter the scene first, then start creating an offset of one frame. Don't forget that these four layers belong to one message bubble, so make sure to move them as one unit. The same for the last message bubble. Let's leave the last animation part here for now. I first want to see how that looks. Let's see it a few times to see how that feels. I think the offset is great, but I noticed that the main white box of this section is growing too late. That means we missed adjusting its timing. So let's do that real quick. First, we need to find that layer. Here it is. Now, we need to start the path animation from the point in time where the chat boxes start morphing to fit the design of the second UI screen. In our case, it's from second three and 15 frames. Let's see how that looks. Great. And now we can go back to the last animation part where we see the intro of the search box layers and create a nice offset there as well. To begin, we can select all the layers related to this animation part and open their keyframes. Once that's done, let's now decide which layers should enter the scene first. I want these two layers to start first, so I'll bring them here in the layer stack. For the button, I want it to enter last. So I'll bring it here above all the layers. Next, for the inks icon, I think it should enter the scene before the Smiley icon. Alright. So now let's start creating the offset. I want these two to enter at the same time. Then I want the Link icon to enter the scene followed by the rest. Let's see what we've got. H I think we can start this animation part A bit after the message bubbles part. Let's start this animation part from second four and 15 frames. Great. So now let's start working on the next animation part, which is the chatting animation I plan to create here. And then we will work on the outtro of this entire scene that should happen after a click animation on the Send button. And instead of animating this layer, we can use the button pre comp we created earlier in which we already have the click animation ready. So first, let's find the relevant precomp. Here it is. Inside the precomps folder. In case you want to find it quickly, you can use the search bar to find it. That's one of the benefits of labeling your precomps. All right. So now, once we found the precomp, we need to duplicate it from the project panel. Now we need to adjust the name according to the number of the scene we are working on. In this case, it is scene seven. Great. And now select the button layer from the timeline and drag the new precomp on it while holding Alt or Option to replace it. With that done, let's now adjust the scale of the precomp to fit the design. Let's set the scale to 30. Now, let's collapse the precomp and find the right point in time where we want the click animation to happen. Since we need to create the chatting animation before the click animation, we should leave ourselves a few free seconds for it, and for now, start the click animation from, let's say, second eight. So let's enter the button precomp and move the keyframes to this point in time. Awesome. And now let's change the text here to send before moving on. Once done, let's go back to the screen scene and save the project to secure all the processes done so far. Great. And now let's start working on the chatting animation that can start from second seven for now. First, we need to add a typing text animation here. For this, we can use the typing text animation we created at the beginning of the project. Here it is. Let's copy this text layer. Now let's go back to the scene and paste it above all the layers. Let's now use the left bracket key to bring this layer to the time indicator position. All right? We can also open the keyframes and delete the position keyframes on it. Great. Next, let's stand at the point in time where the animation is finished and adjust the position and the location of this text layer. Okay. That looks good enough. Now, let's stand at the beginning of this animation and crop the type your chat layer to this point in time. Awesome. So now we've got a nice intro for the typing message animation. Once that's done, we can now adjust the message according to what we want the conversation to be about. In this case. Since the previous message was asking for a UI design, let's make our message say, I will send you a link with a good reference. Later, we will also change the text inside the two last message bubbles to fit the topic of the conversation. So now this message will be sent, and then we need to have a few frames for the cursor to fly to the button location and then click on it. We can start the click animation from here. Let's enter the button, pre comp and adjust the keyframes timing. Awesome. So now at the point in time where the click animation will start, the text can disappear and then reappear inside a bubble in the conversation section above. That means that from this point in time, we need to create a green message bubble with the last message we just created. For this, first thing, first, let's select all the layers related to the last green message bubble and then duplicate them. Let's place the new layers here above so we have them in one stack. Next, let's precompose these layers. We can call this screen five bubble one. Awesome. Now, let's place this precomp below the button and enter it to adjust the text inside. First, let's delete all the keyframes we have on all the layers here. Now, press S on the last layer and scale it a little bit. The layers are too small for me to work with. We can set the scale to 300. After that, let's open the safe action grid and position the layers in the center of the frame. Great. Now we need this bubble to show the text we created a typing animation for in the screen scene. So let's go back and double click the text layer we have here to copy the text. Back to the precomp. Let's create a new text layer and paste the text. Now let's scale the font to, let's say, 42 and create the message bubble for it. I don't want you to follow along with me for now because I have two ways to do it. I will show you the first way, but we will use the second way. So when we start the second way, I'll let you know when to get back to action. For now, I just want you to see how you can create a customized message bubble using the two D textbox we already used in the course. To start, I'll add the text box to the scene and make sure it affects the text layer I have here. Next, I'll adjust the colors and place it below the text layer so we can see the text. Up until now, these are things we already did. But now I want to show you what properties you need to adjust in order to get that unusual shape we have in the original design. Pay attention to the corners of the green message bubble in the original design. They are not all equally rounded. So in case in your future projects, you need to create a unique shape. You can open the rounded corners menu and play around with the properties inside the enable per corner menu. As you can see, I'm trying to check and uncheck the different checkboxes here until I get the right setup combination. In this case, unchecking only the rounded lower right. Was the correct setup. Then all I need to do is decide what should be the roundness amount. All right, so now I'll delete the textbox I created, and we will do it together using the second method, which is simpler to create, but less automated. In this case, I'm good with it. I will use the original layer and convert it to a shape with a Bezier path. We can now shy the original layer. Alright. And now let's open the new shape layer and delete the irrelevant properties inside, like the group we have here and the merge paths. Once done, let's place the text in the right position. And then using the Pen tool, select one of the points of the path. Now we can switch back to the selection tool and select all the points on the left side. Then let's drag them until we get the path to fit the length of the text. We can delete this layer showing the original text. Alright. And now let's select all the layers we have here and place them in the center of the frame. That looks nice, but I think we can now open the composition settings and adjust the size of the comp to fit the message bubble size. Let's set the height to 300, and then the width to, let's say, 1,000. With that done, let's now go back to the screen comp and create an intro animation for the new message bubble precomp. First, let's bring this pre comp to start from second eight. Now let's adjust the size of the pre comp to fit the overall design. All right. That looks good enough. The intro animation of this message bubble will start from second eight. We can bring this precomp above all the layers. And now before starting to create the intro for this message bubble, let's replace this message bubble with a new one that has a different message inside. We need the conversation to look a bit more realistic. To do it, let's first find our newly created message bubble in the project panel and then duplicate it from here. But before that, we can drag this precomp out from the screens folder. It doesn't need to be here. All right. And now let's duplicate the precomp. Now we can copy the last message layers for reference and then enter the new message bubble, pre comp, and paste them here. Let's first delete the animation we have on them, then place them beside our message bubble design. And now we need to adjust the design of it to look as in the reference. First, we can flip the message bubble horizontally. Then let's move it to the left. Now, let's move the avatar icon to the left side as well. But before that, let's unparent the layers, parented to it so we can move it without moving the rest of the layers. W all right. Once that's done, let's adjust the color of the bubble. We can sample the color from the reference layer. Great. Now we can delete all the reference layers. We can now bring the time to the left side. Finally, let's move all the layers to the center of the frame. Awesome. So now we can center the anchor point of the message bubble, and then let's change the text we have here. Let's write. I don't have any ideas. Now, let's adjust the path of the shape so the bubble will fit the text length. Okay, let's move the layers to the center one last time. Great. So now let's go back to the screen precomp and replace the message bubble we have here with the new one we created. And since we want to save the intro animation of this message bubble, we can replace the Avatar icon layer since it has the position animation on it, and the rest of the layers are parented to it. So now drag the new message bubble precomp on it while holding Alt or Option on Mac. Now let's adjust the size. And after that, let's adjust its position. First thing first, let's open the position keyframes on this layer. Now we must stay on one of the keyframes, then select all the position keyframes and only then adjust the position. I think the position looks good, but we can turn off the time. We will create an intro animation for it maybe in the future. For now, let's stick to the original design. All right. So now, with that done, we have finished preparing all the setup for the conversation animation section, and now we are ready to animate it. As you may understand, our new green message needs to enter the section from the bottom, which means all the message bubbles need to go up. This will be our first thing to deal with. So for now, let's bring the last message bubble forward in the timeline. Soon, we will find the perfect timing for it. For now, let's focus on moving all the messages up, and we can do it using a null object. First, let's create a new null object in the scene. We can change the name to null bubbles. Next, let's tag it in green. And now let's place it in a convenient order for us in the layer stack. What I mean by that is we should place it above all the layers that will be parented to it. We don't need to parent the last green message bubble to it. But we do need to parent the last gray message bubble to the null. Therefore, let's find the precomp of this message bubble and place the null above it. We can change the color of this precomp to C foam. Now, let's place the null somewhere in between the message bubbles and then start parenting all the message bubbles to it. Once done, let's bring the null to start from second eight and animate its position to go up. I just noticed that I missed parenting this message bubble. So let me undo my action, and let's parent it to the null. Alright? So now move the null up so we will have enough space in the bottom area to enter the new message bubble we created. Let's bring this new bubble to start from second nine for now. Soon, we will create a nice intro animation for it. In the meantime, we can tag it in green. Okay. And now, at this point in time, we should not see the time of this message. So let's enter the precomp and turn it off for now. Back to the animation. We do need to see the time appear for the previous message, and we can create a nice fade in animation for it from second eight. So let's stand here and then enter this precomp. Now, let's create a fade in animation for the time layer. Let's make this animation last for 1 second. Okay. That looks good. Now we can go back to the main animation and create an intro animation for the last message bubble. We can bring this precomp to start from second eight. Now, let's press Y to switch to the anchor point tool and move the anchor point of this precomp to the right bottom corner. Hold control or command on Mac while doing so to snap it exactly in the corner. With that done, let's now start animating it. We can first create a scale animation. And since we know that the precomp should look as it does right now at this point in time, we will create a keyframe here. Next, let's also add a rotation animation to it. For the same reason, we will create a rotation key frame here as well. Now let's move back 1 second and scale down the precomp while rotating it a This way, we will get a nice rotation popping animation. Let's now easy ease the nulls keyframes and make it start moving fast in the beginning. Once done, let's adjust the animation of the bubble pre comp accordingly. But before that, let's make it a bit more interesting by making it scale in the middle of the animation. This way, the popping effect will be more noticeable. All right. And now let's select all the keyframes and easy ease them. Then let's go to the graph editor and make the motion move in a snappy way by adjusting the velocity influence to around 80%. I think it looks nice. Now we can go back to the timeline. Before moving on, let's start the last bubble pre comp from second nine, exactly. Awesome. So with that done, we have created a nice demo flow animation of a chatting conversation. At this point, we can save the project and keep moving to the next step. At this point, we can also make sure all our layers and pre comps in the timeline are collapsed so we will get the scene in the best quality. Great. So Now I'll save the project once again. And let's go to the beginning of the timeline and see the entire animation we created so far. I noticed that in the left bottom area of the avatar boxes, we have some layers that don't belong there. I'm talking about this one. Maybe it's a layer that we forgot to delete in the previous steps. Let's find this layer in the layer stack and try to understand what it is. I see now, it is a text layer that belonged to the last gray message bubble from the original design. We replaced these layers with a precomp that includes our customized layers inside. That means we don't need this layer here anymore. The same goes for this layer. It's the time layer from the original design. We don't need that either, since we already have it included in the precomp. That's why I always check the animation after every step I do. And I suggest you do the same. When dealing with a lot of layers, it's always a good idea to check ourselves. Even if we are 100% sure we did everything perfectly. It's better for you to find the relevant issue rather than the client finding. Alright. So now, with all that being said, let's check this animation together in the master comp. We will come back to this pre comp later to add the final touches. For now, it's important to check how it looks together with the voiceover. Jump into the built in messaging system where all your conversations are organized by contact. Send a quick reminder or share an update instantly. And yes, sharing files is instantly. And yes, sharing f instantly. And yes, sharing f. And yes, sharing. And yes. Alright. So I think we are good with the sinking of the demo flow animation with the voiceover. We might adjust it slightly later if needed. But for now, I want to keep animating the scene. We need to create an intro Otro for the scene. And we also need to create some camera movements to bring the viewers focus to the relevant sections in the UI screen. We will also need to add the text that needs to be presented during the demo flow animation. Only after this will we start working on the next demo flow animation that we can see here in the videoboard. For now, let's focus on creating the camera movements and adding the text lines from the script to the scene. But first things first, let's not forget to turn back on the main panel precomp we have in the first UI screen of this demo flow animation. And with that done, we can now go to the main scene comp and start planning what the camera movements should be. First, let's collapse this precomp so we can see all the collapse layers inside in high quality here as well. And now before animating this precomp to get some nice camera movements, let's first add the text that needs to be the scene. For this, we can go to the videoboard and see that. As you can see, this long scene includes a very long text. In our case, we can split the text into a few parts, each shown according to what's happening in the demo flow animation. With that said, let's go to the script and copy the first part of the text that needs to be shown in the scene. Now, let's go back to the project and paste the text. I just noticed that we should first copy a text layer from another scene with text inside it. This way, it will be easier to paste the new text in the new scene. Let's enter scene six and copy the text layer from here. Now let's go to scene seven and paste this layer here. And now let's go to the script once again and copy the text. Great. Now let's go back to the project. Double click on the text layer and paste the copied text from the script. Alright. And now, let's split this text layer at the point in time where we get to the second part of the demo animation because here we will add the second part of the main text of this scene from the script. So let's go back to the script and copy the second part of the main text, back to the project. Let's now paste the text and expand this layer. Great. So now we have the text for the first part of the demo flow animation and for the second part. And now let's stand at the point in time where the third and the final part of the demo animation is happening, which is at second eight, and split the text layer at this point. Then let's go to the script and copy the last text part we have in this scene. Back to the project. Let's paste the text. And I will delete the dot at the end of the text. All right, so now we can extend this layer a little bit and save the project before moving on to the next step. Our next step will be creating the intro animation for this scene and also creating the camera movements. To begin, let's first find the right scale and the correct position for the UI screen pre comp to be at the beginning of the animation. You can use the safe action grid to make sure you're placing the precomp in the center of the frame. Alright? So I think we are good now with the scale and the position of the precomp. So now let's stand at second one and create a keyframe for the scale property here. Now, let's go to the beginning of the timeline and scale up the precomp, so we will have a nice zoom out animation for the intro. Okay. And now let's open the position property and create a keyframe with the current value. Let's bring this keyframe to the end of the intro animation since we want the precomp to be placed at this position. And now for the first position in the beginning of the intro, we should adjust the position of the precomp to be a little more centered. So at this point in time, we can move the precomp a little bit to the right. Okay. So with that done, we have created a nice intro animation. Next, let's watch what's happening in the demo flow animation and try to understand what angles we could create to better fit what's shown in the UI screen during the demo flow animation. We also need to think about the timing when we should start changing the angles. For example, in this case, I don't want the angle to change until the second part of the demo, animation starts. So that means that until second two, nothing should change. Therefore, I will create keyframes here with the current values for the position in the scale properties. And now we can go to second three and change the scale and the position of the pre comp according to what's happening in the animation. At this point, the main panel of the UI screen disappears, and we are seeing only the conversation section. Therefore, at this point in time, let's move this pre comp to the left so we can see it in the center of the frame. Now, let's also try to scale this precomp at this point in time and see how that looks. So for now, what we are doing is following the demo flow animation and trying to scale and position the precomp to create better angles for the scene. Later, we might change the angles and the timing, but for now, let's keep focusing on creating the initial keyframes to have something to work with. I'm mentioning this to remind you that the animation process is not a straightforward process. We always create the initial keyframes and then adjust everything to make the scene look better. So when you don't know exactly what to do, I suggest you just start with something simple, as we are doing now. Following what's happening in the demo animation and creating simple scale and position keyframes. All right. So now I see that the second animation part of the demo flow animation is about to end at around second five. So let's stand here and create keyframes for the position and the scale properties with the current values because we don't need the precomp to change up until this point. Next, let's go to second six and scale and position, the precomp to fit the third animation part of the demo flow animation, which is the chat conversation we created in the bottom part of the UI screen. Therefore, we can scale this precomp and bring it up to get the viewers attention to the right section in the UI screen. I'm constantly watching the guides of the Safe Action grid to make sure I'm placing the pre comp in the center. I'm also trying different scale values to see what will look the best. Don't worry about the text that we need to see in this animation part, because as you can see, we have plenty of room in the bottom part of the screen to present the text that needs to be shown at this part. All right. I'm good with this angle. And I want to remind you that you don't need to worry about the different irrelevant layers we see here. We can fix all of this later without problems. For now, let's just focus on the camera movements and the outtro animation that needs to happen in the next step. So as you can see, the final part of the demo flow animation ends at second nine. That means that from this point in time, we can start the Otro animation. So let's stand here and create keyframes for the position and the scale properties with the current values because we don't want the precomp to move until this point in time. Let's go to second ten and scale down the precomp and move it to the center. This way, we will get a nice Zoom out animation for the outtro and it will fit perfectly with the match cut transition that we will create from this scene to the next one. Okay, so with that done, let's now start adjusting the keyframes. This time, let's do it using the keyframes velocity panel. We can start by selecting the position keyframes first, then press Catrol Shift K and set the velocity to 85%. Let's do the same for the scale animation. And now, since we want to create a nice match cut for the intro and the outtro, let's set the velocity at these parts to 95% to get a bit snappier motion. I'll select the intro keyframes and adjust the handles manually. Let's do the same for the Outro. Awesome. And now let's exit the graph editor and start this scene from the point in time where the motion is at top speed. In this case, it's at frame 15. 22. Building Scene 8 – Drag and Drop Demo Animation: Come back. In this lesson, we will start working on the next scene. But before that, let's organize our project panel. Let's place these three pre comps into the pre comp folder. All right. And now let's create a new pre comp for the new scene. We can call it scene eight. Make sure it's full HD and the rest of the settings are correct. Let's now close all the pre comps we have here. All right. And now let's enter the videoboard and see what we need to do. In this scene, we will create a drag and drop demo flow animation. Let's start by understanding what should be the duration of the scene. It should start at around second 53, and it should end at around 1 minute and 1 second. That means we've got around 8 seconds. Awesome. So with that in mind, let's find the relevant UI screen we will animate in this scene. Great. So here it is. Let's now go to the new scene comp and drag the browser UI screen into it. And now I want to take a slightly different approach from the animation workflow we did up until now. Up until now, we first animated the initial animation for each part, then created the intro and Outro, then created the camera movements, and then adjusted the animation. This time, I want us to work not in this step by step approach. This time, I want to guide you with an approach where we work on all the steps together. I want you to experience both approaches so you can get a good understanding of what works best for you. And moreover, so you understand that sometimes it's even better to work on all the steps simultaneously. Okay. So with that said, instead of starting with the first part of the animation flow, let's start working on the intro of this scene. For this, let's go back to the master comp and see the outtro of the last scene. We've got a nice Zoom out animation. My goal is to create a cool match cut transition. Therefore, let's create the same motion for the intro of the new scene as in the last one. Then we can time the motion to get that smooth match cut transition. With that in mind, let's go back to the new scene and start creating the intro. First, we can collapse this precomp. Next, let's zoom in on the timeline and use the position and scale properties to create a 1 second long zoom out animation. Since we want the precomp to look and be placed where it is right now, after the intro animation, we need to create a keyframe for the relevant properties at the 1 second mark. Then we need to go to the beginning of the timeline and adjust the scale and position to get a nice zoom out motion. Let's open the safe action grid to see the center of the frame. Now, let's find a nice position for the precomp at this point in time. I don't want to position the scene according to the pop up panel because at this point in time, we don't see it. We will see later in the animation. So let's enter the precomp and turn off the pop up layers for now. Alright, back to the main scene. Let's keep adjusting the precomp. I'm trying to place the precomp, so the file list boxes will be perfectly centered in the frame. Alright? I think that's Alright. I think that's good enough. Now, let's adjust the keyframes velocity to get a nice snappy motion. That means we can move the handles so we see the influence around 95%. I think the motion looks great, but maybe we can adjust the position of the precomp at the beginning of the timeline. It will be a bit more interesting if the Zoom out animation begins with the name of the UI screen. I'll stand at the first position keyframes and only then adjust the position of the precomp at this point in time. Let's place it here. Let's check how that looks now. I think it looks better for now. So what we did now is we focused a lot of our time on adjusting the intro animation. But is it good to do that? I want to show you this kind of workflow so you can answer this question for yourself. Later in the lesson, you will be able to answer it. Because during the animation, we might change this intro animation that we spent so much time perfecting right now. Maybe spending this time at this point of the process wasn't a good choice. More on that later, for now let's keep working. All right. So now let's enter the browser UI screen pre comp and start preparing it for the demo flow animation. First, we can turn back on the pop up layers and then tag them in a different color. Next, we can collapse all the layers we have here to get them at the highest resolution. Once that's done, let's start creating the first animation part for the demo flow animation. We can now turn off the pop up layers, and then let's also tag the shadow layer in a different color. And now let's try to understand what should be our first animation part. In our case, we need to create an animation where we add an additional file to the file list in the main section of this UI screen. And before all this happens, we need to create a drag and drop animation. The drag and drop animation will happen after the pop up panel enters the scene. That means we also need to create some kind of click animation to trigger the intro of the pop up panel. In our case, we can trigger this by creating a click animation for the ad button we have here in the header section. Great. So now we have an idea of the different animation parts we need to create here. With that in mind, I understand that the first thing I can do now is precompose the pop up panel layers in a precomp. That way, it will be much easier for me to create an intro animation for it and time it with the rest of the layers. Moreover, it will be much more convenient to create micro animations inside the pop up UI panel. Move the new pre comp out of the screen's folder before moving on great. And now we can start working on the first animation part of this demo flow, which is the click animation on the Add button and the intro of the pop up panel. Since we know that the intro animation of the scene ends at second one, that means this animation part must start from second one. And not before it. That means we can move the pop up and the shadow layer to start from second two. And from second one to second two, we will create a click animation on the ad button in the header section. So now, instead of first creating the click animation, let's keep working with our new approach of not keeping the step by step workflow. Instead of focusing on the click animation first, we will focus on the camera movement. In our case, instead of animating a camera, we'll just keep adjusting the position and scale animation. With that in mind, let's now stand at second two and position the UI screen pre comp in a way so we can see the button a bit better. We need the viewers attention to focus on that area. Okay, so now at this point in time, after the Zoom and animation, we can create the click animation for the button. The click animation will last for ten frames. So let's stand here and then enter the precomp to move the pop up panel timing to start from this point in time, which is second two and ten frames. Once that's done, let's go back to second two and create the click animation. Let's first select the button layer and place it above all the first animation part layers. And now instead of animating this layer, we can use the button animation precomp we used earlier in the project. Once found, let's duplicate this precomp and adjust the name to fit our scene. Now, hold Alt or Option on Mac and drag it onto the button layer in the timeline to replace it with the button precomp. After that, let's adjust the size of the precomp to fit the design of the UI screen. Next, let's enter the button precomp and adjust the text. Awesome. Now, we need to make sure we are standing at the correct point in time for the click animation to happen. Then we can enter the button precomp and drag the keyframes to this point in time. Alright. So now we have the click animation ready, and we're set to move on to the pop up panel. We need the pop up to enter the scene right after the click animation. Let's start it from second two and five frames. For the intro animation, let's use the scale property to create a nice popping out effect for this precomp. Let's make this animation last for 1 second. Great. Once we've got the pop up animation done, we can now create an animation for the shadow layer. For this, we can use the blurry shadow animation we created in one of the previous scenes. To find which scene it was in, I'll use the project panel search bar. The shadow for screen eight is not what we need, since it's the layer we see now in our scene. What we need to check is the shadow from screen four. All right, click on it and choose reveal in composition. That way, After Effects will open the comp with this layer inside. Here we have that layer already enemy. So now we can select the blur and shadow layer from here and copy and paste it into our new scene. Let's paste it above the shadow layer we currently have and then press the left bracket key to align it here. We can now delete the old shadow layer. Great. Now, let's make sure the new layers we brought in fit the design of our UI screen in this scene. As you can see, the two layers were placed in the same position they had in the scene they were copied from. That means we need to adjust them a little bit. So let's do that quickly. Okay, so now let's tag these two layers in purple and open their keyframes to check that the animation fits the pop up panel intro. Let's see how that looks. I think we can start this animation part a bit later. Let's drag these three layers to start at second two and ten frames. Alright, that looks good for now. Before moving on to the next step, let's save the project to secure the progress we've made so far. Great. Now, instead of jumping straight into the next animation part, let's stick to our new approach and take some time to finalize and adjust this animation part. We can start by adjusting the motion of the pop up animation. Let's set the velocity to 85% and see how that looks. I think it's okay. Now, let's go back to the main scene and adjust the camera angle at the point in time where the pop up panel is appearing. That camera angle change should happen at second three. So let's stand here and adjust the position and scale properties of the screen precomp. For now, let's copy the previous values before the Zoom and animation and paste them here. Now, our next camera movement should be to the left side, since we need to create the drag and drop animation. That means we will move to the left, and the cursor will bring a file from the right side and drop it into the pop up panel section. With that in mind, we can make the scene look more interesting by zooming in a bit more on the pop up panel also because we want the viewer to pay attention to it at this point in time. So let's play around with the scale and position values until we get a nice look for the scene. My goal is to make the pop up panel located in the center of the frame. Alright. I think it looks nice, and now we should move on to prepare the next camera movement. Time. Since we want to add a drag and drop animation, we need to move the precomp to the left so we have space to grab the file and drop it inside the pop up panel. Let's decide that this animation will take 2 seconds to complete. Why? 2 seconds? Because there will be a lot going on in this part of the animation, and I don't want it to feel too quick. Alright? So let's stand at second five and move the precomp to the left. So we have free space on the right side. This way, we will create the illusion that the camera moves to the right where the file is located before we take it with the cursor and drag and drop it inside the pop a panel. Now, let's go 1 second forward in time and copy and paste the previous position keyframe here because we want the pre comp to return to its previous position. That means that at this point in time, we will have already dragged the file inside the pop up panel. To make the animation a little more interesting, we can create a micro animation inside the pop up panel. My goal is to create some kind of micro animation that will show the pop up panel reacting to the dropped file. Soon, you'll see what I mean. For now, let's stand at this point in time and enter the browser precomp. And from this exact point in time, we will create that micro animation inside the pop up precomp. So first, let's enter it. Here we can create a popping out animation for the folder icon that we have. We can also create a nice rotating animation for the dotted stroke we have here, but more on that later. For now, let's focus on the folder icon. First, let's create a keyframe for the scale property at this point in time with the current value. Next, let's decide that this popping out animation will last ten frames and create another keyframe here with the same value. Now let's go to the middle of this animation and scale up the layer. We can set it to 200. Let's see how that looks. I think we can scale it a bit more. Let's try 300. Great. That's better. Now, let's adjust the velocity of the keyframes to 85% to get a bit more interesting motion. Let's see how that looks now. In my opinion, it's super fast. So let's make this animation last exactly 1 second. That means if it starts at 3 seconds and 20 frames, it needs to end at 4 seconds and 20 frames. Let's preview it again. Now, I think it looks too slow. So let's make this animation last until 4 seconds and ten frames and check it once more. Awesome. I think we got it right this time. Now, to make the popping out animation look a bit more interesting, let's stand at the beginning of this animation and place the anchor point at the bottom center area of the layer. This will make the folder icon pop up in a more dynamic. In my opinion. Moreover, now the folder icon doesn't collide with the text below it. With that done, let's move on to the next micro animation we can create here. This time, let's make the dotted stroke rotate. The easiest way to do this is by recreating the rectangle from scratch. So let's select the rectangle tool, make sure no layer is selected, and create a new rectangle with approximately the same size as the original rectangle in the design. For the color, let's switch it to a regular fill color and for now, set it to gray. Now, create the rectangle and adjust its size. For that, let's use the size property. First, I'll uncheck constrained proportions, and then adjust the values separately. We can also move the shape manually until it fits the original design. Awesome. Now, let's adjust the rounded corners of the shape to make it look closer to the original design. Great. With that done, let's now deal with the stroke that needs to be on this layer. For the color, we can sample the purple we see in the stroke or in the folder icon. For the stroke weight, we can set it to two. Next, we need to make sure this stroke looks like the original design. That means we need it to appear as a dotted stroke. For this, open the stroke menu inside the layer and add dashes. To rotate the stroke, we'll use the offset property. But before that, let's adjust the dash value to match the design. We can set it to five. Let's now check if it looks similar to the original design. Yes, I think it looks great. For now, let's leave this layer turned off so we can sample the gray color from the original design to color the fill of our new shape. Alright. The design looks good, and now we're ready to animate it. As I said earlier, we'll use the offset property for this. But instead of manually creating keyframes for the rotation, let's use a simple time expression to make it rotate endlessly without keyframes. For this, hold Alt or Option on Mac, and click on the stopwatch of the offset property. Now, inside the expression box type T asterisk -100. With that done, the stroke now rotates endlessly to the right without us creating keyframes manually. In case it feels too quick, you can lower the value inside the expression. Let's set it to -50 and see how that looks. Awesome. I think it looks very good. With that done, we can now turn off the original rectangle layer. And after that, we can shi this layer in the timeline since we no longer need it. Finally, let's place our new shape layer above the last layer. Alright. And now, once we've finished the micro animation inside the pop up panel, we can make this animation look even more interesting by adding an additional micro animation for the pop up panel outside in the scene com. Let me show you what I mean. First, let's stand at the point in time where this animation begins. Now, let's go back to the browser prec. Once here, we can create an additional scale animation for the pop up precomp, starting from this point in time. So create the first keyframe here. Now, we need to sync this animation with the animation happening inside the pop up precomp. If you're not sure where it ends, you can enter the precomp and stand at the point in time where the animation there finishes. Then go back to the browser precomp, create another keyframes at this time point, and then stand in the middle of this animation to scale down the pop up precomp. We can now adjust the velocity to 85 to match the motion inside the pop up precomp. And with this, we created a pretty cool reaction animation for the pop up UI panel. This will look much cooler once we add the drag and drop animation. But for now, let's focus on starting the next animation part. When we need to show the main file list with the new file that was drag and drop, for this, we need to create an outtro animation for the pop up precomp that happens right after the scaling animation. Let's stand at second seven and 20 frames and set the scale to zero at this point in time. We can then go to the graph editor and adjust the motion, so it starts slow and speeds up toward the end. After that, let's also create an outtro animation for the blur in the shadow we have here. We need to sync this animation to the outtro animation of the pop up precom. To do it quickly, we can stand at this point in time, copy the first keyframes of both layers and paste them here. Then right click, go to keyframes Assistant and choose reverse keyframes. Let's preview this animation a few times to see how it feels. Awesome. I think it looks very good. Now we're ready to start animating the next part, where we add another file to the list to finish our demo flow animation for this scene. Since I already knew I wanted to create this kind of animation. When building the storyboard in Illustrator, while preparing this UI screen for animation, I made sure to have one file box design in the list separated into layers. This way, we can now find these layers in the timeline, select them all, and duplicate them. Because I knew the file added here in the drag and drop part would be a new JPEG or PNG file. I made sure the design layers for this PNG file were separated as well. So let's select all the layers related to this file box and press Ctrl plus D to duplicate them. Now let's move them up so they sit in one stack. Once done, let's precompose all these layers and call this pre comp screen eight panel two. Great. Now we'll use this precomp as the new file box that appears in the file list after the drag and drop animation. But first, we need to adjust the design inside this precomp. Let's use the region of interest to crop the size of this comp since it's too big right now. Once that's done, now let's select all the elements inside and parent them to the white box layer. This way, we can select the white box layer, align it to the center of the comp, and make sure everything is perfectly centered. Okay. And now let's create a new text layer with a different file name. To have a nice and continuous flow from the previous scene, we can name this file reference dot JPEG. This works because in the previous scene, the conversation was about sending a reference for the task that was being discussed. After adjusting the text size and position, we can turn off the original text layer. We'll leave the rest of the information as it is, and move on. Now, let's go back to the browser, UI, a screen, collapse our new pre comp, and find a good place for it in the list. Let's zoom in and make sure the spacing between file boxes is consistent with the rest of the list. With that done, let's start creating the going down animation for all the file boxes in the list. But before we do that, let's deal with the PNG file box where all elements are on separate layers. Let's make sure to select all the related objects for this file and parent them to the main white box of this file design. Great. Now let's tag all these layers in orange, so we know they belong to one section. Then we can select all the layers related to this file, except the white box layer and shi them in the timeline. This way, it'll be much easier to create the go down animation for the file boxes in the list. And to avoid any interference, let's lock the blur and shadow layers. Well. All right, then, now let's start selecting all the file box layers. For this file, make sure not to select one of its elements that are on a separate layer. Instead, select the white box of this file. Now, once all five layers are selected, let's find the right point in time to start this animation. In our case, it can start right after the pop up funnel finishes its intro animation, which is at second seven and 20 frames. So while standing here, let's create the first keyframes for the position. Now let's move 1 second forward. The timeline and bring all the selected layers down. We need to make sure that our new pre comp is placed exactly where the first file box is. Therefore, before dragging the layers down, let's press Control or Command R to open up the rulers and then create a guide so we know how much we need to drag the layers down. We can now turn off the rulers and start dragging the layers down. Great. And now let's easy ease the keyframes and adjust the motion in the graph editor. Let's make the motion start quick and slow down toward the end. Let's see how that looks. All right. I think it looks okay for now. We no longer need the guide we created, so let's remove it from the frame. All right. And now let's deal with the upper area in the list section because we need to hide the new file box in this area. For this, we can find the white gradient we created in the previous scene and then copy it from there and paste it in our new scene. So let's open scene seven and then enter the messages preComp. Now let's find that white gradient shape layer we created here and copy it. Back to the new scene before pasting the layer, let's first deal with the order of the file list we have here. What I mean by that is, I want to place the new file pre comp we created in the right place in the layer stack. Maybe we need to place it here. No. So according to the layer order, this is the area of the bottom file box in the design. That means we need to move the pre comp to be before the file layer, which is the first file in the list in the design. In our case, we need to place it here. That way, as you can see, when I'm selecting each layer, we have a chronological order. I'm doing this because it will be a bit easier for me to know where to place the white gradient layer. In our case, the white gradient should be above all the file box layers because we needed to hide the top file box. So I'll select this layer to paste the white gradient above it. Let's now bring this layer to the beginning of the timeline and then adjust its design to fit our list section. First thing, first, I'll bring it to the center of the list section, and then I will adjust the width of this shape. Let's remain a little bit in the preview and adjust the position a bit more. All right. So now the white gradient is hiding the top file box, but it is also hiding another layer that does not need to be hidden. Let me show you what I mean. If we now turn off the white gradient and then also turn off the first file box in the list, we will see that there is a section here with some text. This small section needs to be seen. Therefore, we need to find this layer in the layers panel and then move it above the white gradient shape layer. Great. And now we can turn back on all the layers. And as you can see, we now have only the right area hidden. With that done, we can now go back and forward in the timeline and see how this section looks. I think it looks great. So now we need to do the same for the bottom part of this section. Our goal now is to hide the bottom file box because as you can see, it collides with the page numbers design elements. So first, we can duplicate the white gradient shape layer and then drag it down to the right place. Then we can right click on the layer and flip it vertically. Now let's see how that looks during the animation and try to adjust its position if needed. In my case, I need to lower the layer down a little bit more. Awesome. Now everything looks okay, and we're ready to move on to the next step. In the next step, I want the going down motion of the file boxes to have a slight delay in the animation. I want the first file box in the list to start moving first, and then the rest of the file boxes move accordingly. That means we now need to delay all the keyframes we created for the position property for these layers. In this case, to get a nice delay, let's create a two frame offset between the keyframes. To create the delay, I will use the new After Effects offset feature. And since I want the first file box in the list to move first, I will start selecting the keyframes from the bottom layer because this is the first layer in the section. All right. So now I will hold down Alt and control or option in command on Mac and then drag the keyframes to the right until I see that the second layer is reaching the time indicator position. Let's see how that looks. Awesome. I think it looks great. And now let's save the project before we move on. Alright. So now let's go back to the master comp and see what we need to do next. After the part in the demo flow animation where we drag and drop a new file and then see this file added to the list, we should now zoom out a little bit to see the entire UI screen with the updated file list, and that Zoom out animation should start at second seven. From second six until Second seven, we don't want any changes in the camera movements because this will be the moment when the Dragon drop file animation happens. So now at second seven we need to create position and scale keyframes with the current values. Only then let's move to second eight and create the Zoom out animation. For this, we can copy the second keyframes on the screen and paste them at second eight. This way, we now have the UI screen shown fully in the frame. Now, since we created new keyframes and copied and pasted other keyframes, we need to make sure the motion is still consistent throughout the entire animation. And as you can see, we have parts where the motion is not consistent. We need the velocity of all the keyframes to be around 85%. But as you can see, in some parts, this is not the case. I'm showing you this because I want you to see that adjusting the velocity of the keyframes before finishing the initial animation is kind of like working twice. Throughout the animation of the scene, we created keyframes and then adjusted them right away every time. Here we finish the animation, and we still need to adjust the keyframes. Therefore, I suggest first finishing creating the initial keyframes for the entire scene, leaving them as regular linear keyframes. Only when you finish the entire animation, should you start adjusting them. This is one of the disadvantages of working with the approach of animating each part without following a chronological order. So when you work on your next project, make the right choice of workflow and the approach you are about to follow. Alright. With that said, let's go back to the project and start adjusting the camera movement once again, but this time for all the keyframes at once, because we do want the motion to be consistent throughout the entire animation. And we will do it using the keyframes velocity panel. Since we can't adjust different properties at once using the keyframes velocity panel, we first need to select all the position keyframes and adjust them. Let's set the velocity to 85%. Then let's do the same for the scale keyframes. Once that's done, let's not forget to adjust the first keyframes of this animation, since this is the intro animation of this scene. And because we want to have a nice match cut from the previous scene, we should adjust the keyframes velocity at this part to around 95% because we want the motion here to be super fast, so the match cut transition will work perfectly. So now let's go to the master comp and bring the new scene to the timeline here and work on the transition from the previous scene. But before that, I noticed that we didn't trim the duration of the previous scene. We just cropped it from the master comp. With that said, let's enter scene seven and trim the workflow to second 11, which is 1 second after the outtro animation. I prefer to have 1 second of free space in case I need to do some small timing adjustments in the scenes. All right. So now let's bring scene eight to the timeline and make sure the match cut transition is working. For this, we need to crop scene eight from the beginning to the fastest point in time of the intro motion. Let's bring Scene eight to start right after scene seven and see how the transition looks. After watching the animation a few times, I don't feel that the matchcut is looking good. The main reason for this is the position of our elements in the two scenes. In our case, it's the UI screens in scene seven and the UI screen in scene eight. Let's see what we can do to make this match cut transition look a bit better. First, let's try to change the initial scale and position of the UI screen in scene eight. Let's try to scale it down a bit and place it more in the center, so the motion will feel more like a straight Zoom out animation rather than the zoom out motion we have right now. Once done adjusting the position, make sure the velocity is not changed. Alright? Let's now go back to the master comp and see how that looks. Okay, I think it looks a bit better. Let's go back to scene 81 more time and try to scale down the pre comp in the beginning a bit more, and then change the next scale keyframes to a lower number, maybe 80. Too small. Let's try 90. Let's go back to the master comp once again and see that a few times to feel how it looks. I still don't love how the match cut looks. In this case, we can entirely change the motion of the match cut from a Zoom out animation to a panning animation. Let me show you what I mean. First, we need to deal with the Otro animation in scene seven. Once here, let's stand at the end Otro keyframes and delete the last position keyframes. Now let's make sure at this point in time, the scale remains the same as in the beginning of the outtro animation. For this, we can just copy the previous scale keyframes and paste it here. Great. And now instead of creating a Zoom out animation, let's drag the precomp up out of the frame to get some nice pan down camera motion. Let's not forget to check that the velocity remains the same. All right. So now once that's done, let's go to scene eight and here, make the UI screen, enter the scene from the bottom. This will create a pan up camera motion. But before doing that, let's bring back the pre comp scale of the intro animation to 90. So let's set the second scale keyframes to 90 and then do the same for the first one. Now, we can bring this precomp down. But before that, let's make sure it's perfectly aligned to the center of the frame. Using the align tool won't really place it in the center of the frame, since according to After Effects, it's already in the center of the scene because it looks directly at the position of the adjustment layer inside that precomp. And it looks at it because this precomp is collapsed, which means After Effects is reading the inside information of the layers within this precomp. With that said, we now need to use the guides of the safe action grid and align this precomp to the center manually for the intro animation. Alright? So let's move it to the right and then move it down out of the frame. Let's make sure the velocity hasn't changed, and now we can actually delete the first scale keyframes because it's the same as the second one. All right. And now let's not forget to also adjust the position of the pre comp for the second position keyframes. We want the pre comp to be centered perfectly at this point in time, as well. All right. So now, once we finish adjusting the outtro of the previous scene and the intro of this one, let's go back to the master comp and watch the transition once again to see if the match cut looks better with the new changes. Uh, awesome. I think the new match cut works perfectly fine. And we can now move on to animating the next animation part. But before doing that, I just noticed that we should pause the camera motion at the point in time where the button click animation is happening. I think we should pause this moment and continue the camera motion only after the click animation is finished. Therefore, let's enter the precomp and first find the point in time where the click animation ends. It happens here at second two and ten frames. So now, to create the pause, all we need to do is copy the previous keyframes and paste them here. By doing that, there will be no change in the motion during this period of time. Only after second two and ten frames, will the camera motion continue. Since we want the camera motion to last 1 second, let's stand at second three and ten frames and bring the second camera motion keyframes of this animation part here. Let's see how that looks. I think it looks great. We can double check that we didn't change the velocity at this moment just in case. Alright. And now we can save the project before we start working on the final animation part for this scene. Awesome. So now for the last animation part of this demo flow animation in the scene, we need to create the dragon drop animation. For this, I want you to open the assets folder you downloaded from me and find the Illustrator file named JPEG. It's an illustration of a JPEG file that I created using some design I downloaded from FreePiC. So now let's drag this file into our project. And since we don't need this file to be with separate layers, we can bring it in as footage. Alright. And now let's bring it to the timeline and start animating it. My goal is to create an animation where we see this file on the right side of the scene, and then with the cursor, we bring it to the pop up panel. Alright? First, let's scale this layer to 150 because it's too small, in my opinion. We can collapse it already. Okay. And now let's open the position property and start animating it. To begin, let's stand at the point in time where the UI screen is on the left side. Now, let's make sure the layer is centered horizontally in the scene. It's done, let's create the first keyframe here. Then let's go back to the point in time where the UI screen starts to move and drag this layer to the right out of the frame. By syncing the motion of our layer with the UI screen, we're creating a nice panning camera motion illusion. Okay. And now let's stand at the point in time where the UI screen panning motion ends and bring the file to the center of the comp. For now, it looks kind of boring, so let's make it look a bit more interesting. We can start by curving the path of the file motion using the vertex tool. Click on this point once and then press V so you can adjust the handle. Nice. Once that's done, let's make the file rotate according to the path curve, 23. Creating the Final Title and Scene Outro: Come back. In this lesson, we will start working on the final scenes for this project. We will start by creating the title animation scene. To make it quicker, we can use the similar title animation we created in the beginning of the video. We will duplicate it and adjust the animation inside. And before we do all that, let's create an outtro animation for the previous scene. Let's enter scene eight and now move to Second nine. This time we can make the UI screen exit the frame from the left side. Because the text animation that will enter the scene after it will have a left to right motion. Soon, you'll get what I mean. In the meantime. Make sure to set the velocity of the last two keyframes to around 95%. And after that, let's crop the timeline 1 second after the tro animation. Great. And now let's stand in the middle of the tro animation and in the master comp crop the comp to this point in time. Awesome. So now, once we're done with the scene, let's start creating the title animation for the next scene. For this, let's find the first title animation pre comp we created. Here it is. It's the first scene we created. Now, because we want to have the same animation for our new pre comp, let's first duplicate this pre comp from the layers panel and bring it to the right point in time. Let's see how that looks. Okay. So why keep struggling? Struggling. So why keep struggling? Go to one point. Great. And now we need to make some changes in the title animation to fit the script and the voiceover. Therefore, we won't make the changes inside this pre comp. We now need to find this pre comp in the project panel so we can duplicate it from there. We want to duplicate it from the Project panel because we want to have a completely new pre comp that we can make changes inside without affecting the first one. Once done, let's now hold Alter option and drag the new pre comp onto the original one in the timeline to switch between them. This way, we saved all the key frames that we created on the original precomp, but now we have a completely new pre comp. That we can make changes inside without affecting the original one. All right. So now, with that being said, let's start by changing the text here. For this, let's open the script and copy the relevant text. Back to the project, paste the text, and once that's done, let's delete the word struggling because this word should be animated differently. We will animate it like the word multiple. And we will do that in a second. For now, let's change the exclamation mark we have here to a question mark. Awesome. And now let's delete the non relevant text layers. Finally, let's make sure the mask we have on this text layer fits the current text. For this, first, let's remove the current mask and then create a new one. This way, it will fit automatically to the current text. Great. And now the next thing that we can do is adjust the position of the word that is split into several layers, and we can do it easily by moving the null object since all the letters are parented to it. Let's place it somewhere around here for now. Okay. And now let's adjust the letters so we can get the relevant word for this scene. In this case, it needs to be struggling. And since we know that the word struggling has more letters than multiple, it will be a good idea to unparent the letter layers from the null for now because we will add additional letter layers in a second, which we will adjust in the animation. All right. So now let's adjust the letters, double click on each letter and change it accordingly. All right. And now duplicate the last layer and move it one frame forward to keep the offset animation. Then change it to the relevant letter. Now, let's duplicate this layer and repeat the same process. This time, change the letter to G. Awesome. And now, since we have more letters in this word, we should adjust the position animation for all of them. To do it without any issues, let's first bring all the layers to start from the exact same point in time. Later we will offset them once again. For now, let's make all the keyframes start from the same point in time. Me, it will be much easier to adjust their position animation. All right. And now let's adjust the last position keyframes for the new letters. For this, we must stand at the last keyframe first and only then adjust the position. If you are not able to stand right on the keyframe, like in my case, don't worry. It's just a small software glitch that happens after repositioning keyframes a lot of times. In this case, just stand as close as you can to the keyframe and move the layer. As you can see, a new updated keyframe was created, but it is not aligned with the rest of the keyframes. Don't worry about it. Just make sure you don't have two position keyframes for the position at this point in time. For now, let's create a new guide and focus on aligning the new letters with the rest of the text. Don't worry if the keyframe is not aligned with the other keyframes. Then let's move the new letter to the right to rearrange the position of the rest of the letters. Basically, what we are doing now is adjusting the last position keyframes for the letters. Once done, let's place the null object in the center of this word. Great. Now we can bring the first text closer. And now let's stand in the middle of the letters animation and adjust their position at this point in time, as well. All right. Once we've done that, let's go over the animation and check if everything is okay, as you can see. During the reposition process of the last position keyframes I created, unnecessary keyframes, if it happened to you as well, then let's make sure we delete the old keyframes while leaving the new ones. Great. So once we're done with this, let's make sure no layers are selected and press you to close them all. Now let's create the one frame delay we had earlier for this animation part. Awesome. So now we can stand at the point in time where all the letters are in their final place and then select them all and parent them to the null. And now we will also have the secondary bounce motion that we created for the null. We can get rid of the guide now. And now let's deal with the question mark animation. First, we can delay this animation a little bit in the timeline. Since now the letters animation lasts for a bit longer, we can start the question mark animation from second two. Okay, the timing looks good, but now we need to move it to be placed beside the text. For this, we can create a new null object, just to use it as a moving object for the two layers we have here. I'm doing it instead of moving each layer one by one. Alright? I think we can place it somewhere around here. Great. We got everything positioned in place. And now before moving on, let's adjust the size of this comp using the region of interest tool. You can open the composition settings and set the dimensions to rounded numbers. We don't have to do it, but I prefer it that way. What's most important is to make sure that the layers are aligned to the center of the comp. As you can see in my case, I got everything aligned. In case you don't have that, you can use the null object method to parent all the layers to the null and move it to adjust the position for all the layers at once. All right. And now, before moving on, let's do one final adjustment. I see that the animation here starts from second one in ten frames. Let's select all the layers except the first text and bring this animation to start from second one. Awesome. Now, I'm sure we got everything done here. We might move the first text to the right a little bit, and that's it. Now let's go back to the master comp and see what we've got, pay attention to the voiceover. Our goal is to make sure it syncs perfectly with the text animation. So why keep struggling? Go to onepoint.com and make your workday easier. So why keep struggling? Go to onepoint.com and make your work. Why keep struggling? Go to one point. Keep struggling. Go to one point. Alright. So after watching it a few times, I see that we do need to adjust the timing. But before doing that, I will delete the last position key frame I have here. This small movement is irrelevant for this text. It was more relevant for the previous text animation. Now let's move ten frames backward and start the scene from this point in time. Awesome. So now that means we need to adjust the timing of the tro animation for the previous scene. Therefore, while standing at this point in time, let's enter scene eight and make sure the animation already ends at this point in time. To do that, we need to enter the UI screen pre comp. And first thing first, make sure the outtro animation ends at the time indicator position. So I'll select all the key frames of the file layers and make sure the last keyframe ends here. That means we now also need to readjust the timing of the previous animation part. It needs to end at this point in time. So let's stand here and then move all the key frames of the previous animation part to end here. Awesome. With that done, let's not forget about the micro animation happening inside the pop up precomp. It needs to start from this point in time. So let's enter the precomp and move the keyframes here. Okay? So now since we changed the timing of the final part of this demo flow animation, that means we also must adjust the timing of the camera movements in the main scene. We need to sync the drag and drop animation to the outtro animation of the pop up panel inside this precomp. That means the drag and drop animation should end at this point in time where the pop up panel starts the outtro animation. So let's stand here and then go to the main scene. And now, make sure we see all the key frames we have here. Now, select all the key frames of the final part and bring them here so the UI screen is already in the center of the frame. As you can see, this way, we got everything synced perfectly, and that's how you readjust the timing of your demo flow animations. There is nothing fancy or complicated in that. All we need is a little bit of focus and understanding of where each of our animation parts begins and ends. Alright? So now before going back to the master comp and watching the animation once again, I want to adjust the final position of the file layer. I don't want it to hide the objects behind it. I want to see the purple folder animation. Awesome. So now, after adjusting the timing inside this pre comp, let's stand at the middle of the outtro animation. And while standing here, go back to the master comp and crop scene eight pre comp to this point in time, let's zoom in and make sure we don't have an empty space between scene eight and nine. Okay. And now let's see how that looks. A way. So why keeps Keep struggling? Hey. So why keep struggling? On second thought, I think we don't have to create a match cut transition here. Let's extend the scene eight pre comp to get a simple panning to the left transition. I think it looks better in this case. We can enter scene eight and see where the Otro animation ends exactly, and then crop the pre comp to that point in time in the master comp. The painting to the left transition looks much better. We can start Scene nine a bit earlier. Let's move it ten frames backward and watch this part a few times to see how that feels. So why keep struggling? Struggling. Go to one point.com. So why keep struggling? Go to onepoint.com. So why keep struggling? Go to onepoint.com and make your Alright. I think it looks great. And now I want to make sure that the word struggling will be placed in the center of the frame. For this, we can first open up the safe action grid. And now let's stand at the last position keyframe of this pre comp and adjust it. So the word will be positioned in the center. Awesome. So now we've got the letter G almost touching the ceiling of the frame at this point in time. Let's enter the precomp and adjust the animation of this letter. First, let's select this layer and press to see all the keyframes. And now let's try to stand in the middle of this animation and adjust the position of this layer. Don't worry if you can't stand exactly on the keyframes. Just adjust the position, and then we will remove the irrelevant keyframe. Also, don't worry if you can't place the new keyframe aligned exactly with the rest of the keyframes. This will not be noticeable in the animation. Awesome. So now, let's go back to the master comp, and as you can see, everything looks perfectly fine. With that done, we can now save the project to secure the changes we made so far. Great. So now let's continue to the next scene. To see what we need to do next, we can go to the video board. Okay, so now we need to create the final scene for this project. This is the call to action scene that is very common in these kinds of explainer videos. Usually, in this scene, we need to present the logo and some call to action animation like check out our website or click the link below. Of course, it needs to be synced with the voiceover. In our case, our call to action is to promote the website and tell the viewer to visit it. With that said, let's go back to the master comp and start preparing the scene. But first, let's bring this Illustrator layer into the Assets folder. Okay. And now let's press Catrol or Command N to create a new comp. We can call it scene ten. Let's make sure the duration is 2 minutes before clicking Okay. Of course, later we will adjust the duration. Awesome. So now let's begin by designing the scene. We can start with bringing the logo into the scene. For this, we can search for the logo, pre comp we have in the project, and then bring it to the timeline. Once done, let's now make sure the logo fits the scene and scale it down a little bit. As you may understand, we need to have some space for the call to action button that needs to be below the logo. Awesome. And now we can move on to start creating the call to action button. For this, we can use one of our button pre comps that we created during the project. Let's duplicate the last button pre comp and then adjust the name. CTA stands for call to action. Great. So now let's bring it to the scene and adjust the design and the text inside. First thing first, let's change the text to the website name. Once done, let's enter the composition settings and adjust the width to fit the button size. Okay. And now let's position the two precomps so we will have a nice and balanced composition. We can lower the button and also lower the logo. Great. With that done, we can start animating the scene. And the main animation that needs to happen here is the intro of the sphere, which is our cursor in the project, clicking on the button. For this, let's search for the cursor precomp in the project panel and then drag this precomp into the scene. And now for the animation, we can start the intro of the cursor from the top area of the scene. Let's place it in the center vertically. Okay, that's good enough. And now let's tag this pre comp in yellow and start animating it. We will use the position property for this. So let's create the first keyframe at the beginning of the timeline. And now let's move 1 second forward and bring the pre comp here to the right side of the scene. Next, let's move 1 second forward and bring the precomp somewhere in the area of the button. We can align it vertically to the comp, and then let's zoom in and place it a little lower. Awesome. And now let's create the click animation for the cursor, which will also be the outtro animation of it. For this, we will use the scale property. So create a keyframe here. Then let's move 20 frames and set the scale to zero. Great. So now, once we've done creating the initial motion, we can start adjusting it. First, let's begin with adjusting the path using the Vertex tool. We want to have a nice and rounded motion for it. Great. Once we adjusted the path, let's now deal with the motion. First, let's easy ease the position key frames. And then in the graph editor, let's make the intro velocity, 95% because we want to create a match cut from the previous scene. And now, at this point in time, let's make this sphere slow down by moving the handle to the right. I don't want it to stop completely at this point, so I'll make sure to turn this keyframe into a continuous keyframe and then make sure the speed at this part is not zero. Let's see how that looks. Great. Looks nice. Now let's deal with the scale key frames. To grab the attention of the viewer to this area, we can stand in the middle of the scale animation and make the cursor a bit bigger so it grows before disappearing. As you can see, it brings more attention to the cursor at this point in time. Okay. And now let's easy ease the key frames. And this time, use the graph editor to make the cursor grow fast, slow down in the middle, and gain speed toward the end. Awesome. I think it looks great, and we can now go back to the timeline and watch the animation we created so far to see how it feels. Alright. I think the animation looks very good. But in my opinion, we don't need to have the logo animation happening here. I want the logo to be static in the scene. I want to use this opportunity to show you how you can freeze your animated precomps. It's very simple. First, we need to stay at the point in time where the logo has already finished the animation, then right click on the precomp, go to T and choose freeze frame. Great. Now I notice that the logo doesn't seem exactly in the center of the frame, so let's move it to the left a little bit. That's better. Great. And now let's deal with the timing of the clicking animation inside the button precomp. For now, it's happening too early. For this, let's stand at the point in time where the cursor makes the click animation, then enter the button precomp and move the keyframes here. Let's check how that looks. I think it can start five frames earlier, so let's adjust the timing real quick. Great. And now it feels much better. That's why I always suggest checking the animation a few times to see how the motion feels. Okay, so now I see that all the animation looks and feels great. We can collapse the cursor pre comp and move on to the next step, which is adding the scene to the master comp. First, we can stand at second five and trim this timeline to this point in time. Once done, let's go to the master comp and bring the final scene to the timeline. Great. And now let's start working on the transition. First, we can enter the final scene and see where the middle of the intro animation is. Here it is. Let's stand at this point in time and then in the master comp crop this pre comp to the time indicator position. Now, let's bring this pre comp to start right after the previous one and then adjust the end of the previous pre comp. Since we want to create a nice match cut, we can end the scene at the point where the cursor is about to exit the scene. Let's now bring the final scene here and see how that looks. We can crop a few frames from the beginning of the final scene to get a bit more continuous motion. Okay, that looks nice. And now let's add some gentle Zoom in animation for the final scene so it won't feel too static. We can create the first keyframe here. After that. Let's stand at a point in time, a bit after the animation inside this precomp ends. That should be a bit after this point in time. I think we should expand the duration of the final comp a little bit. So let's do that real quick. Let's make it last for 7 seconds. Now let's expand all the layers here, and after that, go back to the master comp and expand the pre comp. Great. So now we can stand at 1 minute and 8 seconds and scale the pre comp a little bit. Let's try 110. Now let's see what we've got. Looks nice, but I don't like how the cursor is touching the logo in the final scene. So let's enter it and adjust the cursor position path. Alright. I think it's okay. Let's now go back to the master comp and see how that looks with the Zoom and animation. Looks great. And now let's stand at the end of the animation and press in to finish the workflow area here and now see the entire project from the beginning with the voiceover. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages, and before you know it, you're drowning in chaos looking for help. Met One Point. The platform that makes project management so simple, even your cat could do it. With One Point, you get a crystal clear overview of everything your team is working on, all your projects, all your tasks, all in one place. Need the full picture. Every project includes detailed tasks, sub tasks, and real time progress tracking, so nothing slips through the cracks. Want to see who's falling behind, head to your team tab to view everyone's activity at a glance. Need to follow up with someone. Jump into the built in messaging system where all your conversations are organized by contact. Send a quick reminder or share an update instantly. And yes, sharing files is effortless. Upload any document, and your entire team will have access to it right away. So why keep struggling? Go to onepoint.com and make your workday easier, starting today. Managing a large team across Mul. Alright, that looks very good. And most importantly, the animation syncs with the voiceover. Now, once we've got the two most important things done right, we are ready to move on to the next step, which is adding the cursor animation in each scene. It's gonna be super fun, so I'll see you in the next one. 24. Adding the Cursor Animation: Come back. In this lesson, we will start adding the cursor animation to the relevant scene. Note that we are starting to add the cursor animation only after finishing the entire animation and syncing it to the voiceover. And that's because now we are sure the timing of the click animation in the project is synced perfectly with the voiceover. We don't want to involve the cursor animation during the initial animation because it will complicate the timing adjustments in the process. As you may remember, we adjusted some demo flow animation keyframes many times, and imagine if we would also need to adjust the cursor animation as well. It would make the process much slower. Therefore, I prefer to imagine the cursor animation during the initial animation of the entire project, and only after I'm done and sure that the timing is great, I will add the cursor animation. All right. So with that said, let's start working on the first cursor animation, which, as you may already understand, needs to happen in scene four. In the second animation part where we see the project's UI screen for the first time. So let's enter this precomp and then add the cursor precomp we have in the project to this timeline. Let's tag this pre comp in yellow and start creating the cursor animation. And so we can see our cursor a bit better in the scene. We can add a white stroke to it, just for now. Later, we will design the cursor however we want. For now, we need to focus on creating the animation first. So I'll enter the and select the shape layer. Now let's add a stroke color and choose black. For the width, you can leave it at two, and now we can clearly see the cursor. Great. So now let's go back to the master comp and start animating it. From my experience, I discovered the best way to do that is using a very simple method. Let me show you what I mean. All right. So first, I don't focus on creating the intro or the outtro for the cursor. The first thing I focus on is the timing. The timing for the clicking animations we have in the demo flow, for example, at this point in time, we have the click animation for the project box. We can enter this pre comp and find the exact point in time where it's happening. In this case, it's happening at this point in time. So now, we can stand here and then go back to the master comp. Then we need to place the cursor in the logical position and create a keyframes for the position property at this point in time. After that, don't pay attention to anything else in the scene other than where the second click animation is happening. As you can see, in our case, it's happening at this point in time. So what I'll do is bring the cursor to the area where the click animation is happening. Now, let's zoom in on the timeline and keep adjusting the position of the cursor according to the click animations we have here. The next one is happening here. So let's bring the cursor here. Great. And now let's move forward and see where the next click animation is happening and then bring the cursor there. Awesome. So now I see that there are no more click animations in this scene, so I can start creating the atro animation for the cursor. And for this, we can go 1 second after the last keyframe and bring the cursor out of the frame, however we want. This time, let's drag it to the left side. Great. For now, the animation probably looks very weird to you, but trust me, soon, everything will become clear. For now, try to focus on my workflow. So first, we created the initial position keyframes according to the click animation. Now we can start adjusting the position path to make the cursor move in a more rounded and natural way. For this, let's select the Vertex tool and first deal with this point. Click here once, and now let's curve the path. Now, switch to the selection tool. And now let's drag this handle up a little bit. We can hold Alt or option while doing so to make sure we move only one handle without affecting the second one. Alright. Let's now do the same for the second handle. Okay, so now we've almost finished adjusting the path. And before doing that, let's create the intro animation for the cursor. For this, you can move 1 second backward from the first position keyframes and drag the cursor to the right to make it enter the scene from the right side. Great. Now we can finish adjusting the curve point in this path. Let's curve this point as well so we can have the cursor enter the scene in a bit more curvy motion. At this point, I usually love to zoom in and check the animation of the cursor to see if it syncs with the click animation in the scene. I noticed that the cursor should not be placed here at this point in time because this is the point where it needs to bounce on the task box. That means we need to make the cursor be somewhere around it before reaching this point to make the illusion of the touching motion. So let's move 1 second backward from the first touching keyframe and move the cursor somewhere around here. Once that's done, let's now go back to the Vertex tool and curve the new point, as well. Let's adjust the handle to get a bit more curvy. Motion. Awesome. And now for this point, we can make the motion smoother by adjusting the first points handle, lower it down and drag it to the left a bit more. Great. So now, as you can see, we've got a nice rounded and curvy motion for the cursor animation. We can also curve the last point and adjust the handle to get a bit more rounded motion for the outtro animation. Alright. So now, once we've done creating the initial animation, let's create a click motion for the cursor so we can sync it together with the click animation that we created for the panels. Of course, we could create a scale animation at every point in time. Where we have a UI panel, click animation, but it would take a lot of time. And in case we needed to adjust the click animation timing, it would take us forever to adjust the cursor click animation. Therefore, I want to teach you a very cool trick to sync your cursor clicks to the panel clicks, so you won't need to time the two manually. When I created this project, I knew that there was a way to trigger animation inside a pre comp using an expression, but I didn't know exactly how that works, and I definitely didn't know what the expression was or what property to apply it on. In this case, I used the power of AI to generate the expression for so now I want to teach you how to do that. You might watch my course AI for motion, in which we learned how to use hat GPT to come up with very useful expressions just by describing what we want to achieve. No need to have any experience with expressions or understand coding. I highly suggest you watch the AI for motion course in case you want to level up your workflow and take real advantage of AI in After Effects. So now I will use the same techniques from that course to come up with a nice setup to automate my click animations here. All right. So with that said, let's get back to action. First thing first, before jumping to Chat GPT, let's create the click animation for the cursor. Let's stand at the beginning of the timeline and create a scale keyframe here. Now let's say this animation will last ten frames. So create another keyframe here. Then let's stand in the middle of the keyframes and scale down the shape. Finally, let's easy ease the keyframes and adjust the motion in the graph editor so the motion will start fast. As you can see, this way, we created a nice click animation for the cursor. Great. So now I want to trigger this animation in my main scene. At the relevant points in time where I need to sync it with the click animation of the UI panels. But let's say we don't know how to do it exactly. This is the perfect time to spend a few minutes to see if we can do it using an expression. The first thing I love to do is take a screenshot of my scene while making sure the layers and their names are clearly visible in the screenshot. Then I like to point at the layer that I will soon talk about with Chat GPT. You don't have to do it. All right. Next, let's copy this screenshot and then go to Chat GPT and paste the picture in a new chat. It works perfectly with the free Chat GPT version as well. Okay. And now I just start to describe my situation, beginning with mentioning what software I use. I write with poor English and lots of spelling and grammar mistakes just so you can understand that you don't need perfect English. The main goal is to describe the situation and explain your goal. It's very important to mention the correct names of your layers that you are referring to. Alright. So once we're done with that, we can press Enter and let the AI do its thing. Now, before applying the expression to the project, I love to read the explanation that Chat GPT provides. In this case, I can copy the expression and use it. But after reading the notes, I notice that the expression it gave me needs to be adjusted inside. I see that to activate it, I need to adjust some values under the click duration text line. Let's say I don't have a clue what that means. I just want a simple expression that will activate my cursor click animation that I created inside the cursor pre comp. So in that case, before pasting the current expression, I will try to explain to Chat GPT that I want an expression that works without me needing to make adjustments in the code. So now we got a new expression. We can read the explanation and apply it according to the guidance steps that Chat GPT gave us. You can also find this expression in the assets folder you downloaded from me. So go and copy it in case the expression you created doesn't work after you apply it in the project. But first, I do want you to use the expression you created now before applying mine. Okay, so let's now go back to the project and apply the expression. First, as Chat GPT suggested, we need to activate the time remap function for the pre com. Next, we need to create an expression for the time remap property. Then let's just past the expression. Awesome. With that done, let's now see if it works. So first, let's stand at the point in time where the first click animation should be and then let's do the next step Chat GPT suggested. At this point in time, we need to create a new marker on the precomp, you can use the shortcut to do that. Alright. So now, as you can see, the scale animation we created inside the cursor precomp is now happening here without us moving the keyframes. That means the expression is working perfectly. So now we can start creating new markers. At any point we want the click animation to happen. But before that, we can adjust the motion of the cursor animation to make it move in a more natural way and not in a linear way as it moves right now. We need the cursor to pause for some frames at the point in time where the click animation happens. Let me show you what I mean. Let's open only the position keyframes and then select them all and make sure the velocity is set to let's say, 85%. By doing this, we now have the motion completely slow down at the points in between the keyframes. It's great because now the cursor will be almost static at the moment of the cursor click animation. Okay. But now there are moments where we don't want the cursor to be static. Like at this point in time, we want it to slowly keep moving. Let me show you how to deal with these moments. First, we need to make sure to select the keyframes of that specific moment. And then using the keyframes velocity panel, make them continuous keyframes. Now we can zoom in and bring this keyframes up a little bit, so the speed at this point in time will not be zero. As you can see, now it doesn't stop and keeps moving slowly. Once that's done, let's now deal with the moments where we have the touching animation happening, like, at this point in time. To make the illusion of the touching motion, we need to speed up the cursor motion at the touching moment. And we need to make it go back super fast to create that bouncy motion. Let's see how that looks. Great. We got a nice bouncy touch motion. But now, as you may understand, we need to create the bouncy touching motion for the next keyframes, as well. Let's try to adjust the velocity of the keyframes to see if we can get it right. Let's drag this handle to the right. I'm trying to make the cursor move super fast at these two points. As you can see, no matter what I'm doing, it doesn't feel right. The motion doesn't feel a touching animation. So let me show you what we need to do to make this look better. Let's now go back to the timeline and first find the problematic area we need to deal with. We are talking about the animation happening here. Now let's bring these four keyframes back to linear keyframes. Hold controller command and click on one of them once. After that, let's stand in the middle of these keyframes and create a keyframes with the current value. Next, let's do the same in the second touching animation. Finally, let's move five frames forward and create a keyframe also before the Outro. For now, you may not understand why we did that, but soon everything will be clear. For now, let's start adjusting the motion. Select all the last part keyframes and easy ease them. And now let's go to the graph editor and start adjusting the motion. Remember, we want to create that bouncy touching animation. So let's make the cursor move fast before the touch moment and fast after the touch moment. Great. So now we want the cursor to hover in the air for a few frames, and that's where our new keyframes come in handy because we can now make this moment last longer by moving the handle of this keyframe to the right. We then need the cursor to have that bouncy touch motion after that, so we can adjust the velocity at this moment, as we did for the previous touching moment. Awesome. So now let's do the same for the final touching moment as well. Once done, let's see how that looks. Great. As you can see, now we get a more noticeable touching animation. And in my opinion, it feels much better than the previous animation we created in the beginning. Alright. So now I don't want the cursor to completely stop before exiting the scene. So I'll select this keyframe and make sure it's a continuous keyframe, which will allow me to bring this keyframes up. Now, the speed here will not be at zero. I can also move the handle to the left to make the cursor exit slowly and gain speed towards the end. In case you love this motion, you can apply it to the hovering moments in the touching animation parts. We can select the hovering moments at once while holding Shift, and then use the shortcut to open up the keyframes velocity panel for both. Now, let's make these keyframes continuous keyframes and make sure to bring them up. Alright, I love how that looks. Let's now exit the graph editor and see this animation part, together with the rest of the scene. I think that looks great. And with that, we are now ready to move on to the next scene where there needs to be a cursor animation inside. So let's go to the master comp and check it out. Alright, the next scene we will work on is scene five. Before that, let's close all the open pre comps we have here. Awesome. And now let's enter the scene and try to understand what we need to do here. Okay, so I see that the cursor should enter the scene at around this point in time, and we should create a click animation to open the sub task panel and then create another touching animation for checking some of the subtasks inside this panel. With that in mind, let's go to the previous scene where we created the cursor animation and copy the cursor pre comp from there because we already have the expression applied on this precomp. Okay, and now back to our new current scene, let's paste the cursor precomp and get rid of all the keyframes in the markers we created here. Make sure not to delete the time remap property. Then let's go to the beginning of the timeline and press the left bracket key to start this precomp from here. All right. And now let's start animating it. The first thing we will do is find the moment in time where the first click animation is happening in the scene. It's happening somewhere around here in case you're not sure where exactly the click animation starts, you can enter the UI precomp and find when it's happening. In our case, it's happening here. So while standing here, let's go back to the main scene and now bring the cursor here and mark this point by creating a first position keyframes at this point in time. Great. And now we can either keep animating the next cursor animation or we can create the intro for it. This time, let's create the intro and then keep adjusting the animation to fit the demo flow animation. Alright? So let's go 1 second backward in time and bring the cursor out of the frame. Let's make it. Enter the scene from the right side. Cool. So now we have an intro animation, and we've got it placed where the click animation in the demo flow is happening. Next, let's move 1 second forward and bring the cursor somewhere around here because we now need a few frames for the pop up panel to enter the scene. Awesome. And now let's find the next position that the cursor should be. In this case, we need to bring it to the area of the first sub task at this point in time. So let's drag it here. Next, let's see where the second sub task, checkbox animation is activated, and then bring the cursor to be placed beside it. Awesome. So now, as we learned in the previous scene, we can stand in the middle of the touching animation and move the sphere to the left a little bit to get that hovering in the air motion. Awesome. So once we've got all the touching and clicking moments, we can move 1 second forward and get the cursor out of the frame. Nice. So now we finished creating the initial motion for the cursor, and our next step is to start adjusting it. We can begin by curving the relevant points, starting with the moments where the sphere should hover in the air. Then we can round the outtro in the intro points. Now, let's switch to the selection tool and start adjusting the handles of the rounded points to get a nice curvy motion for the cursor. All right. So once that's done, let's now find the point in time where the click animation is happening and add a new marker to trigger the expression. Awesome. So now we finished all the initial important steps, and we are ready to start improving the motion. Let's select all the keyframes and easy ease them. And now let's enter the graph editor and adjust the velocity of the motion. Our goal is to make the cursor, at this point in time, slow down for a longer period of time since we have the click animation happening here. This way, we get the cursor moving super slow for more frames. Great. So now, at this point, I usually check the rest of the animation in the scene and try to understand what should be adjusted next. This case, I know that I need to create that bouncy touching animation for the sub task panel animation part. Therefore, let's select this keyframe and drag the left handle to the right, so the cursor is super fast at the touching moment. Then to create the bouncy motion, we need to make it fast after the touching point, very similar to what we did in the previous scene. Okay, now let's do the same for the second touching moment. Great. So now, after checking this part a few times, let's say we decided to make the cursor stay in the scene for a bit longer period of time. I don't want it to exit the scene right after the second touching moment. For this, let's stand at the last keyframe and change the cursor position to be placed somewhere around here. Let's adjust the curve for this point. Great. And now let's move 1 second forward in time and move the cursor out of the scene. Awesome. And now, before moving on, let's first see how the animation we created looks. Alright. So I noticed that at this point in time, the cursor fully stops, and I don't love it. Let's fix this by converting this keyframe to a continuous keyframe and speeding up the motion at this point. Great. So now we got a bit better motion. But I noticed that the first touching animation doesn't feel right. And it's because we have a huge amount of time between the keyframes before the touching point and the keyframes of the touching point. Therefore, we can find a nice point in time before the touching point and move the cursor a bit to create a new keyframe here. Make sure you still have that rounded path. Alright. So now after doing that, we can enter the graph editor and have a bit more control over the animation and the velocity of the first touching moment. We can make the touch motion faster by dragging this handle to the right. And now let's deal with the in between keyframe. First, we need to make sure both the incoming and the outgoing motion of this keyframes are connected so we can control them both as one unit, and we can do that by converting this keyframe to a continuous keyframe. Now we can decide what the speed needs to be at this point in time. Let's see what we've got. Looks great. Let's now deal with the hovering motion in between the touching moments. I don't want the cursor to completely stop at this moment, so I'll make sure to speed up both the incoming and outgoing motion for this keyframes one unit as well. Awesome. That feels much better. So while doing all these steps, I tried to show you how to play around with the keyframes when you need the motion to fit your imagination. This is the process of real motion design. We also check the animation and adjust the keyframes until we get something that we like. Then I'm checking the motion once again. Every time I watch it, I notice something new. This time, I don't love that the animation stops here. It doesn't feel right. So I'll make sure to make this moment more continuous motion. All right. So with that being said, let's now watch the entire scene from the beginning to the end and see how that looks. Looks great, but I think we can do a few final tweaks to make it look better. I feel that the intro motion is too fast. Let's bring the first keyframes to start 1 second earlier to make the intro last longer, which will make it look slower. Let's watch it once again. I noticed that the bouncy motion is too hard at the second touching moment. So let's enter the graph editor and ease it a little bit. Alright, that looks better. And since the final key frame of the touching animation ends at second seven and ten frames, let's start the Otro from second eight and ten frames just to make it exactly 1 second. Alright, so with that, we have finished the scene, and we're ready to move on to the next one. So let's go back to the master comp and find the next scene we need to deal with. All right. So I see we have two scenes to work with. Scene seven and eight, the cursor animations in these two scenes are a bit more simple than the previous ones. So let's get started. We will start with scene seven. First thing first, let's enter the scene and bring the cursor pre comp from the previous one Now, let's delete the position keyframes we have on it, and then also delete the marker we created. Let's stand at the beginning of the timeline and press the left bracket key to start this pre comp from here. All right. So now let's see what we have here. I see that the first click animation is happening here. So let's stand at this point in time and bring the cursor to be placed somewhere around the second contact box. Now, let's mark this point with the position keyframes. Um, before moving on in the demo flow animation, let's go to the beginning of the timeline and drag the cursor to the right out of the frame to create the intro animation for it. Great. Now we can move 1 second forward and bring the cursor somewhere around here so it won't interfere with the transition happening in the demo flow animation. All right. And now let's see where the next click is happening or if there is any touching moment throughout the animation. As you can see, the next click is happening after a lot of seconds, which means we have a lot of free time that the cursor needs to do something. In these cases, I love to change the position of the cursor every 1 second. I'm doing this just to get a first idea of the cursor motion. Later, I will adjust it if needed. So let's do it now. Let's stand at our last keyframes and move 1 second forward and bring the cursor down a little closer to its click moment that needs to happen in the button area. Next, move 1 second again and bring it somewhere around here. Let's keep doing that until we reach the button. Since we have the text here, I'll make sure the cursor does not collide with it. All right. And now, after reaching the button, we can move 1 second and bring the cursor down out of the frame to create the outtro animation for it. Awesome. So with that done, we can move to the next step. At this point, the best thing to do is to adjust the path, and we can do it using the Vertex tool. So let's first round all the relevant points, and after that, using the selection tool, adjust the handles to have a nice and rounded path. So once that's done, we can now create a marker at the point in time where the click is happening. We have the first click here and we have another one for the button. I'll adjust these points real quick. Okay. So now let's create a marker here as well. Great. So now let's select all the keyframes and easy ease them. After that, we can start adjusting the motion. This time, let's set the velocity of all the keyframes to 85% and see how that looks. Okay, I think it looks nice for now, but in my opinion, the outtro animation doesn't feel right. Let's cancel the curve of the last path point to make it exit in a straight path and see how that will look. That's much better, but it's happening too fast, in my opinion. So let's make sure the outtro animation lasts for 2 seconds and not one. Yes, that's much better. Awesome. So now, once we're done with all the initial animation, let's now try to do some adjustments to make the cursor move in a more flowy way. I don't love the pauses happening in these areas. The first thing we can try is to delete this keyframes. Then let's adjust the handles of the points to create a nice and curvy path. All right. That already looks a bit better. Now, let's select these three keyframes where we got the pause moments and open the keyframes velocity panel to make them continuous keyframes. Once done, let's go to the graph editor and make sure the speed at these moments is higher than zero. At this point, I'm just watching the animation and trying to adjust the velocity of the keyframes to have a motion that feels right for me. In my opinion, at this moment where the cursor is hovering over the text, it's happening too quickly. So let's make sure this animation lasts a bit longer. Let's watch the animation a few times and see what else we can improve. I don't like the pause happening here, so let's fix that real quick. Okay, that's better. But now I don't want the cursor to move in a snappy way before reaching the button. So I'll adjust the handles in that way, so the speed between these two keyframes will not be so fast. I'm showing you this process so you can see my thinking process and how I deal with the adjustments in the animation. Alright, with that done. We almost finished the scene. The only thing that is bothering me is that the cursor touches the text. To fix this, we can lower the text a little bit while making sure we are still in the safe action grid guidelines. Awesome. That looks better. We can now adjust the path a little bit, so the cursor won't be so close to the UI screen. Great. So I think we have finished working on the scene because everything looks great. So let's save the project and move on to work on the next one. Okay, so for the next scene, we can make the cursor enter the scene from the top, so we will have a nice continuous motion from the previous scene where the cursor exited the scene from the bottom. All right. With that in mind, let's enter scene eight and start working. First, let's bring the cursor precomp here. We can copy it from one of the previous scenes. Now, let's get rid of the position keyframes and the markers we have on it. Don't forget to bring the precomp to the beginning of the timeline once you finish. Alright. And now let's start animating it. As usual, we will focus first on finding the first click animation. It happens from this point in time, we've got the click animation of the ad button here. So let's bring the cursor here and create a position keyframes. Alright. And now let's go to the beginning of the timeline and bring the cursor up out of the scene. And since we have a lot of time until the click animation, we can stand at second one and bring the cursor here so we can have a nice and curvy Intro for it. Awesome. And now, since the next click or touching animation is happening later in the timeline, we can move 1 second after the last keyframes and move the cursor somewhere around here. Next, we need to make the illusion of the cursor grabbing the JPG file and dragging and dropping it in the pop up panel. For this, first, we need to make sure to sync the cursor animation with the camera movements. In our case, it's the position animation for the UI screen pre comp. We need to stand at the point in time where the right panning camera motion ends and bring the cursor to the file location. Great. With that done, don't worry about the curvy motion of the file. We will do it later. For now, let's focus on syncing the keyframes timing. So now, once we're back to the center, let's position the cursor once again to the location of the file. Great. And now let's move 1 second forward and bring the cursor down a little bit to stay here for a few frames before exiting the scene. After that, we can move another second and get the cursor out of the frame, let's say, from the left side this time. All right. And now once we're done with the initial animation, let's select the Vertex tool and start adjusting the path. Let's first click on this point. Great. And then for the next point, I'll leave it as it is because a click animation needs to happen here. Next, let's move forward and click on the third point. Awesome. Let's move on. Let's now click here to round this point. And for now, don't worry that it doesn't match the file animation, and our illusion is not working. We will deal with this in a second. For now, let's finish adjusting the rest of the points. I'll click here on the last point. And now let's grab the selection tool and adjust the handle to get a nice rounded motion at this moment. Next, let's go back to the file animation dragging part and see what we need to do here. First, let's make sure we're standing in the middle of the dragging file animation so we can get the idea of where the cursor needs to be placed. And now we need to match the cursor animation with the file animation. For this, all we need to do is click on this point and select the right handle. Now when you move it, hold down Alter option to move it only without affecting the left side. This way, we can curve this path to fit the file motion. And to know how the curve should look exactly, we need to see the curve of the file layer path. So let's click on it to see its path. Now, let's create a new guide to mark the most curvy point of the path. Next, let's select the cursor and adjust the handle in a way so it will fit the guide. Great. And now to keep the illusion more realistic, we also need to match the velocity of the motion of the file to the velocity of the cursor. And since the velocity we set for the file animation is 85%, we should do the same for the cursor, but we will do that in a minute. For now, let's keep focusing on adjusting the path. I want to round the path here more to get a more curvy motion. Let's do the same for this point. I also want to curve the intro motion. All right. So now with that done, we can start adjusting the velocity. Let's select all the keyframes and set the velocity to 85%. All right. And now let's see what we've got. Looks nice, but we do have some small tweaks to do here. But first, let's add a marker at the click moment to trigger the click animation inside the cursor precomp. Awesome. And now let's start adjusting the motion. So now, at this point, as we did already a few times in the previous scenes, all I'm doing is watching the animation a few times and adjusting the animation in parts where I don't want to have pauses in the motion. By this time, you should already know how set to deal with these moments. At this moment, I want the cursor to start exiting the scene slowly, and I don't want it to completely stop at this moment. Alright, let's now go back to the timeline and see all the animation we created from the beginning of the scene. It looks fine, but I noticed that there is a pause moment at the point in time where the cursor is about to hit the button. I'm talking about this point. Let's get rid of this pause real quick. It's better. Let's now see the animation a few times and check if there are any other adjustments we need to do. I think the cursor is moving too fast after the click animation. Let's ease this motion. That looks better. Now, let's get rid of the pause moment we have here in the moment where the cursor is about to grab the M Alright. That looks much better now. And with this, we have finished this lesson. Let's save the project and come back to the master comp. In the next lesson, we will start working on the design aspect of the project. We will start adding backgrounds, coloring some objects in the scenes, and so much more. It's going to be a fun one. So see you there. And before starting to watch the next lesson, don't forget to take a ten minute break to refresh before we continue. See you in the next one. O. 25. Enhancing Visuals with Effects and Color: Come back. So now, once we're done creating the animation, we can start adding some nice visual touches and effects to improve the video visually. Let's begin by coloring the cursor that appears in a lot of the scenes in our project. As you can see, for now, it looks pretty boring. So to begin, we can color it with some interesting colors. And for this, we will use the gradient background animation we created at the beginning of the project. Let me show you what I mean. First, let's turn off the black stroke. Then let's find the gradient background file we rendered and bring it to the timeline. Great. And now let's scale this layer down, but not too much. We need it to cover the sphere we have here. Awesome. So now, once that's done, we can use the track mat function to make the background layer use the alpha mat of the sphere. This way, we will mask the gradient background using the shape of the sphere. And now we have a nice colored cursor that looks a lot better than a static color. Awesome. With that done, let's go back to the master comp and enter one of the scenes where we have a cursor animation. Let's enter scene eight. Once we're inside, I want you to zoom in on the cursor to see it up close. Great. And now let me show you an easy trick to add more depth to the cursor. Let's right click on the cursor pre comp, go to Layer Styles and select and add an inner shadow effect. After that, before you start adjusting the effect, it will be a good idea to collapse this pre com to make sure you are working on the final form of this precom. Okay. And now we can choose a nice bright color for the inner shadow. Let's go with yellow for now. Then to make it blend better with the cursor colors, we can set the blending mode to screen. As you can see, that looks a bit better. After that, we can bring the opacity to 100 and play around with the angle. In this case, I want this inner shadow to be fully visible on the cursor, not just from one angle. For this, we can set the distance to zero and then play around with the size property. Great. As you can see, we now have a bit of a three D look for our cursor, and now I don't want you to do anything, listen. I'll let you know when to come back to action. And that's because I want to show you how to properly create this effect for the rest of the scenes with a cursor animation inside. All right. So the obvious thing we can do is copy the layer styles from this precomp and start pasting them onto the rest of the cursor precomps in the project. So with that said, after I'm happy with the look of the effect, I will go back to the master comp and find the next scene with the cursor animation to paste the effect on it. I see that I have it in the first scene, so I'll enter it, then select the cursor precomp and paste the effect. After that, I'll go to the next scene and then enter it to paste the effect in the cursor precomp inside. Pretty simple. But what if I want to change the look of this effect? In that case, I would need to enter each precomp and do it manually for all the cursor precomps in each scene. As you may understand, it will take a lot of time. Especially if I have more than two or three cursors to adjust. Therefore, I want to teach you a better way to copy and paste your effects when you need them to be in more than one scene and when you want to control the effect for them all from one layer. So I'll undo my action and go back to the initial situation. Now, you can go back and follow along with me. All right. So in that case, what I will do is first make sure to create the effect in the scene where the cursor precomp appears first in the project. Soon, I'll explain why. For now, let's cut the effect from this precomp and then go to the master comp to see where we see the cursor for the first time. In our case, it's in the first scene. So let's enter it and paste the effect on the cursor precomp. All right. So now let's say we just finished creating the effect, and we know that it needs to appear in the next scenes in the project. So let's select the effect. And now instead of using the regular copy, we can go to Edit and use the copy with relative property links function. Great. And now let's go to scene eight, select the cursor precomp and paste the effect. By using this function, we now have all the properties of the effect parented to the properties of the effect that is in our case, the cursor pre comp from the first scene. That means that now if I need to redesign the effect, I'll go to my first scene, adjust the properties there, and they will be adjusted automatically in the rest of the scenes. As you can see, the design changed in the scene as well. Even if the values here didn't seem to be changed, you can clearly see that this still works perfectly. Alright. So now let's bring the design back to normal and then continue to paste the effect for the rest of the scenes. Let's go to scene two and paste it here. If you open the effect properties, you will see them in red, and that means they are all parented using expressions to the effect in the first scene. So now if you need to redesign the look of the effect, it's easy to remember to go to the first scene and make the changes there. That's why I prefer to use this unique copy function from the first scene in which the layer with the effect appears in the project. All right. So now, with that said, let's finish pasting the effect for the rest of the scenes. We can move this precomp to the right to get the chronological order. This way, I can see where I already pasted the effect. Alright, so once we're done with that, let's save the project to secure the progress we made so far. Great. And with that, we have finished adjusting the design of the cursor. And now let's use this opportunity to improve the look of the Call to Action button we have in the final scene. I'll show you how using basic Effects, you can create a pretty impressive look for your buttons or even entire UI screen precomps. First, let's go to the Effects and Presets panel, search for the CC Light sweep effect, and apply it to the button preComp. Usually, this effect is used to create a nice shiny sweep for logos or text layers. But in our case, we will use it to create a cool, shiny edge effect. Let me show you what I mean. First thing, let's align the effect to the center of the button. Next, let's change the shape of the effect to linear. After that, let's adjust the width to fit the button shape. I think 70 looks good. Then for the smoothness, we can set it to, let's say ten. Next, for the color, try to pick some bright colors. Let's go with a bright yellow or orange color. All right. And now you can play around with the edge intensity and edge thickness properties until you get the look you like. Once that's done, we can go to the beginning of the timeline and animate the direction. But instead of creating keyframes, we can use a simple expression to make it rotate automatically. So let's open the expression box for this property and inside write a simple time expression. T asterisk 100. Now, this property will be animated automatically. Let's see how that looks. Looks great, but I prefer to see only the shiny edges without seeing any shine in the center of the button. For this, we can set the sweep intensity to zero. Great. After we are happy with the results, we can now save the project and move on to the next step to make this effect look a bit better, and for this, we can use the glow effect. So let's find it in the Effects tab and apply it to the precomp. Now, before moving on, I want to mention that the order of the effects in the Effects panel will affect the look of the object we are dealing with. With that in mind, let's bring the glow below the sweep and adjust some properties to make it look a bit shinier and at this point, the best way to get a nice look is simply by changing some properties and values of the effect until we get something that we like. And that's because the effect look changes according to the color of the button and the sweep effect values. There are no specific values using the glow effect that are going to fit all the colors and all the designs. Therefore, I suggest you play around with the properties and see what you love and what fits your project the most. Alright. So now, once we're done with the button design, we can save the project and move on to the next step. At this point, we can go back to the master comp and start adding backgrounds for the scenes without any backgrounds inside. We can begin with the first scene. So let's enter it and start working. First thing, first, I see that we have a text layer we use for reference that we can delete right now. Great. And now, before adding the background, let's use this opportunity and organize our project panel. I see that there are a few pre comps that we can move into the precomps folder. Alright. Now, let's find the gradient background we created for the project and add it to the scene. As you may already understand, this will not be a good idea because the background layer is too small for this large scene. If we see that in the master comp, we can clearly see that it doesn't look good. The good news is that we can solve this issue by just scaling the layer to fit the dimensions of the scene. And before we do that, I prefer to use the background layer we have in the title animation scenes since there are a few effects on it that make the gradients look a bit better than the original layer. So let's first go back to the first scene and delete the background layer here. After that, let's find the first title animation and enter this pre comp to copy the background layer from there. Once done, let's go back to the first scene and paste the layer. Great. And now let's place this layer below all the layers and align it to the center of the comp this way. The effect will look better when we animate it. Now, we can scale this precomp, but before that, let's delete all the scale keyframes here. Next, let's scale this precomp until it covers the entire scene. Don't be afraid to scale it because we've got the fast Box blur effect on this layer, which means the gradients will still look good, even if we scale it. Awesome. And now we can play around with the position of the background layer to see what color area looks better for this scene. In my opinion, the bottom part of the gradient background looks very good, so I'll leave it like that. With that done, let's move on to the next scene. Let's now enter scene two and paste the gradient background here as well. And before moving on, I want to make this scene look a bit darker since this scene is talking about some problems, like, a lot of messaging and a lot of tasks. Therefore, it can be a good idea to make this scene fit the text concept by darkening the vibes. So now I'll show you a few ways we can do it using simple Effects. For the first method, I don't want you to do it with me since we will not use it. We will use the second one. So for now, just watch and listen. Soon, I'll let you know when to get back to action. All right. So for the first method, we can use the invert effect and then play around with the channels. As you can see, each option here creates a very different look that might look very good with the colors of your gradient. You can combine this effect with adjusting the master hue property of the hue and saturation effect and see if you can get something that you like. Alright, I'll delete the invert effect, and now let's get back to work together. Sometimes we want to have full control over the colors in our gradient. And for this, we can use the tritone effect. So let's first apply it to the layer and then go to the project panel and bring the color palette to the scene to sample the colors. Great. So now you can have more control over the colors. But if you want even more control, you can switch the tone's property to Penton. And this will give you control of the full color wheel you have in the gradient. We can now sample the darker colors from the color palette or even decide that we want the darker vibe scene to be mainly with the purple colors we have in the color palette. At this point, I'm just trying to sample the purple colors and see what will look best. You can also pick the color you want manually. Like, I'm picking now the white color for that specific color area and the gradient background. Once we are good with the results, we can now delete the color palette, and then let's bring the gradient background below all the layers. That looks nice. But I think the scene should feel a bit darker. For this, we can add the curves effect and then play around with the RGB channels to make the gradient look darker. As you can see, that looks very nice. So now let's go to the master comp and see how that looks with the previous scene. In my opinion, that looks great. And we can now move on to add this dark gradient background to the next scene, as well. And for this, let's go back to scene two and copy the gradient background from here. Next, let's go to scene three and paste it here. Let's now bring this layer below all the layers here. I think it looks good. Great. And now let's go back to the master comp and see what we should do next. We already have a nice background for scene four, and I think we don't need to change anything here. As you may notice, we're getting some nice patterns here, according to the gradient backgrounds we have in different types of scenes in the project. For title scenes, we have the boosted hue gradient background for the scenes talking about issues. We have a dark gradient background. For the UI screen scenes, we have the regular gradient background. This is a good method to follow for your next projects. To make it a bit more interesting, you can split the script into main parts and add a specific background for each part as we're doing right now. With that said, let's keep up with our pattern and add a regular background for scene five, since this is a scene with a UI screen animation. For this, we can enter scene four and copy the gradient background we have there. Back in scene five, let's paste it here and place it below all the layers. Great. And now, before we keep adding the relevant backgrounds for the next scenes, let's use this opportunity to improve the look of this scene here. Let me show you what I mean. Let's enter the tasks pre comp first. What I don't like here is how the shadow looks when the sub tasks panel pops up. The shadow looks dark gray, which in my opinion, doesn't fit the overall design we have in the project. To fix this, all we need to do is add the fill effect to it and then choose a different color. Let's go with white and see how that looks with the rest of the scene. It looks okay, but it blends too much with the subtask panel. Let's stand here and then sample the purple color we have. As you can see, that looks much better. So now let's copy the effect and paste it in the other scene where we have the shadow layer. I don't remember where it was. So let's go back to the master comp and find it. Here it is in scene eight. Let's enter the scene, and then the UI screen pre comp. Once here, let's select the shadow layer and paste the effect. Awesome. So now, with that done, let's go back to the master comp and keep checking the next scenes where we need to add a gradient background. Okay, I see scenes six and seven are missing a background. So first, let's go to scene five and copy the gradient background from here. Then let's go to scene seven and paste the layer. Now bring the layer below all the layers, and let's see how that looks. Okay, that looks great. But I don't like the dissolve animation of the main UI screen. So let's use this opportunity to make it look better. First, let's enter the messages pre comp and find the relevant layer. Here it is. It's the pre comp we have here below all the layers. And now to improve the dissolve animation, we can add some gentle blur animation during the dissolve. For this, first, let's open the keyframes on this layer and stand at the beginning of the animation here. Then let's add the fast box blur effect to it and create a keyframe for the blur radius with a value of zero at this point in time. Next, let's move a bit forward to the point where the layer is still visible and set the blur to a higher value. Alright. And now let's bring this keyframe to the end of the animation. Then easy ease the keyframes and see how that looks. Awesome. I think that looks much better now. So let's go back to the master comp and find the next scene where we need to add a gradient background. Alright. Next one is scene eight. Let's enter it and add the gradient background here. Other than that, I don't think we need to do any adjustments here. Let's go back to the master comp and see how this looks with the previous scene. I just noticed that the background layer has the intro animation that we created for the scene we copied it from. In this scene, we don't need that intro animation, so let's delete it. Select the layer and press to see the keyframes. Now, first delete the first keyframes and then the second. This way, the mask will stay how it looks after the second keyframes, which is what we want. To be honest, we can delete the mask completely, but let's leave it for now and then go back to the rest of the scenes with this gradient background layer to delete the intro animation there, as well. This is the scene where we do need the intro animation, so let's leave it as it is. Here, everything looks okay. Here, also, everything looks fine. The first scene also looks okay. All right. So once that's done, let's go to scene nine and add a gradient background. And since this scene looks similar to the first scene, let's go to the first scene and copy the gradient background we have there. Alright, back in scene nine, let's paste the layer here and set the scale to 100. Then let's align it to the center of the comp and bring it below all the layers. Great. And now let's go back to the master comp and see how that looks with the previous scene. As you can see, we've got a weird situation here with the gradient backgrounds. I wanted to show you this situation so you know how to deal with it. Scenes eight and nine are basically one continuous scene. That's because we decided not to have a match cut in between them. We've got a regular panning to the left camera motion. Therefore, to fix this issue, all we need to do is delete the background layers from both scenes and paste one in the master comp below these two scenes. So now we can first enter scene nine and cut the background layer from here. After that, let's go to scene eight and delete the background layer from there. Once done, let's go to the master comp and paste the background layer here. Next, let's stand at the beginning of scene eight and bring the gradient background to start from here. Finally, let's place the layer below the two scenes and see how that looks? Alright. That looks great. But I noticed that this background is not looking good in the final scene. That's happening because we have the glow effect on the button precomp. Usually glow objects look better on darker backgrounds. Therefore, in our case, it will be a good idea to bring here our version of the dark background we created for the second and third scenes. So let's do that right now. Let's go to the second scene and copy the background from there. Back in the final scene, let's paste the layer and bring it below all the layers. As you can see, that already looks much better. Let's expand the background layer, and we can also close these precomps. Great. And now let's go back to the master comp and see how that looks. Okay, I think it looks awesome. And with that, we've finished adjusting the look and design of the scenes. Let's now watch the animation from the beginning to see if we missed something. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages, and before you know it, you're drowning in chaos looking for help. Meet One Point. The platform that makes project management so simple, even your cat could do it. With one point, you get a crystal clear overview of everything your team is working on, all your projects, all your tasks, all in one place. Need the full picture. Every project includes detailed tasks, sub tasks, and real time progress tracking. So nothing slips through the cracks, the cracks, the cracks. Oh. Want to see who's falling behind? Just. To your team tap Everyone's activity at a i at a glance. Yes, as usual, we did miss something. In our case, we need to add a gradient background in scene six. So let's do that real quick. Let's go to scene five to copy the background from there. Great. And now let's find scene six and enter it to paste the layer. Here it is. Let's now enter the scene and paste the gradient background here. And let's go back to the master comp to continue checking the animation. Need to follow up with someone. Jump into the built in messaging system where all your conversations are organized by contact. Send a quick reminder or share an update instantly. And yes, sharing files is effortless. At this moment, I noticed that the cursor is exiting the scene too early. It's ruining the match cut transition. So let's enter scene seven and make the cursor stay a bit longer before exiting the scene. First, let's open the keyframes of the UI screen pre comp and the keyframes of the cursor so we can time them between each other. The cursor starts exiting the scene from this point in time, let's move to let's say, second nine and bring the sphere here. Now, let's move 1 second forward and bring the last keyframe here. Awesome. So now it matches the outtro of the UI screen, and the last thing we need to do is make sure the velocity is not changed for the cursor animation. I see that it changed. In this case, let's make sure to set the velocity of the cursor outtro animation to 95% to get that extreme snap y motion. Let's see how that looks. Alright. I think it should work. Let's now go back to the master comp and check the transition. Or share an update instantly. And yes, sharing files is effortless. Upload any document, and your entire team will have access to it right away. So why keep struggling? Go to one point.com and make your workday easier, starting today. Looks nice, but now I notice that the cursor in the final scene is position too low when it hits the button. I think we should bring it up a little bit at this moment. So let's enter the final scene and then open the keyframes on the cursor pre comp. Now, let's stand at the last position keyframes and adjust the cursor position at this point in time. Bring it up a little bit. We can place it in the center of the button. Let's see how that looks. Awesome. I think it looks much better now. Great. And with this, we can now go back to the master comp and save the project before moving on to the next step. This time, I want us to improve the look of the popping out panels in the project. Let me show you what I mean. First, let's start dealing with the pop up panel in Scene eight. Once we're here, let's find the pop up panel, pre comp and add a drop shadow effect to it. Now, set the opacity to 100, then the distance to five. Next, let's set the softness to a higher number. I think 80 looks good. I think we should set the distance to zero. Great. And now, to make this shadow blend better with the design, we can sample the purple color, and if it looks too bright, we can enter the color panel and choose a slightly darker color. This is a nice trick I always use to make my shadows look better in projects. All right. And now, in case you've got a lot of panels that you need to apply this shadow to, you should copy it using the copy with relative links function. In our case, let's copy it the regular way, since we have only one other pop up panel in the project to apply this effect to. Let's copy the effect and then go to the master comp to find that scene. Here it is since scene five. Let's ender it and then enter the UI screen pre comp and paste the effect. Looks great. Awesome. So with that, we have finished the first round of adding final touches to the project, and we can go further and add additional final touches that will make the project look even better. And we can start by making sure we've got all the scenes visible here in the master comp at their best quality. To do this, we need to collapse the precomps we have in the timeline. As you may remember, we already collapsed the first scene pre comp. So now let's move on to the second scene. And before collapsing the precomp, we can enter the scene first and check that the layers in the precomps inside are collapsed as well. In this case, we've got everything right. So let's go back to the master comp and collapse the scene precomp. Great. And now let's move slowly in the timeline to see that the collapse function didn't change something in the animation or the look of this scene. Everything looks great. And now let's move on to scene three. Let's watch the animation carefully to see if there are any changes. Looks great. Let's now move on to scene four. As you may notice, after collapsing this precomp, we do see some slight changes, especially in the camera angle. This is happening because inside this scene, we have a camera layer that we don't have in the master comp outside this scene, precomp. Once we collapse this precomp, After Effects is now acting as if all the three D layers inside this comp were in the master comp timeline. But it ignores the camera inside because now it uses the default camera created automatically in After Effects when a scene has three D layers. In our case, it's the three D layers inside the scene three precomp. And since chronologically, the master comp is the first in line precomp, After Effects uses the camera of the first comp in the order. In our case, the master comp and not the camera inside the scene three pre comp. That's how After Effects works. So in these types of situations, when you have three D layers and cameras involved in the project, it's better not to collapse this specific precomp. It's totally fine. You will still get your scene in the best quality. So with that said, let's move on to the next precomp. Alright, we can definitely collapse the title animation pre comps, since there are no three D layer animations or cameras inside. Let's now move on to deal with scene five. We can collapse this pre comp also without worrying because there are no three D layers or cameras in that scene. But we should enter the scene to check that all the precomps and layers inside are collapsed, too. I see that we missed collapsing the cursor. So let's do that real quick and then go back to the master comp and check how this scene looks after collapsing it. Um, Looks okay. We can now move on and collapse this title Animation precomp. All right. And now let's move on to collapse the next scene. In this case, even if we have the three D layers, animation happening in the scene, we still got everything right without camera distortions. And that's because the three D scene animation is not happening directly inside this scene precomp. It's happening inside the UI screen precomp. So if we collapse this precomp, we do see the camera distortion. And that's exactly for the same reasons I explained earlier. Now, scene five sees the three D layers inside the UI screen precomp, but uses the default camera of this scene timeline. It ignores the camera we have inside the UI screen precomp. Therefore, let's not collapse this precomp here. Why if we collapse the scene five pre comp in the timeline, nothing will happen. The Master comp timeline doesn't see the camera that is inside the UI screen timeline. I'll continue without collapsing it. Let's move on. We can collapse this title animation scene. All right? Let's move on to deal with scene seven now. Let's stand at the point in time where we can see the dissolve animation and then collapse this pre comp to see if it makes any changes. Everything looks fine. But before moving on, let's enter the scene and make sure all the precomps and the layers here are collapsed. Okay, let's now go back to the Master comp and check the rest of the animation carefully. Looks nice. Let's now deal with scene eight. Let's collapse it and watch the rest of the animation here carefully to see if any unnecessary changes appear after collapsing it. Everything looks totally fine. We can now move on to collapse the next scene. Let's collapse scene nine and see how that looks. Looks okay, and we can now move on to collapse the final scene and see how that looks. Awesome. Everything looks totally fine. Now, once we're done, collapsing all the relevant scenes, let's do some small changes and add some final details to make the project look better. And we can begin with scaling the background inside the final scene. I don't like the bright color in the bottom part. So let's enter the scene and scale up the background layer here. Let's try 120. I think it looks better now. Let's go to the master comp and see how that looks. Looks very good. Let's save the project before moving on. Okay, so now at this point in the project, what I usually love to do is go over all the scenes again one by one and think of things I can add or improve. For example, here in scene three, I think the background doesn't look good. Let's enter this pre comp and first try to rotate the background 180 degrees, so the bright area will be at the top. This way, we will get a more continuous look from the previous scene. That was an example of a small adjustment we can do to make the animation look a bit better. But there are also other things that are a bit more serious that we can do to make the animation look better. For example, here in the second scene, this entire sequence feels very static, in my opinion. We can easily improve this scene by adding a Zoom in or Zoom out animation. Let me show you what I mean. Let's stand at the beginning of this scene and open the scale property. Now, create a keyframe here. Let's now open the position and do the same. Now let's press you to see all the keyframes and move to the point in time where the cursor touches the task box and then scale this precomp and position it. So it looks like a Zoom in animation. Great. Once that's done, let's now create a Zoom out animation at the moment where the cursor is hovering in the air. To know exactly when that happens, we can enter the scene and open the cursor keyframes. Now we can find the hovering moment and while standing here, go back to the master comp and adjust the scale and the position keyframes to get the Zoom out camera movement illusion. Or maybe instead of zooming out, we can create another Zoom in animation. Let's try that. We can set the scale to 260. And now let's position the pre comp so the cursor will be centered horizontally. We can use the safe action grid for Okay, that looks good enough. After that, let's enter the scene again and stand at the next cursor keyframes where it touches the message bubble. Now, let's go back to the master comp and create a Zoom out animation. Awesome. Once done, let's now go back to the scene to see the next stop of the cursor. Let's stand at this point in time, and then in the master comp, create another Zoom in animation. Let's also bring the pre comp to the center somewhere around here. Great. And now, at the last position of the cursor, that is the outtro animation, we can bring back the pre comp in the master comp to the original position. Let's stand at the end of the scene and then copy the first two keyframes and paste them here. This way, we won't ruin the match cut transition we have here. Great. So once we're done with the initial animation, let's improve the motion. Let's select the position keyframes and set the velocity to 85%. Let's do the same for the scale. Okay, now let's stand here and press B to start the work area from this point in time and then go to the end of the scene and press N to end the work area at this point. This way, After Effects will render the scene quicker. Let's also use this opportunity to purge the project. The purge function clears cached memory and disk space to free up resources and improve performance. Alright, now let's see what we've got. I hope that you learn from this process that you don't always need to use cameras in the scene to create camera movements. You can do it by animating the pre comp in your master comp, as we did here. Okay, I think it looks great. And now we can save the project and bring everything back to normal before moving on. Alright, now let's add some gentle Zoom and animation to the next scene to make it look less static. For this, all we need to do is create a scale keyframes at the beginning of the scene and then go to the end of this precomp and set the scale, let's say, to 120. Let's now see how that looks. Looks great. And now I want to add an additional small final touch to the scene to make it look a bit more interesting. This time, I want to add a nice motion blur to the layer that flies toward the camera at the end of the scene. So let's enter the scene and start activating the motion blur on the layers we want. In case you don't see the motion blur function, click here. All right. And now let's start by activating the motion blur for the text layer. Don't forget to check the motion blur icon here as well to make it work. Then let's also activate it for the magnifying glass icon layer. Awesome. So now, when the layers start gaining speed, we'll get that nice motion blur effect. And now to activate this function on the collapse button precomp, we need to make sure all the layers inside this precomp have the motion blur function activated. Only this way, After Effects, we'll present the motion blur in the main scene precomp. As you can see, we now see the motion blur on the button precomp. In case you want to adjust your motion blur effect, you need to enter the composition settings and then go to Advanced and then change the values under the motion blur section. You can set the values as I did. Alright. So now when we go back to the master comp, we won't see the motion blur we add it inside this precomp, and it's not because we collapse this precomp. The collapse function makes this timeline. Treat the layers inside the precomp as if they are placed here in the scene three timeline. So that's not why we don't see the effect. We don't see it just because the motion blur function is not activated for this timeline. So all we need to do is check the motion blur icon here. With that done, we can now see the motion blur effect perfectly in this timeline as well. An important thing to remember when activating motion blur in your scenes is that it will significantly slow down your rendering times. So don't overuse it. As you can see, even if I speed the video up, it takes a lot of time to preview the animation. Okay, everything looks pretty good. But I noticed that the outtro animation of scene three happens too fast. To fix that, all we need to do is enter the scene and first thing, open the keyframes of the last three layers here. Now, let's stand at second three and ten frames, select the last keyframes of the three layers, and then move them to the time indicators position. All right. And now let's go back to the master comp and check how that looks. That was not a critical issue to fix, but that's what feels right for me to do. In my opinion, the animation was too fast at that point, and now the tra will last a few frames more. Alright. So now with that done, let's move on to the project and this time, see what we can do for scene four to make it look a bit more interesting. This time, I want us to create a cool depth of field effect in this scene, since we have the animation happening in three D space, and we have a camera insi 26. Final Touches, Music, and Text Animations: Back. So after we dealt with the majority of the adjustments in the animation and the design of the scenes, it's time to make the final push and add the remaining final touches for this project, like animating the text layers and the scenes, adding music, and improving the look of some scenes using additional design assets. In my opinion, it is the most fun point in time where the project is 95% done, and now we're having fun making final touches. With that said, let's first start dealing with all the text layers we have in the demo flow animation scenes, starting with scene four. So let's enter the scene. And first thing first, find the text layer we need to animate. Once we find it, let's now save some time by copying the text animation we did for the text layer in the first scene. As you can see, we have here a nice reveal text animation we created, and we did that using an animator, so let's open the layer and select this animator to copy it. Great. Once that's done, let's now go back to scene four and paste it to the text layer we have here. First, stand at the beginning of this layer, and then paste the animator. This way, the animation of this animator will start from the beginning of the text layer. Alright. And now let's open the animator and adjust the position property value we have in the range selector. Let's set it to 80. Awesome. And now let's stand somewhere after the animation and create a new mask for this text layer. Nice. So now we have created the reveal text animation for this text layer. Let's now open the keyframes and make sure the animation ends at second ten. And now we need to create an Outro animation for this text. To make it simple, let's stand at second 11 and use the position property to get this layer out of the frame from the top. Let's now ease the keyframes and make the animation start moving slow and gain speed toward the end. Awesome. And now we can deal with the second text layer we have in the scene. For this, we can now copy the animator we have on the first text layer and paste it on the second one. Next, let's stand here and create a new mask. Once done, let's now find a good point in time where we can create the outtro animation for this text layer. I think we can start it from second 16, and it's because the camera outtro animation starts from here. We can match the outtro animation of the text with it. So let's create the first position keyframes for the second text layer here, and then go to second 17 and get it out of the frame from the top. Finally, let's adjust the motion. And now before moving on, let's see the animation we created. To make our life easier, let's isolate only the two text layers and check the animation. Awesome. I think that looks great, and now we can save the project and move on to deal with the next scene, which is scene five. Let's bring scene five here before scene six, and now stand at the beginning of the text layer and paste the animator. Next, let's stand after the animation is complete and create a new mask. And now we need to create an Outro. So if the text layer ends at second four and ten frames, then I'll stand at second three and ten frames and create the first position keyframe here. Now, let's go to the end of the layer and get this text layer out of the scene from the bottom this time. Let's now adjust the motion and see how that looks. I think this time the motion should start fast. So let's adjust the keyframes velocity. Awesome. That's better. And now let's deal with the second text layer we have here. This time, since the outtro animation of the scene happens from second eight, let's start the outtro animation of the second text layer from here as well to match it together. Okay, that looks nice, and we are ready to move on to scene six. Let's first past the animator. Now, let's stand here and use the shortcut control shift in for creating the mask. I think the UI screen is too close to the text. Let's try to fix that. For this, we need to enter the contacts precomp, and now we can either adjust the null animation or we can adjust the camera animation. Let's start with the camera. First, we need to stand at the key frame of the problematic moment which is here. Now let's move the camera backward a little bit. I think we can move it even more. Let's also move it down a little bit. Okay, so now, while standing here, let's go back to the main scene and start creating the outtro animation for the text from this point in time to match it with the outtro animation of the camera. Finally, let's adjust the motion and see how that looks. Great. So now let's save the project and move on to scene seven. Here we can do something interesting for the first text layer. Since the UI screen is covering the entire frame, we can bring the text layer below it in the layer panel and that way, create a revealing animation for this text in the beginning of the scene. As you can see, that looks very nice. All right. And now let's create an outtro animation for this text. We can create the first position keyframe here, then go 1 second backward and create the same keyframe here as well. Now we can go back to the second keyframe and move the text out of the frame from the top. Now, let's adjust the motion and then move on to the next text layer. For this one, we do need to create the intro animation we created for the rest of the text layers in the project. So let's do that real quick. All right. And now for the Otro, we don't need to do anything since the UI screen is covering this text layer. So all we need to do now is to deal with the last text layer. So first, let's create the reveal animation for the intro. Once done, let's now create the Outro. That should start from second nine. Let's extend the text layer before animating the position for the Outro. Okay. And now let's create the Otro animation for. Awesome. So now let's move on to scene eight and see if there is any text layer we need to animate here. As you can see, we don't have any text layers here. So let's go to scene nine to check if there are any there. Nothing here. Let's go to the final scene to make sure there is no text layer in there as well. Alright. So with that done, we finished creating the text animation for the scenes, and we can save the project now to secure the progress we made. And now, at this point of the process, I usually love to recheck my scenes and see if there are any additional adjustments I can do, whether in the animation or in the design of the scenes, for example, in scene five. I noticed the popping out animation can last a bit longer. I want it to end right before the outtro of the text layer is starting. It's because I'm trying to make my scenes always look in motion. Try to create as few static moments as you can. This is the secret for a good motion design animation. With that said, let's enter the tasks pre comp and now open all the keyframes of the task boxes. Now, let's stand at second five. Then select all the keyframes. Next, hold down Alt or option and move the last keyframes. Great. And now let's go back to the main scene and see how that looks. Oops, that's the wrong scene. We need scene five. Okay, let's see how the animation looks now. In my opinion, after this small change, the motion feels much better. With that being done, let's now go to scene four and recheck what we can improve or add here. In this scene, I would love to increase the depth of field effect we created here. Let's stand at this keyframes and scale the blur level to a higher number. That's too much. To be honest, I don't love how that looks. Let's bring it back to 300. Maybe let's try to increase the blur level for the final animation part of this scene where we see the tasks. Let's try 300 here as well. 300 looks better, but I still think it's too much. Let's try 200. Yes, 200 looks perfect. I'm showing you this process so you can also get used to making some final adjustments in your projects before rendering the animation. I love to do that because there is always something we can do that can improve the animation a little bit more. That's why the final touches phase is my favorite one. All right. With that said, let's now move on and this time, try to improve scene three. Let's see what we've got here. Alright. I think the first thing I would love to do here is to make the typing animation last a bit longer. Let's stand at second two and bring the last keyframe here. Let's now use this opportunity and go to scene seven, where we have another typing text animation and make this animation last longer here as well. Let's first open the keyframes on this layer. And now let's stand at second seven and ten frames and move the last keyframe here. Awesome. And now, once that's done, let's now go to scene two and see what we can do there in order to improve the motion or the design of that scene. Alright, so now, since the main goal in this scene is to show the chaos of having a lot of messages and tasks to deal with, it can be a good idea to add additional task boxes and message bubbles to match the concept of this scene. And we will do that soon. Before that, I would love to make the background color of this scene not dark. I want the dark one to be for scene three, so it will look like a kind of deep ocean. Since at that moment, the voice over says, You're drowning in chaos. Okay, so with that said, let's first delete the curves in the toner effects from the background layer. Great. And now let's add additional task boxes and message bubbles to the scene. But instead of duplicating them here, I want to show you another method that might be a bit more useful for us in this project. This way, you can learn a new trick and apply it to your projects if you want. All right. So first, press Catrol or Command end to create a new comp. Let's name it two BG. Because it's scene two and then add BG at the end, since it will be a part of the background of this scene. Now, make sure the dimensions are okay and then set the duration to 2 minutes. Alright. And now let's go back to scene two and select the tasks and the messages pre comps we have here. Now copy them and paste them into our new comp. Next, press and delete all the keyframes we have here, and now we will start duplicating them to create that chaos feeling. But before that, we need to make sure we will not place the new duplicates in these areas. Where in the main scene, we have these four precomps positioned. For this, let's make sure no layer is selected and create a rectangle to mark the messages area. Then let's mark the tasks area as well. Once done, we can now lower the opacity of the shape layer and lock it so it won't interfere with us. By doing that, we now know that these areas are where we should not place the new duplicates we will create in a second. So first, we can move the current precomps out of these areas, and then let's start duplicating them to create a chaotic scene. I'll speed this process up a little bit. All right. So once we are done with that, we can actually cancel the collapse function for all the pre comps, since we are planning to use this comp as a part of the background layer. We don't need to have them all in super high quality. I'm doing this to make my render time a bit faster. Okay. And now let's turn off the guide layer we created here and then extend the layers to last to the end of the timeline. Great. And now let's add a new adjustment layer in the scene and add the fast box blur to it to make this composition blurry. It will look better in the main scene this way. Soon, you will get what I mean by that. For now, let's go back to the main scene comp and then bring the new background precomp we just created to this timeline. Place it above the gradient background layer. I think we should adjust the blur. For this, let's enter the precomp and cut the fast box blur effect from the adjustment layer. We can delete the adjustment layer here. Now, let's go back to the main scene and paste the effect on the precomp. This way, it will be easier for us to control the effect. I wanted to show you this so you know that sometimes it's better to use an effect on the pre comp instead of using adjustment layers. And that was a great example for this situation. And now to make it blend with the scene even more, we can choose a different blending mode for this precomp. Instead of choosing the right blending mode, manually, we can use the shortcut to toggle between the different blending modes. Hold down shift and press the plus or the minus key. All right. So after checking all the blending modes, I think overlay looks best in our case. And now, if we go back to the master comp to see how that looks with the camera motion we created here, for this scene, we will get a super cool look. We got the chaos, but still the scene looks very balanced and clean. Great. So now, once we've done adjusting the visuals in the project and we have all the animation perfectly synced with the voiceover, we can now move on to the next step, which is adding music to the project. For this, go to the assets folder you downloaded for me. And here you can find the music I found for this project. I found this track in the YouTube audio library, which is open source. That means that 99% of the tracks you will find there are free to use without copyright and royalty issues. You can use them for commercial purposes. When I search for a track, I usually first filter the list by the right mood. In this case, I think funky will fit the tempo of my animation. Of course, it's a good idea to pick three songs and give the client the option to choose. When I search for the right music, I'm trying to find a track that has a kind of build up section in the beginning. The music should start with some kind of intro that will add more interest to the animation. So at this point, I'm just listening to all the tracks I see on the first page, and after finding the right one, it's super important to check that it has the YouTube icon. It means that it's free to use for any purpose without us needing to add credits for the creator of the song. Only then can you download it without worrying about copyright claims? All right, back to the project. Let's now drag the track to our timeline and see if it fits the vibes. But before that, let's go to the project panel and organize it a little bit. We can place the track in the Assets folder, and we can also place this precomp into the preComs folder. Great. And now let's hear it. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages. And before you know it, you're drowning in chaos. As you may have noticed, the track volume is too high. Therefore, we need to adjust it to fit the voice over. For this, press the key. Now we can see the audio levels. Let's set it to -25 and hear it once again. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages, and before you know it, you're drowning in chaos looking for help. Met one point. The platform that makes project management so simple, even your cat could do it. With one point, you get a crystal clap. Dash. Okay, that's better. But I think we can set it to -20, so the track will be a little bit higher in volume. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages, and before you know it, you're drowning in chaos looking for help. Met one point. The platform that makes project management so simple, even your cat could do it. With one point, you get a crystal clear overview of everything your team is working on all your projects. G. Great. That's perfect. With that done, let's now close all the pre comps we have here and right after that, go to the Project panel to organize it before rendering. Organizing is super important, not just for you, but also for a person that might work with you on this project. Maybe you will work with another freelancer or maybe you will work in a company with another colleague. Either way, having a well organized project will position you in a very good professional light. With that said, let's open the precomp folder and start organizing it first. Let's see what we have in the screen folder. Everything looks good here. Let's see what we have in the panels folder. Here, I would love to adjust the names of the precoms. Instead of S one, let's change it to screen one. And it's because I noticed that all the other panels precomps start with the full name of the screen. Great. And now let's do the same for the rest of the precomps here. Once done, let's now go to the precomps folder and select all the screen panels and asset precomps we created to put into the panels folder. This way, in the precoms folder, we have only the general precomps we used in the project. You can go further and create a new folder inside the pre cooms folder for the main titles, but we don't have many of them, so I'll keep it as it is. Awesome. And now let's open the assets folder and see if there is anything we can organize here. Alright. I think everything looks good here, and now we are ready to render the project. And to get the best quality in terms of colors for our final render file, we can enter the project settings from here and change the bit depth to 16 or 32 bits. If you use glow effects in the project, going with 32 bits can affect the look of these scenes, so pay attention to it. Note that the more bits per channel you choose, the slower your render times will be, because After Effects will now need to render a larger range of colors. Okay. Now let's activate the motion blur function here in the main timeline. So we can get the motion blur, we activate it inside the precom. And now let's do one last thing before rendering the project, and it's purging it. This way, we will lower the risk of unexpected software errors during rendering. Great. With all that done, let's now make sure we are selecting the master comp in the project panel and then go to composition and add this timeline to the Render Queue. Here, let's choose to render it in 40 megabits per second, because it will give us a bit higher quality for the final file. If you don't see it here, just click on Output Module and then in format, choose Ht 264. Next, go to Format Options and set the bitrate settings as presented here. All right. And now let's choose where to render the file. I will render it in the finals folder. Don't forget to adjust the name of the file. Let's call it SAS Project Version 01. Awesome. And now let's hit that render button and wait for a couple of minutes. I'll speed this process up. And now let's watch the animation a few times to get a clear vision if we need to adjust or fix something. Managing a large team across multiple projects isn't easy. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages, and before you know it, you're drowning in chaos looking for help. Meet One Point. The platform that makes project management so simple, even your cat could do it. With One Point, you get a crystal clear overview of everything your team is working on, all your projects, all your tasks, all in one place. Need the full picture. Every project includes detailed tasks, sub tasks, and real time progress tracking, so nothing slips through the cracks. Want to see who's falling behind, head to your team tab to view everyone's activity at a glance. Need to follow up with someone. Jump into the built in messaging system where all your conversations are organized by contact. Send a quick reminder or share an update instantly. And yes, sharing files is effortless. Upload any document, and your entire team will have access to it right away. So why keep struggling? Go to onepoint.com and make your workday easier, starting today. Managing a large team across multiple projects isn't easy. Too many tasks, too many messages, and before you know it, you're drowning in chaos looking for help. Met One Point. The platform that makes project management so simple, even your cat could do it. With One Point, you get a crystal clear overview of everything your team is working on, all your projects, all your tasks, all in one place. Need the full picture. Every project includes detailed tasks, sub tasks, and real time progress tracking, so nothing slips through the cracks. Want to see who's falling behind, head to your team tab to view everyone's activity at a glance. Need to follow up with someone. Jump into the built in messaging system where all your conversations are organized by contact. Send a quick reminder or share an update instantly. And yes, sharing files is effortless. Upload any document, and your entire team will have access to it right away. So WAS multiple projects is All right. So after watching the animation a few times, I do have one small adjustment I want to do. In the final scene, the cursor object intro animation is entering the scene from the center, and I think it doesn't look good. So let's enter the scene and then adjust the position of the cursor at the beginning of the scene. Make sure you are standing at the first position keyframes and only then move it. Let's move it to the right. In case you're not standing exactly on the keyframes, you might create an additional keyframes like I did in my case. So now I'll delete the first keyframe and place the new one there instead. Let's see how that looks. Okay, I think it looks a bit better now. Let's now go back to the master comp and enter the third scene because I also noticed that there is a moment when the cursor completely stops that I didn't like. It happens here after the intro animation. If we enter the graph editor, we will see that the speed at this point in time is zero. So let's fix that real quick by converting this keyframe into a continuous keyframe and then speeding up this moment. I think it's better now. Let's see it with the rest of the scene. Great. I think it looks awesome now. Alright. So now, once we're satisfied with motion, we can go and render the master comp once again. But before doing that, I want to use this opportunity and show you how to add realistic Avatar profile pictures in the project, since I didn't want to waste time on this for all the scenes that need an avatar profile picture, I made sure to have at least one scene just to show you the process behind it. You might remember that during the preparation process in Illustrator, when we prepared scene six, I noted that in this specific scene, I'll leave the Avatar profile icons as separate layers because we will use them later in the project. So now that's exactly what I want us to do. Now we will learn how to add real Avatar profile pictures in the UI panel design. Let's open the assets folder you downloaded for me and find the PSD file name portraits. Now, I want to show you how I love to prepare my avatars for animation. First things first, I head over to the freepick website because you can find a lot of useful stuff here for free. Now in the search bar, I'll search for portraits. Then I'll make sure I see only the free options. And now I'm checking what options I see here. I will then choose something that I like while making sure there are a lot of other options similar to this one. It's important because we want to have a consistent design, look in our project. Alright? So, in this case, I love this picture. So I'll click it. And then if you want, you can already prepare it for animation right inside free pick. You can get rid of the background or choose any other format. In my case, since I know that I will need to have a lot of these I prefer to have them ready for animation in one file. We can use Photoshop for this, but more on that later. For now, I'm just continuing to download the rest of the avatars. In this case, I need to have seven of them in total. So now I will first create a new folder in which I will save all of the avatars I downloaded from here. I will speed this process up for now. All right. So once I finish downloading all the images, I'll now open Photoshop and create a new document. We can use the art and Illustration presets for this since there is a square format already prepared for us. The advantage of having all the images in one file is that they will all be the same size. That will make our life easier in After Effects when we need to use them. Soon, you will see what I mean. Okay, so now I will bring all the images inside. And then while all of them are selected, I'll press Control or Command T to scale them up. Once that's done, I will now check that they are all positioned in the center. That's also one of the advantages of bringing them all into one Photoshop file because if you have images with different dimensions, you can adjust them all to have the same dimensions here in this file by scaling some of them or moving them from left to right if needed. All right. So now, once I made sure that I have all the images aligned, I can now delete the background layer and save this file in my assets folder. I'll make sure I'm saving it as a PSD file and then hit Save. Great. So now let's go back to our project. First, let's drag the PSD file into the project panel. Now in Import kind, we will choose composition retain layer sizes, since we need all the layers separated as in the original Photoshop document. Here, it doesn't matter what to choose since we didn't use any effects or layer styles in the original Photoshop document. Okay, so now before we start working, let's bring the new folder that consists of all the images into the assets folder. Now let's select the portraits pre comp that was automatically created once we inserted the PSD file and stop working for a second, because I want to mention something important. As you may have noticed, when we import a PSD file to After Effects, we get a precomp containing the images. And also a folder containing the images. Now, I want to explain what exactly happened when we chose to import the PSD file as a composition with retain layer size. After Effects created a precomp with the dimensions of the square document we created in Photoshop. But the images inside this precomp will be the size of their original dimensions. That's what retain layer size means. After Effects doesn't crop the images to the square format. Therefore, if you go inside the precomp, you will notice that all the images are not in a square format. They also appear that way in the folder of the images. I wanted to show you this so you can understand the real meaning behind retain layer size. In our case, that doesn't really matter because even if we get all the images not cropped to a square format, we can still work with them since they are all more or less the same size. But in projects where you need them to be all the same size, you should import them as just composition. Alright. With that being learned, let's drag this pre comp to the precomps folder to maintain a clean project, and then let's open the portraits folder we just dragged to the Assets folder and start adding the images into the UI panel design. As you can see, it will be easier that way to pick the avatar images. Okay. So now let's select all the contact precomps in the timeline and double click on them to open them all at once. Great. And now let's start with contact one. First things first, we need to find an image of a man, since the name we have here is a man's name. Let's use this one. Drag it to the timeline, and then scale it down to fit the design. Now let's drag it to the Avatar icon area. We can scale it down a bit more. Great. And now we will use the shape of the Avatar icon layer as a mask for the image, and we will do that using the track Matt function. All we need to do is make the image use the Alpha of the Avatar icon layer. And now, since we know that this precomp is animated in three D space, we also need to convert the image to a three D layer as well. Awesome. So now we can zoom in and further adjust the position and the scale if needed. All right. And now to repeat this process faster, let's copy the image layer we have here, then go to the next contact precomp and paste it here. Now, let's adjust the position and then let's make this layer use the Avatar icon layer as a mask. Then let's find another man image and switch between them. So while the image layer is selected in the timeline, let's drag this image on top of it while holding Alt or option. Finally, let's adjust the position and the scale if needed. Awesome. And now let's repeat this process for the next contact pre comp. First, we need to paste the first copied image and then replace it with the new one, as we did a few seconds ago. Okay, so let's repeat this process for the rest of the contact precomps. I'll speed this process up for now. Just make sure the image fits the Alright, so once we're done that we can hold Controller Command W to close the contact precomps. As you can see, we now have a cool scene with the real Avatar profile pictures. And now you know how to do that in your future projects. Let's now save the project to secure the progress we've made so far. And with that done, we have finished creating the entire SAS explainer video. We are now ready to render the final version. So let's select the master comp and then send it to the render queue. Let's keep the same render settings and replace the old file with the new one. Now, let's wait till the render is finished. Once done, you will have a very impressive project to showcase in your portfolio and share with your future clients. With that said, you can now close Illustrator if it's open. We can also close the Figma file and the PDF files we used for the project. I hope you enjoyed this one and learned a lot of new interesting stuff. The main thing that I would love you to remember from this course is that creating a motion design piece is a step by step creation process. Try to always move one step at a time and trust the process. Thanks a lot for watching. I'll see you in the next one.